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TIGSource ForumsCommunityDevLogsVision.
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team_q
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« Reply #140 on: October 17, 2011, 06:00:22 PM »

Grats dude! I hope the judges like your fresh gear!
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Dirty Rectangles

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Ashkin
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« Reply #141 on: October 17, 2011, 06:06:24 PM »

I think the trailer is actually pretty great! Just the right balance of story, intrigue, and gameplay. Good luck, I hope the judges recognize how great this is.
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mokesmoe
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« Reply #142 on: October 18, 2011, 04:35:14 AM »

I still can't read that line without thinking "...as if a distant butt
erfly flapped it's wings."
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Hangedman
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« Reply #143 on: October 18, 2011, 04:37:01 AM »

Big Laff oh, man, that was a while ago! holy crap

It is now Day 159 of the project. I'm going to continue polishing and improving the release candidate.
After a point where I'm satisfied with it/enough time has passed that any edits likely won't be seen by the judges, barring any bugs, I'm going to ease off a bit and work away at it much slower, alternating with my developing my Ludum Dare game and actually getting out of the house on evenings.
« Last Edit: October 18, 2011, 04:44:18 AM by Hangedman » Logged

AUST
ITIAMOSIWE (Play it on NG!) - Vision
There but for the grace of unfathomably complex math go I
Hangedman
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« Reply #144 on: October 19, 2011, 07:21:59 PM »

Day 160:

Did some more work on the graphics, did some thinking about the second and third stories, and how I'm going to implement the audio extras I want.

I'm going to keep plugging away for a bit on this while I have free time, updating the RC for about a week, I'd say. After that, I'll slow down, because it will be functionally complete for the IGF version.

Also, showing off that trailer live for the local indies was strangely overwhelming. And I am not easily overwhelmed. I am very whelmed.

Onward and upward, folks
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AUST
ITIAMOSIWE (Play it on NG!) - Vision
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team_q
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« Reply #145 on: October 20, 2011, 06:42:47 AM »

Thanks for showing it off! It was cool.
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Dirty Rectangles

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Hangedman
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« Reply #146 on: October 20, 2011, 08:19:37 AM »

Day 161:

Chugging away, polishing up the events, improving sfx implementation, fixing various things.
Really ought to add a win screen now.

Also, chopping together some publicity shots for my site. Woo!

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AUST
ITIAMOSIWE (Play it on NG!) - Vision
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Hangedman
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« Reply #147 on: October 21, 2011, 03:55:37 PM »

Day 162:

Little fixes, bits of progress here and there. Slow going now, but I'm trying not to lose too much steam.

Also, I know it's a ways away, but I'm beginning to consider what I want to work on next.
I have a ton of game ideas, but most require a serious time commitment and I don't know if I want to put it to an idea that I'm only half-convinced I want to make.

Temptation is mounting to take on one of my legacy projects. Everyone's got them. Not necessarily huge, but the projects you've been considering and developing in your head for a long time. But mine are immense, and require a lot of huge steps.

Any thoughts? Advice? I'm kind of at a loss.
Nevertheless, Vision is still getting done Gomez
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AUST
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Hangedman
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« Reply #148 on: October 24, 2011, 09:25:07 AM »

Day 165:

The very final IGF build has been uploaded. The graphics are nearly complete, all sounds and features are implemented. I will leave it here, and focus on my schoolwork, before it drives me insane. I'll come back to it when things quiet down a bit and once I catch up on sleep, and begin tackling the story for the second and third stories. From there, it's just onward to the end.

Back soon with more to show and more information about my other project.
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AUST
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Hangedman
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« Reply #149 on: October 25, 2011, 05:30:59 AM »

Day 166:

Lacking more progress, I thought I'd show off some of my WIP level artwork.

