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TIGSource ForumsCommunityDevLogs42 Stories
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The_Observer
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« Reply #20 on: October 29, 2013, 05:43:00 AM »

Got my first day off in more than a month. Time to write a bit about our visit to F.A.C.T.S.!

I'm going to try and keep it short, but still expect it to be long. Sorry for that!

We're all full-time working or studying, so time was limited to get the game to a playable alpha version and also do preparation work for the booth. To make things even harder I also worked and helped coordinate a major event the week before. This made it stressful and very nervous for me.

What did we do to prepare for FACTS?
- For the game itself we prioritized basic gameplay and balance. Which meant a working and (semi-)clear UI, testing for bugs and balancing. No unnecessary graphic elements or other new features.
42 Stories is mainly a multiplayer game and needs internet for this to function. We heard there was internet available at the convention, but there was nothing sure about the reliability of it. So I obviously didn't trust it and asked Stijn(our code-wizard) to make a version that could work without an internet connection. He created a version that works with a direct cable link between 2 PC's which worked great at FACTS. A good decision considering the connection there was indeed not that reliable and would've caused us a lot of problems. This does mean the current build can't really be played at a home set-up. Something Stijn is putting back in now.

- For the booth we wanted some stuff to give to people to remember us by. We thought about flyers or stickers but decided against it because flyers would be thrown away or stickers sticked at places people wouldn't like it. Both risking fines for us. A friend of us could fix a button-machine so we decided to create buttons. It's something more valuable than flyers which makes it more desirable for people, they don't throw it away as easily and can only stick it on other people. We got 500 made and I think we gave 400 of them away. I think it was a great decision, people seemed to love it and it was great walking around the convention and seeing people wearing them, instead of finding it on the ground(which would've been the case with flyers).
For the booth itself we fixed some tables and chairs. We wanted a set-up with 2 computers, where people could battle each other(because our AI isn't that smart yet Wink)and also added a big TV for passers-by to spectate the game.
We also printed posters to hang there. We were kinda afraid our booth would be underwhelming seeing some things the other devs were bringing.

Setting up at FACTS:
When we arrived at FACTS (the day before it started) we had a very unpleasant surprise... None of the tables or chairs that we reserved was there. There was also just one power outlet for 10 companies with several many computers and screens. Very unpleasant indeed.
Extra tables would be delivered later that evening, but when we checked up on that it turned out those would be very unstable and small wooden tables. So we asked around with family and managed to get a big table there. Chairs we 'borrowed' from the bar of the convention itself. We also captured that one power outlet and put a power switch on it so some the other early people could also get some. Later that evening someone of the organization came and luckily added more power for everyone.
The convention was also next to an Ikea so we also got a black tablecloth there. Stan(our main artist) also got one of the extra tables to put our TV monitor on the next morning.

FACTS itself:
I was very nervous to see people playing the game and if the build would be stable enough. Luckily our hard work paid of and everything went great.
We started with one iMac(with Boot Camp Windows) and a HTPC with passive cooling. The last one caved really quick because of the heat and a memory leak so we replaced it very fast with a decent desktop pc. There were also some bugs that would've taken too long for Stijn to fix that he left in. Those appeared more than we wanted, but we can still count those occasions on one hand. Wink
42 Stories itself got received REALLY WELL. The multiplayer aspect worked really well because most people were with friends and loved to battle it out against each other. The TV screen was a also a good decision because people often grouped around it to watch the game while others queued behind the players to play next. We often had people who came back later to replay or others we'd have to ask to give others a try. Something I really didn't expect.
The balancing of the game also seemed to be much better than I expected. The exploits from the prototype/jam-version were removed and it was great to see a losing player getting back at the other one and getting his tower down like a house of cards. Our latest balancing of the game also made our current upgrade-system redundant. This is something we're fixing now which will also balance the game more.
We also discovered that some people immediately got the game(the strategists) while others really, really couldn't. The first group were the people that came back to test strategies and/or try to exploit the game. Only one other guy, also a game dev there found an exploit. Wink
But now we know what people will love 42 Stories(strategists) and we know to make it more accessible to the more casual audience.

Seeing other peoples booth ours was quite okay, and people paid more attention to the game so our worries there were needless.

We also don't have any plans to try and get on Steam because we think 42 Stories is too casual, but many other people there kept asking if we'd be on Steam, or when we'd be on it or why we wouldn't. Something which also surprised us and gave us food for thought.

There were also some reporters who passed by so we expect some stuff comings weeks. We also got our first preview article: http://www.noobfeed.com/previews/265/facts-2013-42-stories-hands-on
Unfortunately that reporter was part of the group that didn't get the game. More the reason to work on that.

TLDR; FACTS went great, now working on new, better-balanced build which we'll probably put here as well when it's ready.

Our photos of the event you can still find here: http://priapusstudio.com/visit-facts-42-stories/

Thanks for reading and don't hesitate to ask questions!

As a treat I'll also give you our poster:

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The_Observer
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« Reply #21 on: November 02, 2013, 05:35:12 AM »

Ok guys, I need your help here. I'm adding damaged states to the stories but I'm kinda doubting if I should add smoke or not. Keep in mind that in the end everything plus lots more will be animated.

