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May 03, 2024, 10:31:45 PM

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TIGSource ForumsCommunityDevLogsQuartz (codename)
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Pixel Noise
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« Reply #40 on: April 20, 2017, 06:46:08 AM »

I think everything looks clean and clear. I like the different colored screens for various functions - and I like the transparency, so you can still see the character/world. I think that all fits well with the look and feel of the game so far. Nice  Beer!
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Pixel Noise - professional composition/sound design studio.
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Recently completed the ReallyGoodBattle OST!  https://www.youtube.com/watch?time_continue=2&v=vgf-4DjU5q
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« Reply #41 on: April 20, 2017, 07:03:27 AM »

I think everything looks clean and clear. I like the different colored screens for various functions - and I like the transparency, so you can still see the character/world. I think that all fits well with the look and feel of the game so far. Nice  Beer!

ah thanks, thats good to hear, I got some initial negative feedback on those screens and UI. but I'll definitely have to plan them better
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nuno
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« Reply #42 on: April 21, 2017, 06:28:43 AM »

more UI work, got a better font and a cleaner interface.
still needs to improve more



oh, and I also added food :p

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« Reply #43 on: April 26, 2017, 10:24:40 AM »

Despite the huge rendering issues, I was able to recreate more or less the rock "hammering" flow. How to get pieces from bigger rocks



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« Reply #44 on: May 04, 2017, 02:21:39 PM »

worked on some grass tests today. still haven't made up my mind regarding the art style of the game...

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Pixel Noise
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« Reply #45 on: May 04, 2017, 02:54:58 PM »

 Kiss Kiss Kiss It's great to see graphics in, even if it is WIP. And I really like the ocean idea even more now, seeing it this way. It feels more...relatable? And somehow more appropriate to the hot air balloon aesthetic, to me.
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Pixel Noise - professional composition/sound design studio.
 https://soundcloud.com/pixel-noise
 https://twitter.com/PixelNoiseMusic
 https://pixelnoisemusic.bandcamp.com/

Recently completed the ReallyGoodBattle OST!  https://www.youtube.com/watch?time_continue=2&v=vgf-4DjU5q
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« Reply #46 on: June 05, 2017, 12:57:10 PM »

Hello everyone!

sorry for being absent for so long, the game is progressing! I had a though phase but now have a better direction and ideas. Doing a lot of work in the planning and design, so not much to show lately, but here is a video I did today with some better movements while going up and down steep slopes :D



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nuno
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« Reply #47 on: June 06, 2017, 12:18:20 PM »

now with swimming :D



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nuno
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« Reply #48 on: June 14, 2017, 12:38:50 PM »

better stuff is coming :D

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nuno
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« Reply #49 on: June 23, 2017, 07:47:03 AM »



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nuno
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« Reply #50 on: June 25, 2017, 11:34:40 AM »

trees make a huge difference! :D

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Pixel Noise
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« Reply #51 on: July 08, 2017, 09:37:28 AM »

Definitely! It's exciting to start to see this world come alive.  Smiley
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Pixel Noise - professional composition/sound design studio.
 https://soundcloud.com/pixel-noise
 https://twitter.com/PixelNoiseMusic
 https://pixelnoisemusic.bandcamp.com/

Recently completed the ReallyGoodBattle OST!  https://www.youtube.com/watch?time_continue=2&v=vgf-4DjU5q
nuno
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« Reply #52 on: July 18, 2017, 03:18:00 AM »

(copying and pasting from my official patreon devlog post)

Hi folks,
Sorry again for my late post. It turned out that I had to be mostly offline for a longer period than I initially predicted.

I'm now back to my normal life and schedule and ready to resume my gamedev work.

.....BUT.....

I also received the sad news that the artist I was working with for Quartz had to leave due to circumstances in his personal life. Which left me in a very though position with this game.

As I explained from the start, I had quite a big vision for the game, and I know it would not be possible to do it without funding which would allow me to hire other artists and professionals to take care of certain aspects for it. As of now, I can't even think on how to get the prototype to a decent state that would allow me to seek such funding.

This, together with the fact that I still have so much periods of doubt on how to take this game forward and uncertainty of it's scale (considering I'm doing it alone), really made me think a thousand times on what my next steps should be.

I love the idea for the game, I think its quite original and also educative and fun, so I'm not keen in quitting and forgetting about it. But I also don't want to push things by force and end up with an half-assed game.

To wrap up, I've decided to move this game/prototype to an "on hold" status, which means - in practical terms - I will not work for it in the next few months. I firmly believe than taking a break, allowing some more ideas to flow without pressure of finishing something will be more productive and better for the game in the long run.

I'd also like to apologize if I have caused any disappointment with all of this. I understand it completely, as I am a bit sad my self. But I'm confident this is the best way forward.

So what's next?

Well, as any other game developer, I have a list of tons of game ideas to make. So I've decided to work on a smaller scale game again, which I also believe to be quite fun. Perhaps a 4-6 months development time.

I'm working on wrapping up a few ideas and will announce it here in the next few days (yes, this week!)

stay tuned Smiley
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