Rightclick + view
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AUST
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« Reply #150 on: October 25, 2011, 01:43:29 PM »

This is probably my favourite ongoing project in the DevLog section - a combination of constant updates and nostalgia for GB makes me really want to play this. Also, I inexplicably really really like the way the player grabs ledges. Good Work  Toast Right
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Hangedman
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« Reply #151 on: October 25, 2011, 08:15:45 PM »

Thanks a lot! I know I haven't always had a lot graphically to show off, but I've received a ton of great input and encouragement lately, and it helps keep me truckin'. Hand Fork Left Gomez Hand Knife Right

I may be making it for myself (as many indie games are made) but that hopefully doesn't preclude others from enjoying it too Tiger
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AUST
ITIAMOSIWE (Play it on NG!) - Vision
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Hangedman
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« Reply #152 on: October 27, 2011, 08:26:58 AM »

Day 168:

Focusing on my schoolwork. But I had a few lines of dialogue pop into my head for the second story, and I'm starting to write the story itself. Gonna be a bit harsher than the first one, if I have anything to say about it.

For people still wondering about the structure of the game: it's a little platformer. The only puzzles/impediments are little actions you take/don't take to further the story, simple platforming puzzles and secrets to find, and little text nodes you gather pieces of the story from. Unlocking all the nodes grants you an extra epilogue for each story. But you can read as little or as much as you like. I'm trying to communicate the story and world both through text (which I love) and through mechanics (which intrigue me).

Also, given a few people have asked, I'll explain the stories/games.
Wall of text incoming.

*   *   *

VISION is the name of the game, but it's also the name of the story the game is based around.
Being based on a short story, it's... short. A neat little experience, maybe 5-15 minutes, but I realized it might not be enough to capture people's attention, or explain the world to a degree I want.
From there, two stories (vaguely) sprang into my head. At PEGJam I got some help and inspiration, and they have been named respectively: FIXATION and CONVICTION.
Each will be roughly the length of the first, with similar structure, and all the stories cross over each other chronologically. This means that some areas overlap. But the second and third stories will have different characters with widely different abilities and actions, which will change the way you traverse those same areas you passed through before and bring you to different places.

VISION is about a person trying to do something because they want to.
FIXATION is about a person trying to do something because they feel they have to.
CONVICTION is about a person trying to do something because they are the only one who can.
Hence the names.

The rest, I want to leave up to speculation. The nature of The Machine, what happened to the world and everyone else, I want people to fill in with their imagination. Because it's still just 3 short stories, and short stories rely on you to come up with your own answers.

*   *   *

More soon. Time to get back to work.
« Last Edit: October 27, 2011, 08:35:25 AM by Hangedman » Logged

AUST
ITIAMOSIWE (Play it on NG!) - Vision
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Hangedman
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« Reply #153 on: November 07, 2011, 07:46:59 AM »

Day 179:

Hey guys. It's been a while.

The game is in lockdown until I get through the winter slog at college. Assignments, presentations, daily work. When I get back, I'm going to just keep working until the game is done and I'll go from there. Until then, I need to put it aside so I don't get derailed.

I'll be back. Wish me luck.
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AUST
ITIAMOSIWE (Play it on NG!) - Vision
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Hangedman
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« Reply #154 on: November 13, 2011, 09:05:14 PM »

Day 186: Still on hold

I got bored during schoolwork. Right click full view save if you like.





Panda
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AUST
ITIAMOSIWE (Play it on NG!) - Vision
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Hangedman
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« Reply #155 on: December 11, 2011, 12:02:34 PM »

Day 213:

Opened up game after a long break.
Immediately found a stupid and annoying but purely cosmetic bug.
Sorry IGF judges! Fixed now.

And now I just add content until the game is done.

LET'S GET TO WORK

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AUST
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stef1a
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« Reply #156 on: December 11, 2011, 01:49:42 PM »

This looks fantastic. I love the non-blocky spritework where it exists.  Wink
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Hangedman
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« Reply #157 on: January 01, 2012, 04:07:18 PM »

Day 234:

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AUST
ITIAMOSIWE (Play it on NG!) - Vision
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Ashkin
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« Reply #158 on: January 01, 2012, 05:50:26 PM »

You're alive? Excellent!
Really great job on that map, I especially like how sparingly but effectively you use dithering.
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Hangedman
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« Reply #159 on: January 01, 2012, 05:56:17 PM »

I live!
And I continue.
There's a remarkable amount left to do, but I'm going to stop worrying about the whole and just chip away at this, fleshing out the details.
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AUST
ITIAMOSIWE (Play it on NG!) - Vision
There but for the grace of unfathomably complex math go I
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