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1034950 Posts in 41753 Topics- by 33344 Members - Latest Member: Lawlcopt0r

August 22, 2014, 09:39:28 AM
TIGSource ForumsFeedbackDevLogsAfter the Comet
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nikki
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« Reply #90 on: March 12, 2013, 07:15:26 AM »

I wouldn't double the sprites to solve a high ceiling..

I remember beeing in an airport bar once then looking up and thinking :"Huh that's pretty rare for a ceiling to be so high" so unless that bar is at an airport it's not normal -if you care for that- for ceilings to be so high .
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Panurge
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« Reply #91 on: March 12, 2013, 08:31:15 AM »

Yes, I think it certainly does look too high at the moment. I'm going to mock up a few alternative approaches and post them to see which people prefer.
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deddhogg
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« Reply #92 on: March 17, 2013, 05:30:27 AM »

Looking forward to those mock ups.

I really like the look of the game thus far, and it looks brilliant in motion. The vast amount of space above the characters heads is an easy fix though, especially in Game Maker. Keep going! I really want to see this thing finished.
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Panurge
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« Reply #93 on: March 17, 2013, 09:56:56 AM »

Well, the first batch of mock-ups were discarded in a sort of tantrum at my inability to draw a decent set of drapes! I'm going to try again when I have the time, one day this week for certain.

In the meantime, I've been prototyping the conversation system with a little one-screen game, hoping to iron out any fundamental flaws before I try to put it into After the Comet (the whole game really hinges on it working the way I've envisaged but I'm already encountering some unexpected problems). Anyway, if the test game is any good I'll release it here for anyone interested. It looks like this:

« Last Edit: April 05, 2013, 10:51:59 PM by Panurge » Logged

deddhogg
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« Reply #94 on: March 29, 2013, 03:29:32 PM »

This isn't forgotten. Any update?
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Panurge
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« Reply #95 on: March 29, 2013, 11:18:05 PM »

No update yet, but there should soon be a whole glut of them - starting from yesterday, I have two full weeks of clear blue holiday! I'll finish up the writing for a couple of other games I've been collaborating on first, then I'll crack on with this one.

Thanks for keeping me in mind! It's greatly appreciated.
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Panurge
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« Reply #96 on: April 05, 2013, 02:42:14 PM »

Okay, one big update:

I've been working on the game flat out over the past few days and have made a fair bit of progress. The conversation system is all in place and the conversations themselves are mostly mapped out and ready to be put in. They'll be text to start with but ultimately I'd love to be able to have them recorded as I think they work better that way and I like the purity of keeping the screen free from distractions.

To give an idea of how the conversations will work, here's an html5 version of the little test game I knocked up (using some of my old 'art' and dialogue from an abandoned project):



Please forgive the crappy voice acting and rough edges. It's not meant to be a game of any sort but should give some idea of how the conversations will work. In 'After the Comet', however, they will be a little more complex, each one branching heavily and leading to more outcomes than just the three possibilities in the test. Also, npcs will react to more than just the standard responses of yes, no and silence - they can also be shown items from the inventory (eg. your badge, a piece of evidence)and will sometimes respond to certain actions in the environment (drawing your gun or closing a door, for example).

I've also been working a lot on the AI (I use this term pretty loosely!) of your alien partner and I'm making a virtue of his unpredictability by tying it to his character. He's not quite used to human ways and will sometimes misinterpret your intentions - for example, by disintegrating someone you were interrogating. He can never be under your direct control but to help you manage him he can be told to stay in the 'car' or to put his ray-gun on a low setting. If he does the latter, it will only disintegrate the target's clothing, some examples of which are shown below (NSFW links in case anyone might be offended by pixellated junk and square nipples!):


Main Character

Undercover Agent

Quarterback

Senator's Mistress

Martian Warlord

You'll notice that some of them get more upset about it than others. It's never something that you can do intentionally but it's something that your partner might do now and then according to an alien whim, and it can affect the way your investigation proceeds!

Finally, I've been redecorating the club again. It's a lot better than before but I'm still not sure that I'm happy with it. Here's the latest version:



That's all for now. Hopefully another big update next week and then it will likely slow down again for a while once I return to the day job...
« Last Edit: April 05, 2013, 11:54:05 PM by Panurge » Logged

jO
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« Reply #97 on: April 05, 2013, 02:54:49 PM »

That conversation prototype is a thing. I love the scene!
God he moves so slow - is the master supposed to talk to me? All I could do was say yes or no, but he did not reply.
I'm really curious on how you are planning to apply this to the game.

