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1075767 Posts in 44140 Topics- by 36113 Members - Latest Member: Hardcore2dacore

December 29, 2014, 01:08:27 AM
TIGSource ForumsFeedbackDevLogsFrom Hell's Heart
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Author Topic: From Hell's Heart  (Read 4558 times)
King Slizzard
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« Reply #40 on: January 05, 2014, 02:48:01 AM »

Hey ya'll

After a full day of being pumped full of caffeine and afraid of more downloads, I added few substantial improvements!

Improvements
-Replaced menu music
-Added more Death text feedback
-Finished Journal text (big component)
-Altered how Journals are acquired
-Gave more audio feedback to the sea beast
-Gave icebergs more feedback when destroyed
-Made the Journal and Map icon pulse scale when new info is available

Bug Fixes
-Text displaying bug
-Boat no longer capsizes
-Tutorial bug
-Map crashing bug after iceberg was destroyed
-When player was hurt, audio now plays
-Sea Beast's attack bug, it can hurt you again lol
-ocean refraction rendering bug fix
and some misc clean up


Tomorrow
There's a bug with the Oil meter I need to fix
I'm pretty sure there's an end game edge case I need to fix. I'll investigate that.
I'll add a How To Play section to the pause menu
I saw in a play through on YouTube, the sea beast launched like a million miles in the sky again... I really need to squash that one lol
We have a bunch of audio we can implement and replace

Thanks for the read and hope you're having a good weekend!
PC and Mac builds of the latest can be found here
« Last Edit: January 05, 2014, 03:04:46 PM by King Slizzard » Logged

zigzag
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« Reply #41 on: January 05, 2014, 04:28:50 AM »

Looks amazing, can't wait to try it (tomorrow, sleep first)
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King Slizzard
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« Reply #42 on: January 05, 2014, 02:55:53 PM »

Looks amazing, can't wait to try it (tomorrow, sleep first)

Sleep is good. In fact, people who sleep are in our target demographic!
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« Reply #43 on: January 05, 2014, 04:11:24 PM »

Congrats on the articles! That's how I found out about your game. Very atmospheric and immersive, but I did find it's tough to figure out what exactly you need to do and how to do it. Which is probably by design
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King Slizzard
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« Reply #44 on: January 05, 2014, 04:29:39 PM »

Congrats on the articles! That's how I found out about your game. Very atmospheric and immersive, but I did find it's tough to figure out what exactly you need to do and how to do it. Which is probably by design

Thank you so much!

Ya, the lack of explanation for controls is a bad on my part; I'm working on it today. The lack of an explicit goal is by design. We knew a lot of people wouldn't get it quick and we're working on ways to keep the interest levels long enough for them to figure it out (the game is really only supposed to last ~20 min). But for those who do find it we hope they find it worth the time and effort. Who knows, we're not opposed to doing big design changes anyways. It could still change.
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King Slizzard
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« Reply #45 on: January 07, 2014, 01:30:28 AM »

Fixed some bugs!

-The Sea Beast and you now collide
-You should capsize less now, hopefully never
-Journal bug fixed
-Journal font changed (by request)
-End game fixed
-misc bug fixes and optimizations.


rawr!

Goodnight...  Tired
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King Slizzard
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« Reply #46 on: January 13, 2014, 01:19:54 AM »

Latest bug fix update to reduce your glitchiness. Capsizing has a temp fix for now.

We added a Charging Radial Meter to better display that holding down the mouse button increases distance.
Fixed misc UI bugs such as fade in / fade out conflicts
More specific text when died.
Fixed bug where user cold not chain to Sea Beast.
Ship Reset after being attack or colliding
Other misc bugs and optimizations.


I'm still working on the How To Play section to the pause menu and some art for polish and symbology. Anyhoo, gooday to you all!  Gentleman
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Prinsessa
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« Reply #47 on: January 13, 2014, 05:01:39 AM »

Wow, my friend showed me, a while ago, a picture of someone requesting a game similar to this. This looks amazing. Downloading it right now. I don't have time to play until some time this evening, though. I'll let you hear back from me after that!

