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TIGSource ForumsCommunityJams & EventsCompetitionsOld CompetitionsCockpit CompetitionPhenomenon 32 [WITHDRAWN]
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Jonas Kyratzes
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« Reply #20 on: March 24, 2009, 03:05:15 AM »

Yesterday was supposed to be the day where I got a lot done - instead it was the day where I was so sick that I spent the whole day in bed.

Gah.
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Jonas Kyratzes
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« Reply #21 on: March 27, 2009, 08:50:46 AM »

Most of the basics are done, with only minor tweaks remaining. Now to create as much content as possible...

I'll post more details when I need a break.
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Jonas Kyratzes
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« Reply #22 on: March 28, 2009, 01:40:05 PM »

Spent several hours recording a few minutes of dialogue. A lot of time, yes, but it needed to be done right.
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« Reply #23 on: March 28, 2009, 02:23:37 PM »

Spent several hours recording a few minutes of dialogue. A lot of time, yes, but it needed to be done right.
Did you do the dialogue yourself?
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Jonas Kyratzes
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« Reply #24 on: March 28, 2009, 02:54:43 PM »

Spent several hours recording a few minutes of dialogue. A lot of time, yes, but it needed to be done right.
Did you do the dialogue yourself?

Not this particular bit, no. This was done by a good friend of mine with whom I have also worked on the stage. But I do play one of the characters.
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Evan Balster
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« Reply #25 on: March 29, 2009, 07:36:03 AM »

The week extension sounds like it'll resolve some of the rushed-ness going on here.  I should have my part done soon.
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Jonas Kyratzes
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« Reply #26 on: March 29, 2009, 09:09:53 AM »

Given the scope of this thing, extra time is great. I could be finished by either deadline, but this way I get to test & polish a little...

(I am not putting in more features. Sweet Zombie Jesus, no.)
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Jonas Kyratzes
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« Reply #27 on: April 04, 2009, 07:00:14 AM »



The base is your home away from home. It's where you start the game and where you return regularly. You can do all sorts of things here: research new technologies that will help you improve your ship or advance or your understanding of Earth and humankind's future, repair your ship, replenish your fuel and power reserves, automatically fast-forward to another phase (explanation of phases to follow), and have your ship transported to any beacon you have already placed. You can also produce new Autorepair Units and build more missiles here.

You can get to your base either by simply navigating your ship there, or by using the liftoff option to return at any time. Liftoff takes fuel and time (the amount depends on what you've researched). In extreme situations, you can also use the evacuation option, but that means losing all the resources you have gathered.
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« Reply #28 on: April 04, 2009, 09:43:23 AM »

I really like the faux-3D art of that screenshot.
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Bood_war
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« Reply #29 on: April 04, 2009, 10:54:01 AM »

Oh wow. This game looks freakin' amazing  Shocked.  I really like the concept, the exploration part, and the fact that the interface really feels like something from the 50s.You can rest assured that you'll receive a vote from me   Hand Thumbs Up LeftGrin:handthumbsupR: (On a different note I thought TSSSTHDB was great!)
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« Reply #30 on: April 04, 2009, 02:39:48 PM »

Kiss

the graphics' style (exploration screen) is pure, concentrated awesomeness. please complete!


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andy wolff
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« Reply #31 on: April 04, 2009, 04:54:34 PM »

this looks really great!
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Jonas Kyratzes
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« Reply #32 on: April 05, 2009, 07:53:12 PM »

OK guys and gals, I've decided to take more time. Too much work and too much illness this week kept me from doing as much as I wanted, and now I have to choose between releasing a half-arsed version in time for the contest and releasing a kick-arse version a bit later.

There's a boatload of stuff that's there and working. A large world. Combat. Music. Excellent voice acting. Resources. Locations. But there's also a couple of areas that are too small, and probably a few bugs I haven't found. And details, like better loot and more types of resources to collect from locations.

So... Phenomenon 32 is hereby officially withdrawn from the contest.

It was a hard decision. Trust me - I just spent more than 17 programming, and frankly I'm just too tired. And I keep imagining these reviews saying "it was ambitious, but it failed miserably." I'd rather just fail the competition but achieve my goals.

Will keep you informed of further developments! Thanks for your interest and support.
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« Reply #33 on: April 05, 2009, 08:06:01 PM »

So you will continue this, just not for the compo? Beg
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Jonas Kyratzes
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« Reply #34 on: April 06, 2009, 03:10:15 AM »

So you will continue this, just not for the compo? Beg

Absolutely.
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YagerX
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« Reply #35 on: April 18, 2009, 12:07:36 AM »

Can we get an update please Tongue Beg
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superflat
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« Reply #36 on: April 18, 2009, 02:01:08 AM »

Can I suggest a semi-alphad overlay with scanlines and rounded edges to make the screen look more like a fuzzy CRT-like, that sort of 70's Lost-type technology?  You could then flash random bits of noise on it, randomly vary the brightness now and again...  It would be great if the text could bleed and blur too...  Greatly depends on what language you're using of course.

Either way, this is looking fantastic!
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Jonas Kyratzes
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« Reply #37 on: April 21, 2009, 03:21:10 AM »

Can I suggest a semi-alphad overlay with scanlines and rounded edges to make the screen look more like a fuzzy CRT-like, that sort of 70's Lost-type technology?  You could then flash random bits of noise on it, randomly vary the brightness now and again...  It would be great if the text could bleed and blur too...  Greatly depends on what language you're using of course.

Either way, this is looking fantastic!

Ah, I can see what you mean, but I fear that such advanced graphical stuff is beyond me. I am, above all, a writer and designer, not a programmer. (But I do promise all of this will be functional and atmospheric, if not 100% pretty.)

I'm currently reworking much of the gameworld, making it more detailed and more interesting and challenging to explore. I'm also putting in a few gameplay aspects that were planned but wouldn't have made it into the competition - mainly stuff that adds to the strategy aspects of the game.
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Jonas Kyratzes
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« Reply #38 on: April 23, 2009, 02:26:09 AM »

Oh, and here's a screenshot from the 2D non-animated turn-based combat system that I posted on my site the other day.

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« Reply #39 on: April 23, 2009, 06:58:20 AM »

That's great. I really like the look of the enemy.
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