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TIGSource ForumsCommunityDevLogsEven the Ocean (Behind the Art series started!) OUT NOW!
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Author Topic: Even the Ocean (Behind the Art series started!) OUT NOW!  (Read 315265 times)
melos han-tani
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« Reply #1240 on: August 26, 2014, 05:56:02 AM »

https://www.youtube.com/watch?v=3Ho86Xdihpg&feature=youtu.be

check it out! a  video!
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« Reply #1241 on: August 26, 2014, 10:28:05 AM »

Hello! I made comments a looong time ago on this thread. I just read through a bunch of your blog here (thanks for making it, I love reading about game development) and thought I would include some thoughts:

1) Pretty visuals! Lovely noises! I'm actually kind of happy to read that you scrapped the Even half of the game. Weird mish-mashes of imagery was one of the best bits in Anodyne, and it looks like the Ocean will be similar.

Also, I love how so much of your art for this game looks like the sea-side, without becoming too bland or repetitive. Fabulous color choices.

2) I don't mind lots of dialog. In fact, I liked most of the dialog for Anodyne. Especially The Village Elder and the Statue's lines, and the whole bit with Mother in the Blood World. The best part of finding each card was the little quip you gave each enemy. In short, don't worry, you can write much better than any boring AAA dev.

Also, *please* include fast text. Pressing X once to display all dialog, twice to advance is my favorite system - I read fast. If a game doesn't let me advance text, I often end up mashing the controller. Or worse, games that skip dialog if you press any key. I enter button withdrawal with those games (some of us just like pushing buttons).

I've been replaying some of Anodyne recently. It's funny how it often seems so short in my memory, but then I will play it and realize, "oh yeah, there is this entire dungeon here." Cubeland was my favorite level the first time through, mostly because I kept expecting there to be something to *do* and ended up walking back and forth to read all the dialog for half an hour before realizing I hadn't done any killing or puzzle solving.
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kittakaj
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« Reply #1242 on: August 26, 2014, 01:42:09 PM »

2) I don't mind lots of dialog. In fact, I liked most of the dialog for Anodyne. Especially The Village Elder and the Statue's lines, and the whole bit with Mother in the Blood World. The best part of finding each card was the little quip you gave each enemy. In short, don't worry, you can write much better than any boring AAA dev.

Also, *please* include fast text. Pressing X once to display all dialog, twice to advance is my favorite system - I read fast. If a game doesn't let me advance text, I often end up mashing the controller. Or worse, games that skip dialog if you press any key. I enter button withdrawal with those games (some of us just like pushing buttons)
Thanks suddensight! There will definitely be different options for text settings, since different people have very different paces and styles of reading. We're trying to make the game very accessible in a lot of different ways--e.g. to people who have and haven't played a lot of games. When my mom used to see me reading through RPG dialogue, she was like, "are you actually reading that??"

Wow - I'm really curious to see how that much dialog is going to be incorporated. Is most of it incidental stuff, or more of the cutscene/story progression variety?
Like many RPG-ish style games, the balance is going to shift throughout the game. In the intro parts, where the player is learning about the story/world as well as how the game works, there's a lot more mandatory cutscene-style dialogue. Then after the intro, there gets to be more and more incidental stuff (but still periodic cutscene style stuff). We'll see how it goes!
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« Reply #1243 on: August 26, 2014, 09:25:10 PM »

That Ludum Dare thing was weird, is there any point to it/meaning behind it?
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melos han-tani
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« Reply #1244 on: August 27, 2014, 05:44:34 AM »

yeah, it's just sort about the really apparent segregation chicago has on a north-south axis (west/east in parts, too). I'm not smart enough to really say anything about it though, or at least not through a game yet. plus i was too lazy and rushed to finish it and just ended up having that thing - originally i was going to have it show lines fo people looking at you , but then the protagonist would need a 'racial appearance', or bring up points about average income, etc...there's so much day-to-day stereotyping that can happen just walking around.

on the other hand, i do like having this large gallery of really small things with short descriptions. like this other thing i made
http://seanhogan.itch.io/repetitions
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« Reply #1245 on: August 27, 2014, 05:56:15 AM »

Now that you mention it I can kind of see that. I thought it was more of a body image/social anxiety thing because all the pictures were of models.
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melos han-tani
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« Reply #1246 on: August 28, 2014, 11:03:51 AM »

yeah, i was just trying to find some weird generalized 'model' stock image of different people...i wanted to do something related to things peoplehave in common, but then now i realize that stock images are sort of stereotyped by nature maybe, and reinforcing certain things. games...are hard.

anyways, just putting more dialogue and events into the game.
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« Reply #1247 on: August 30, 2014, 11:58:46 AM »

gonna put more dialogue stuff in today. I did a teeny tiny bit yesterday. I recorded a video of the intro 7 minutes (without any of the 2D movement gameplay) . it's secret though!
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« Reply #1248 on: August 30, 2014, 03:15:05 PM »

yeah, after i finish this part i'm doing (between intro gameplay-focused area and first main gameplay parts) we'll get a good sense of game scale. I think! ...

