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agedev
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« on: September 19, 2015, 05:22:10 AM »

A Woodsman is minimalist exploration game.

It is a pet project of mine trying to capture and focus on the experience of exploring a space. The game features procedurally generated worlds that you travel through, mapping as you go, discovering 'artefacts', and learning the languages of different cultures to interact with them. The world imposes a variety of limitations on you so it isn't as simple as just walking around.

I have been working on it in my spare time for about a year now. All the major functionality is in. Although I am still reworking things as I people play it and I find the kinds. Most recently I reworked the translation mechanic. When you encounter a town for which you don't know the language (or alphabet; both are procedurally generated; although narrow in scope), you must 'learn' the terms to interact with the town.

Oh ya, and you can ride a moose (although that may disappear since I hoped to make it more abstract).

At present it is build for Android, ideally on tablet (originally I played around with the Ouya, but I found the controls unsatisfactory). Eventually I will probably port it back to PC though.

As it stands I am going through a phase of improving the UI & how the player interacts with the world. It seriously needs another pass on the visuals which will be next up (although my games are vibrant, this is still too unbalanced, and many assets are still very placeholder-y). I do have a few other mechanics I want to play with though. I usually interleave mechanic with general or engine work.

Any questions, feel free to ask. I do post builds online although it isn't easily accessible. I am open to suggestions of a better place to post them.



« Last Edit: October 22, 2016, 02:17:39 PM by agedev » Logged
agedev
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« Reply #1 on: October 25, 2015, 12:22:20 PM »

Milestone update: The mesh animation system is in, along with various UI updates. Dropped the health mechanic.

Oh ya, and if you want to try out the alpha build I have alpha testing on google play open (standard disclaimer: incomplete, buggy and slow):
https://play.google.com/apps/testing/com.age.awoodsman

The next milestone should include an updates to the world uncovering system, an actual first visual & audio pass, a revision to the translation mechanic and a day night cycle.
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agedev
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« Reply #2 on: January 12, 2016, 01:43:49 AM »

Milestone update: Three big things came w/ this change. The translation mechanic was substantially updated and folks are starting to get it (although it still feels detached from the game), the audio system was re-written, and a day night cycle has been added.

I didn't manage to do the first proper visual/audio pass sadly. The next one (for early March) will have another batch of revisions on gameplay to tie the 'artifact' system into the game more, add value to the translation system and hopefully resolve some of the issues folks have with what is going on w/ other system & UI changes.
The other big revision is some polish on world generation (part of the visual changes).

Trying to pull back from the over-sized last milestone and keep working improving the gameplay.
The new build should be up soon at https://play.google.com/apps/testing/com.age.awoodsman
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agedev
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« Reply #3 on: March 12, 2016, 01:33:15 PM »

Another milestone update:
Spent almost the full time bringing in the updated discovery system. It ties it better into the other mechanics now, and has a lot more variety (although it can use more). With it I also dropped the mostly arbitrary currency system and directly tie tool unlocking with sharing discoveries. I didn't work much on the appearance of the game as I had hoped, bug I did fix a wide variety of bugs.

The next milestone should feature some balancing, an adjustment to the input scheme, but primarily I will be working on performance and a refactor of world generation (to fix a few bugs, polish up some rough edges, increase performance and hopefully give me a few easy wins for gameplay variety).

Same link as always if you feel compelled to try it out. Feedback is appreciated. I warn you though it will run slow on most devices (and may bug out since there is still an issue in the data streaming).
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agedev
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« Reply #4 on: May 16, 2016, 01:32:10 AM »

Been a while but finished up the latest milestone. The vast majority of the work was refactoring the world generator. It wasn't extensive as I expected however I ended up with a substantial performance improvement without making optimisations I considered. I was also able to bring in vertical faces which adds a bit more variety to movement around the world.

Beyond that I did adjust movement a little, plenty of bug fixes, and an adjustment to get the frame rate up a bit (although far from where it should be). As always there is a free alpha build available on google play (see link in previous posts).

The next milestone will be focused primarily on performance improvements and pushing most of the code native side. I have a bunch of other things on the list to do if that goes smoothly enough (turn on the new audio, better rivers, add lakes, and improve shading).
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agedev
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« Reply #5 on: May 16, 2016, 01:41:16 AM »

Oh ya, and the latest screenshots:

The map


The translation minigame
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agedev
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« Reply #6 on: August 07, 2016, 03:16:38 AM »

Another milestone done. The alpha build is available as always and it should be going into beta sometime this month.

The big feature for this milestone was a massive refactor to move virtually the enter game & engine into native code hopefully allowing for substantial performance games. At first it seemed like the improvement was modest. However as I started doing some performance improvements, I found something I had changed in the refactor that I shouldn't have. That change hit rather substantial improvements from the refactor. So ya, it should be running a LOT better now.

Taking the next week as a break since I am basically transitioning back into FT solo development, then onto the next major milestone. I will be focusing heavily audio & visual to get rid of anything placeholder, hammer out an actual look and sound, fill in any holes, and if time permits add in a few nice to haves.
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agedev
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« Reply #7 on: October 04, 2016, 01:57:17 AM »

Haven't done an update in a while. Game has basically gone into beta. Since the last update quite a lot has changed and improved. A fair bit has been done to improve the visuals within the simple geometric style. An audio revamp has been done (although not as elaborate as I had hoped). Shadows have been brought in, some generative meshes, as well as further performance improvements, bug fixes and such. The beta is available for testing:
https://play.google.com/apps/testing/com.age.awoodsman

New builds are going up a lot more rapidly as I clear through my bug list and polish up as much as possible in the limited remaining time. I am hoping to launch it late next week so I can move onto a project that is not simply a personal interest.
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agedev
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« Reply #8 on: October 04, 2016, 02:07:50 AM »


New moose riding mesh.


Shadows, generated pyramid, new shores & rivers, and new town layouts.
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Pixel Noise
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« Reply #9 on: October 04, 2016, 08:05:31 AM »

I'm liking the look of the map - especially the trees.
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agedev
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« Reply #10 on: October 04, 2016, 01:15:28 PM »

I'm liking the look of the map - especially the trees.

Thank you! I tried to loosely model them on simplified versions of the identifiable trees from different biomes. There is a bit more variety than just what is in the screenshots too.
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agedev
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« Reply #11 on: October 22, 2016, 02:16:58 PM »

The game is out and done-ish. There is a patch coming this week as well as the iOS build. If you would like to get it, it is currently available here: https://play.google.com/store/apps/details?id=com.age.awoodsmanf
I will likely have it up a few more spots soon too.

I also wrote up a much longer blog about development if you would to read a bit about my experiences and thoughts:
https://ajunkalagames.wordpress.com/2016/10/21/a-woodsman-postmortem/
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agedev
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« Reply #12 on: December 05, 2016, 12:07:27 PM »

Totally forgot, but the iOS version is now also available:
https://itunes.apple.com/us/app/id1169414370
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