The quarterback cracks me up, perfectly timed.
Also, I think those red curtains add a lot to the nightclub  Gentleman
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Panurge
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« Reply #98 on: April 05, 2013, 10:51:35 PM »

That conversation prototype is a thing. I love the scene!
God he moves so slow - is the master supposed to talk to me? All I could do was say yes or no, but he did not reply.
I'm really curious on how you are planning to apply this to the game.

The quarterback cracks me up, perfectly timed.
Also, I think those red curtains add a lot to the nightclub  Gentleman

The slow movement is intended and is just decorative really - it won't affect anything but it's there to show how the conversations are designed not to interrupt the action but rather to take place while you're still doing other things.

Yes, the master is supposed to talk to you. There is a slight loading time at the beginning so please wait until 'Press Space Bar To Start' pops up and then you should be able to begin. The reason for this is that some of the sounds lagged really badly the first time I tried it in html5 so I had them all preload right at the start.

Having said this, I've just tried it out myself again and it seems there are still quite a few unexpected problems with sounds playing at the wrong time. It works perfectly in Construct 2 so this is a bit irritating... Anyway, it's only a very quick and rough prototype and it should at least give an idea of how the basic conversation system will work. If anything really confusing occurs, please take it as unintended!

 Gentleman I tip my hat right back at you re: red curtains, sir! They were your idea and I think they work perfectly. The old version looks very cold and bare by comparison.
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dukope
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« Reply #99 on: April 06, 2013, 12:04:15 AM »

Nice. I like the idea of your partner being a loose cannon outside your direct control.

Curtains look good but I wonder if you can't also find a meaningful use for that space. Say, with a balcony or window revealing an important goal character/thing that you're trying to reach. Maybe not for this screen, but just as a way to keep the small characters and use the extra vertical space without hanging curtains everywhere or putting a full second platform level up there.

I tried the dialog test in Safari and Chrome (OSX), but it never finished loading the audio to display "Press space...". Works ok in Firefox though. Really, really nice system. Fully voiced dialog contrasts well with the pixel graphics. I played enough to get all three outcomes. Not seeing a visual dialog tree feels very natural and in-the-moment. Nice writing too Smiley
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Panurge
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« Reply #100 on: April 06, 2013, 08:41:45 AM »

Not seeing a visual dialog tree feels very natural and in-the-moment.

That is exactly the effect I was hoping it would have! I don't want the player to be able to stop and consider what they should do, but rather to converse as instinctively as possible. That's the ideal, anyway.

Thanks for the useful info about browsers - I'll have to look into that carefully - and the excellent suggestion for using space. I've been wondering a lot about how to handle that and I think your idea is spot on. A couple of key levels really lend themselves to that approach - I even have one location with a balcony all ready to go, but it never occurred to me to make practical use of it!
« Last Edit: April 06, 2013, 08:49:24 AM by Panurge » Logged

Panurge
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« Reply #101 on: April 08, 2013, 02:04:41 PM »



Er, yeah, I did shout a warning...
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jO
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« Reply #102 on: April 08, 2013, 02:30:12 PM »

Haha that is hilarious!
What kind of music do you want to use?
The sideway-walking animation looks a bit goofy. I think you should try crossing the legs, right now they move parallel to each other which looks weird imho. Upper body, where he is leaning forward with the pistol upwards to the side looks really good  Smiley
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zigzag
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« Reply #103 on: April 08, 2013, 03:29:50 PM »

You can make the butler moonwalk. Not sure if that's intentionally or just accidentally awesome.
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Panurge
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« Reply #104 on: April 09, 2013, 01:55:29 AM »

Haha that is hilarious!
What kind of music do you want to use?
The sideway-walking animation looks a bit goofy. I think you should try crossing the legs, right now they move parallel to each other which looks weird imho. Upper body, where he is leaning forward with the pistol upwards to the side looks really good  Smiley

My ideal music for the game would have this sort of vibe: THE MONKS

That's probably a bit beyond my abilities, though...

Also, I picked up one of these bad boys from Amazon the other day:



I think it would be a world first, if a hugely pointless one, to score a videogame with a stylophone. It could also, however, be pretty hard on the listener... I'll probably just use it for some little B-movie flourishes now and then.

The sidling animation is pretty awful, isn't it? I'm not happy with it myself and I'm going to play around with it some more when I get the chance. I've got a growing list of things which need to be changed, mostly animations and colours.

You can make the butler moonwalk. Not sure if that's intentionally or just accidentally awesome.

That is an accidental awesomeness due to a quirk in the way I set up the controls. I would have changed it but I like it too much. In fact, whenever I get stuck on something, this is pretty much all I do:



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