EDIT:
Meh, I couldn't resist. I tried it.

I'm sorry to say, however, that I'm a bit disappointed. :/

The initial premise was great. A clear view and a pretty ocean. A fearsome beast appeared and I fired my cannon (which I felt very bad about doing, though; you need to give me some storywise motivation to attack this poor beauty! Sad).

However, the screen was soon covered in this constant vignette of obscured edges, which really made no sense as the rest of the sky was as bright as before, and I felt like I was wearing some sort of goggles with my side vision covered. Even worse, though, I kept getting eaten by this creature that was nowhere to be seen, no matter how much I turned the boat and my head. Again and again. I finally got one more glimpse, but then that was it.

As for technical problems, the control scheme screen had parts missing (also, how come the mouse was shown [also partially obscured] when I accessed the controls from within the game, but not on the loading screen?), and when I had lost, the button to go back to the menu didn't work, and eventually it faded to take me to a new screen, so why were the buttons there at all? Undecided

Nonetheless, I love the premise and I love the visuals (when I'm not forced to wear goggles). The steering was a bit weird. I felt like the character was almost lying on his stomach on the deck rather than standing up, the way the camera was placed. As for aiming, you might want to get some inspiration from Wind Waker, though it seemed you might actually have done so. Study it some more!

I love the icon. Fantastic. Very, very pretty, with the whale and all.
I'm not sure, because I forgot to read it properly, but I believe the monologues had some spelling errors.
What's that code-lock looking counter thing in the top for? What's the day counting system for?
Pressing 1 for the journal doesn't work, but I guess you haven't added that yet.

To summarise, great idea, great visuals, great audio. Controllers not so great, visuals not so great in different aspects from those in which they are great; namely, the graphics are pretty, but confusing and not so helpful.

Keep working! I'm sure this can turn into something great.

Give me a proper incentive to kill off those poor animals, though! Playing Shadow of the Colossus, I only killed the creatures because the mechanics were fun, but there was no mental motivation to do so. To save his girlfriend? Who is he? Who is his girlfriend? Why should I care? Why should I put a girlfriend I don't know above these magnificent beings and kill them for her sake? I don't want to do that! Big Laff

See what I mean? Grin

Keep going!

Oh, and one really nice thing is that despite the game being made in Unity (misextracted the .rar at first and found a lot of Unity files), it doesn't look like it was, which a lot of less polished games in Unity do. That's very good. You might want to figure out how you can make the menus a little less blurry, because you don't want to scare people off from your pretty game by having menus that are not on par!
« Last Edit: January 13, 2014, 06:28:06 AM by Skomakar'n » Logged

dum mak gam
Vatnsmyrkr, deep sea exploration: devlog
avaskoog @ twitter
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King Slizzard
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« Reply #48 on: January 13, 2014, 12:23:36 PM »

Wow, my friend showed me, a while ago, a picture of someone requesting a game similar to this. This looks amazing. Downloading it right now. I don't have time to play until some time this evening, though. I'll let you hear back from me after that!

EDIT:
Meh, I couldn't resist. I tried it.

I'm sorry to say, however, that I'm a bit disappointed. :/

The initial premise was great. A clear view and a pretty ocean. A fearsome beast appeared and I fired my cannon (which I felt very bad about doing, though; you need to give me some storywise motivation to attack this poor beauty! Sad).

However, the screen was soon covered in this constant vignette of obscured edges, which really made no sense as the rest of the sky was as bright as before, and I felt like I was wearing some sort of goggles with my side vision covered. Even worse, though, I kept getting eaten by this creature that was nowhere to be seen, no matter how much I turned the boat and my head. Again and again. I finally got one more glimpse, but then that was it.