I was talking to Jon about this, but it feels like the scale of the game is like...beyond our control to some degree at this point. We laid a good framework, thematically, which I think leads to good, resonant narrative and gameplay. we'll see, though. the project is getting really exciting implementing this stuff that is more or less finalizing structure of the game, deabstracting the ideas. etc..
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« Reply #1249 on: August 31, 2014, 06:52:07 PM »

worked on some music today, did some programming in the morning. I might program a few more things. the narrative partsof the game dictate a lot more music than th other parts of th game. but becasue theres narration its eaiser to figur eout what sort of music to put in those siutations. odd, i think. not odd, nvm - it makes sense.
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« Reply #1250 on: September 01, 2014, 06:43:42 PM »

more music today. mostly (all)? ambient. gonna work on a bit more now i guess. more programming/event scripting tomorrow. I guess I need to get back to finishing some level design later, but i'll waait on that.
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« Reply #1251 on: September 02, 2014, 03:58:10 PM »

finished a big event and a half today. and worked on some msuic - will try to do more tonight.

follow even the ocean on twitter

twitter.com/eventheocean
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« Reply #1252 on: September 03, 2014, 05:17:26 AM »

For those new to the thread, here's some atr from the game.



I'm showing ETO at Bit Bash today (Chicago's first games festival)  - whoops, I meant Saturday, not today. So I'll need to make a quick demo build. Unfortunately we're missing SFX and art assets from the intro bits, so it'll just have to be some scrappy-looking debug gauntlet and intro area. Most of the past weeks has entirely been lots of writing and event programming and music, so there isn't a lot visually to see .
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« Reply #1253 on: September 03, 2014, 05:31:33 PM »

I'm showing ETO at Bit Bash today (Chicago's first games festival)  - whoops, I meant Saturday, not today. So I'll need to make a quick demo build. Unfortunately we're missing SFX and art assets from the intro bits, so it'll just have to be some scrappy-looking debug gauntlet and intro area. Most of the past weeks has entirely been lots of writing and event programming and music, so there isn't a lot visually to see .

Oh noooo another placeholder art demo. Oh well. People will be more surprised when it finally comes out wheee... I actually kind of feel better about a more placeholdy thing than like unppolished "real" graphics... even though those are probably better "marketing". whatever.

I was gone for an exhausting week helping with and attending a wedding. Did some writing while I was gone. Some reading. Read Anna Anthropy's ZZT book and the Chrono Trigger book from bossfight books. Both were interesting. Was inspired to play chrono trigger again (i don't know if I've ever beaten it? Got stuck on the final boss battle the last time I tried i think). I'll def just like cheat if I can/need to to gt through it again. I'm just interested in story and how the game works and stuff.

http://bossfightbooks.com/
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melos han-tani
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« Reply #1254 on: September 04, 2014, 09:09:27 AM »

whateer...marketing...eh....yeah idk. it seems like it'll be pretty low exposure anyways, they're putting images of multiple games on each computer so people still hve to select even the ocean -and its' being shown in the lower traffic period (2-7 pm), so oh well.
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« Reply #1255 on: September 04, 2014, 09:28:11 AM »


Oh wow, I had no idea this existed.  Thanks for the link, I'll be ordering some of these for sure.

Oh yeahhh I forgot to mention I got these in this bundle which is actually still going I think:
http://storybundle.com/games
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melos han-tani
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« Reply #1256 on: September 04, 2014, 06:46:03 PM »

some sound effects things today, and now doing some scripting/events stuff again.
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« Reply #1257 on: September 06, 2014, 08:15:07 PM »

hey! bitbash was nice !willy helped out since I wasn there till the last 10 minutes. but it wa s aneat event. kudos to the organizers and volunteers! I met one fan.  - i was at a cool japanese art history symposium for most of the day.
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« Reply #1258 on: September 07, 2014, 07:34:47 PM »

Hey! i didnt do any ETO work today. i did a lot of painting, some music, and some Unity learning stuff + google sketchup. check it out. it uses a song from Even the Ocean, actually. I'm working on this thing that recreates the view from my apartment at night.


http://seanhogan.itch.io/apt
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« Reply #1259 on: September 08, 2014, 03:55:42 AM »

Sounds like a neat idea, and it reminds me that I should do some more work on that museum thing I was making.
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