VERSION A


VERSION B


VERSION C


Let me know which one you prefer!
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rundown
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« Reply #22 on: November 02, 2013, 06:28:47 AM »

Well, smoke could help you see in if something needs to be fixed in time.
For example, you are working high at the top of the tower and suddenly you see smoke rising up.

And why not give the smoke an outline? Your fire has this to.

And if you don't want that. Have you considered broken glass windows, hole in the walls, supporting beams that are falling. Pipes that have smoke tears in them.
« Last Edit: November 02, 2013, 08:10:55 AM by rundown » Logged

The_Observer
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« Reply #23 on: November 02, 2013, 06:49:21 AM »

Thanks rundown!

I wanted smoke to give a gradual look of the damages, light smoke for light damage and heavy smoke for heavy damages, etc.
I don't think we'll let the smoke rise that high up, but it's an interesting idea. The main reason why we don't is to keep the visibility of the other stories good.

The second version here has smoke with an outline, you like that one better?

Buildings will also get destroyed yes, although I'll have to check that per story. Here I just made the story burned by the smoke and fire.
Hadn't thought of the broken glass though. :p

Thanks for the feedback!
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Ito
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« Reply #24 on: November 02, 2013, 08:43:12 AM »

This game looks great. Very pretty graphics, I bet they look even better animated.
Also, the game concept is quite original.

I'd like to add that the fire and smoke effects should look a little more realistic. In my opinion, if you draw them like that (with dull colors and black outlines), they'll merge with the buildings and won't draw the player's attention.

Also, the smoke seems to be manually drawn. Have you tried using any particle effect?

Anyway, I love how the game looks so far.

Will you make any ancient greece/rome themed blocks? with columns and stuff like that. That would be great!

Keep up the good work!

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The_Observer
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« Reply #25 on: November 03, 2013, 08:30:58 AM »

Thanks Ito!

I think we'll start with the fire, probably a bit more detailed, but not too much. We'll see about the smoke afterwards. Got more pressing things at this moment.

Our artist thought about blocks from the classical age, but all depends on the time. Maybe later as an update. Wink
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eigenbom
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« Reply #26 on: November 03, 2013, 07:42:34 PM »

That poster looks great! :D

As for the fire and smoke, keep it subtle, there's already a lot going on. I think a few little bright animated fire sprites that appear in front of each block (at specific locations, e.g., windows, cannons, joints, etc) would be a sufficient indicator. After a while the fire should go out and the block should become charcoaled, showing that it's disabled.
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Magnesium Ninja
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« Reply #27 on: November 03, 2013, 08:06:48 PM »

I am in love with this project.

With regards to the smoke, my preference is version A, as the particle smoke distinguishes itself from the style of the building, which makes it stands out.
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The_Observer
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« Reply #28 on: November 11, 2013, 03:45:57 PM »

Thanks guys!

I'm a bit busy with my fulltime job at the moment, but here's something I've been trying out...

Please ignore the hiccup and gif compression. Wink
I'll probably add a thicker outline to the fire as well.




More to come soon!
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The_Observer
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« Reply #29 on: November 30, 2013, 11:41:26 AM »

And we're continuing on and adding animations. They won't be so synchronized in the final version.

I also gave the stories customizable colors, with this one it's red. Players will be able to choose their own color which will make it easier to distinguish their own tower.

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ephoete
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« Reply #30 on: December 02, 2013, 12:55:31 PM »

Four unknown reasons this latest one has something of the good old Gobliins (or eventually Woodruff)  Smiley
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The_Observer
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« Reply #31 on: December 02, 2013, 03:54:36 PM »

Haha, thankyou?
Looks crazily funny though, I'll take it as a compliment. Wink
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Noogai03
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« Reply #32 on: December 08, 2013, 01:23:40 PM »

I saw your animated screenshot on the screenshot saturday thread and instantly fell in love with this game  Kiss
Any game with attention to detail and animation like that is essentially perfect imo
Followed.
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So long and thanks for all the pi
The_Observer
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« Reply #33 on: December 09, 2013, 08:48:55 AM »

Thanks Noogai03!

For those who care, our composer sent a first demo for some music to be heard in the menus.
You can listen to it here.
Opinions/critique welcome!
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emacs
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« Reply #34 on: December 11, 2013, 04:18:11 PM »

The artwork in this is seriously cool.
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The_Observer
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« Reply #35 on: December 15, 2013, 05:37:35 PM »

Thanks Evan!

I've been working on the animations for the projectiles. You can see some of them here:



I'm not so sure about the missiles, will probably change that later. The stories themselves also need a lot of work.

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The_Observer
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« Reply #36 on: December 16, 2013, 11:00:38 AM »

Hey guys, another blog-update you can read about here!

It shows you fun stuff like this:




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Rebusmind
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« Reply #37 on: December 17, 2013, 12:06:50 AM »

I'm really impressed by the visuals, they are beautiful! Very atmospheric and alive (congrats on the cool animations, too).

Will definitely keep an eye on this. Smiley
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The_Observer
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« Reply #38 on: December 21, 2013, 11:40:12 AM »

Thanks Rebusmind, glad to see you here!

Got a new screenshot for screenshot Saturday ready:

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eigenbom
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« Reply #39 on: December 21, 2013, 03:19:54 PM »

Very cool. The background needs some work! Smiley
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