As for technical problems, the control scheme screen had parts missing (also, how come the mouse was shown [also partially obscured] when I accessed the controls from within the game, but not on the loading screen?), and when I had lost, the button to go back to the menu didn't work, and eventually it faded to take me to a new screen, so why were the buttons there at all? Undecided

Nonetheless, I love the premise and I love the visuals (when I'm not forced to wear goggles). The steering was a bit weird. I felt like the character was almost lying on his stomach on the deck rather than standing up, the way the camera was placed. As for aiming, you might want to get some inspiration from Wind Waker, though it seemed you might actually have done so. Study it some more!

I love the icon. Fantastic. Very, very pretty, with the whale and all.
I'm not sure, because I forgot to read it properly, but I believe the monologues had some spelling errors.
What's that code-lock looking counter thing in the top for? What's the day counting system for?
Pressing 1 for the journal doesn't work, but I guess you haven't added that yet.

To summarise, great idea, great visuals, great audio. Controllers not so great, visuals not so great in different aspects from those in which they are great; namely, the graphics are pretty, but confusing and not so helpful.

Keep working! I'm sure this can turn into something great.

Give me a proper incentive to kill off those poor animals, though! Playing Shadow of the Colossus, I only killed the creatures because the mechanics were fun, but there was no mental motivation to do so. To save his girlfriend? Who is he? Who is his girlfriend? Why should I care? Why should I put a girlfriend I don't know above these magnificent beings and kill them for her sake? I don't want to do that! Big Laff

See what I mean? Grin

Keep going!

Oh, and one really nice thing is that despite the game being made in Unity (misextracted the .rar at first and found a lot of Unity files), it doesn't look like it was, which a lot of less polished games in Unity do. That's very good. You might want to figure out how you can make the menus a little less blurry, because you don't want to scare people off from your pretty game by having menus that are not on par!


Wow Skomakar'n, this is fantastic feedback! Thank you so much for putting in the time and effort to writing this. Ok, so I have a lot to work on and improve from this. So, things I will work on:

-Tune the vignette and have it better communicate it represents your health.
--I have to admit, I've done a really poor job on communicating the rules and state of the game and it's something I'm trying to improve. 
-I need to better warn the player of incoming attacks to give them a chance of proving their skills
--This is. Probably due to just me knowing everything about the game and understanding even the smallest queue. I'll have to better communicate these foreshadowing attacks better.
-Seems like we're having some UI scaling issues with different resolutions and / or aspect ratios. I'll implement some fixes for that this week.
-I'll fix that Button issue that doesn't sound right
-They camera position should be an easy fix and I can get that in tonight I bet
-My roommate actually just got wind waker for Wii U so I'll give that some time for research! (And fun of course!)
-The icon is actually placeholder :,(
--I'm very inexperienced with art so it takes me longer to do that stuff. It's the last art asset I have to work on. 
-Polish up the menus. 
-Check journal button works on all computers
-Spell and grammar check journal pages

This is fucking fantastic! I really can't express how great this is. This feedback is quality!

Thank you again so much Skomakar'n! I won't let you down!
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Prinsessa
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« Reply #49 on: January 13, 2014, 01:07:32 PM »

Aw! Thanks for taking my perhaps a bit harsh words so professionally. I only wish to tell you what I think could be enhanced in order to perfect such a lovely base. Coffee

I'll peek in again in some time, to see what has happened! Hand Thumbs Up Right
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dum mak gam
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King Slizzard
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« Reply #50 on: April 29, 2014, 09:22:08 PM »

So we've been working on this for a while and have a huge update coming next. However, unfortunately we're a little burnt out so we're taking a small break for a month to work on a game with a smaller scope.

Just letting ya'lls know when you see the post coming soon.
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« Reply #51 on: April 30, 2014, 01:56:23 AM »

Really like the look of this game.  The idea of it.  Looking forward to seeing how it turns out.
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King Slizzard
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« Reply #52 on: July 02, 2014, 11:38:50 AM »

I guess this is related to From Hell's Heart, but I sorta quit my job to go full time indie.   Screamy

I posted a weee little blog explaining a fraction on why I quit my job to go independent
I sincerely hope no one experiences some of the shit I had to. But if you do, make the right choice for yourself and don't settle for less than you're worth (which is a lot)



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