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998096 Posts in 39134 Topics- by 30545 Members - Latest Member: oxysoft

April 17, 2014, 01:23:08 PM
TIGSource ForumsFeedbackDevLogsWaker - Now with a DEMO!
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Author Topic: Waker - Now with a DEMO!  (Read 4849 times)
Alchiggins
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« on: December 29, 2012, 12:41:55 PM »

WAKER

     Waker's an adventure game that I've been working on in Game Maker since July 2012. It is an adventure game about an office worker who slips into a dream world that is experiencing the end of civilization as it is known, starting a journey that will determine the fates of loners and wanderers throughout the land.

     It's pretty exciting, and it includes blue people. And Poggles.

     The game consists of working in your office, falling asleep, exploring the dream world and interacting with its inhabitants (meaning dialogue trees galore), getting killed by something and waking up, and then falling asleep again. The primary focus of the game is on its story and character interaction, with a sprinkling of exploration and puzzle solving.

Demo:
Click here to download the demo. (October 2013)

For now, Windows OS and screen resolution exceeding 960x720 are required.
Esc quits. F5 and F6 save and load. All other controls are explained in-game.
There's no sound, and it's buggy, and the pacing is a little off, but otherwise the demo is indicative of what would be the completed game's experience.
Thank you! Please provide feedback

Screenshots:
(More screenshots can be found throughout the thread and on my blog)










PROGRESS (with bullshit percentages next to each item that mean nothing):
-Basic engine (100%)
-Tiles (97%)
-Game world (75%)
-Character art and animation (55%)
-Dialogue (51%)
-Story events (51%)
-Music (0%)
-Sound (0%)
-Menu interface/options/save system (12%)


More screenshots and info are available from my blog, here.

Thanks!
« Last Edit: November 22, 2013, 12:41:23 PM by Alchiggins » Logged

Nathan Cash
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« Reply #1 on: January 07, 2013, 03:06:12 PM »

Looks great! The art looks a bit like Super Brothers Sword and Sorcery.
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Alchiggins
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« Reply #2 on: January 07, 2013, 04:51:47 PM »

Thanks! Yeah, the character art was very inspired by S:S&S EP.
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Nathan Cash
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« Reply #3 on: January 07, 2013, 09:54:42 PM »

Ill be really happy when this gets finished. Good luck!
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jO
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« Reply #4 on: January 08, 2013, 04:25:28 AM »

Really love the art style and basic concept of this game - keep it up!
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toipot
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« Reply #5 on: January 08, 2013, 07:01:17 AM »

Premise sounds cool, and I like the character art.

The perspective makes it a bit hard for me to judge verticality at a glance though, and the tiles don't help. The shadows seem like the only way I can quickly assess which "layer" a tile is on.
« Last Edit: January 08, 2013, 08:39:11 AM by toipot » Logged

Alchiggins
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« Reply #6 on: January 08, 2013, 08:35:24 AM »

Premise sounds cool, and I like the character art.

The perspective makes it a bit hard for me to judge verticality at a glance though, and the tiles don't help. The shadows seem like the
only way I can quickly assess which "layer" a tile is on.

Yeah, I see what you mean. Obviously it's a bit late to change the entire game's perspective, but I'll take a look at some other tile sets and see if I can do anything else to make it a bit clearer.

Thanks for the encouragement, everyone!
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circuiton
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« Reply #7 on: January 08, 2013, 06:51:34 PM »

Looks pretty good so far, and I like the premise. Stuff that messes with the consciousness of the player is always a win.
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Alchiggins
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« Reply #8 on: January 09, 2013, 09:21:09 PM »

Thanks!
Took this screenshot as I was editing one of the rooms - super happy with how it's turning out so far:
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DustyDrake
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« Reply #9 on: January 09, 2013, 11:35:22 PM »

That's... a lot of flowers.
I hope those are flowers.
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rickardwestman
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« Reply #10 on: January 10, 2013, 12:13:50 AM »

Last screen looks very nice! Good job!
Though, one thing that always bother me a bit is when rectangular squares are used for floors. I always get a feeling of looking into a brick wall instead of onto a floor.
Have you tride making floortiles that are more quadratic in shape? I would prefer something like that. Of course it is a matter of taste Smiley
Keep up the good work!
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Alchiggins
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« Reply #11 on: January 10, 2013, 06:46:15 AM »

That's... a lot of flowers.
I hope those are flowers.

Yep, those are flowers. Should I draw them a little larger so that it's more obvious?

Have you tride making floortiles that are more quadratic in shape? I would prefer something like that. Of course it is a matter of taste Smiley
Keep up the good work!

Hm... I was going to avoid that because I thought it might skew the perspective, but upon second though I guess it wouldn't. I might give it a shot and see if it looks better.

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rickardwestman
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« Reply #12 on: January 10, 2013, 11:23:58 AM »


Have you tride making floortiles that are more quadratic in shape? I would prefer something like that. Of course it is a matter of taste Smiley
Keep up the good work!

Hm... I was going to avoid that because I thought it might skew the perspective, but upon second though I guess it wouldn't. I might give it a shot and see if it looks better.


[/quote]

Sure give it a shot if you like, otherwise it still looks really nice overall. Might be just me.
I really enjoy the flat emptiness of your environments, atmospheric!
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sublinimal
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« Reply #13 on: January 12, 2013, 02:55:24 PM »

Flipping between two worlds sounds like it could be an interesting take on interactive storytelling.
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Alchiggins
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« Reply #14 on: January 16, 2013, 07:25:45 PM »

Update!

I've been talking to Tigsource's own KomradeJack, and as of now it looks like he'll be producing audio for the game! I'm very excited about the collaboration; the game will sound good if nothing else.

Also, here's some new screenshots:





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