Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411640 Posts in 69394 Topics- by 58449 Members - Latest Member: pp_mech

May 14, 2024, 09:12:18 AM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsCommunityDevLogsSuper Toaster X: Learn Japanese RPG: Devlog 99: Resource Management
Pages: 1 ... 4 5 [6] 7 8 ... 41
Print
Author Topic: Super Toaster X: Learn Japanese RPG: Devlog 99: Resource Management  (Read 78600 times)
Zizka
Level 5
*****


Super Toaster X


View Profile
« Reply #100 on: February 06, 2015, 07:09:26 AM »


Hello boys and girls,

So I figured this log really should have more content than the previous which was too sparse. So it’s currently 5 in the morning (and -28 outside!) as I’m writing this devlog. It’s been very cold lately in Quebec which is a good incentive to stay inside and spend more time on STG.

Music with Trev:
Hi there! I’m Trev!

Sorry to deprive you all of rad Toaster Tunes, but I’ve been in the process of moving my studio, and FINALLY got all the pieces in the right place last night.

As with the STG Theme, I wanted to incorporate some acoustic sounds, so I literally dragged the microphone into the bathroom, and played around with making noise with the sink, a toothbrush, and of course: the toilet.


A lot of great film scores turn sounds into music - go check out the score for 1408. Hopefully soon you’ll all be able to hear me brushing my teeth to the rhythm of the Toilet Guy Stage music!

-Trev






From what I understand, Sahand will need to rewrite part of his code to acclimate other gameplay elements such as slopes and being able to jump off platforms. I don’t know how long before it is implemented. I’m not too bothered however, programming is probably the most up-to-date “department” of the whole game. As usual, a gif will be presented as soon as I have one.

One thing I did, as you’ve already noticed, is to draw some actual banners. I thought the log was lacking in the presentation department. I have yet to do the banner for music (didn't know if I would have any news) and level design. It'll come though.

Ok, so the first thing I did was to redo some animations. I was looking back at some of them and quite frankly I wasn’t happy with them. Not that they looked bad but I just thought I could do better.

The one which was bothering me the most was the shooting animation. The way the back foot was going in reverse when Pan shot was doing my head in. I had tried to do just like in Mega Man but it didn’t look good. So… I changed it. I also tweaked the colors to make the face more readable. There was a lack of contrast between the face and the crust which was making it difficult to see what was going on. I also changed the position of the arm. By putting it a few pixels higher, the body is reading more like a torso than a misshapen form. I fixed a few stray pixels in the reflection of the toaster which were bothering me. I also changed the face animation to make it more dynamic (it only had one expression before). Pan was blinking even was he wasn’t shooting and that didn’t make sense. You blink because of the flash when you fire, if there’s no flash, you don’t blink. I changed the color of the cannon as Pan shot to make it look more interesting to look at. I also added some sparks effect every time a shot is fired like so:




I also re-did the projectile (well I modified it I mean). A member here mentioned that the projectile wasn’t readable because it was too small. I made it bigger and added an outline to the lightning. I also made the ball less static by giving it a different shape in every frame. Sahand had also mentioned that adding some particles in the trail of the projectile would make it look better. I added that too.


So all in all, it looks much better. Took about 2 hours to do.
 
Another thing I did was to redo Toilet Guy which I renamed Toilet Tank. I think it was quicksand-T who said he liked the concept but thought the boss was too small. Well, looking back, the second version really wasn’t good enough to be in a game and it was indeed very small. I don’t want to show anything just yet because it’s still to WIP but I think it’s much better than before.

Quicksand-T’s suggestion inspired me to exploit the size idea further and make Toilet Tank, well, essentially much bigger than before.

I also gave the boss health bar a shot:


Design:
Instead of having “guys” for the bosses I decides to use words which would rhyme.
So far:
Bathroom: Toilet Tank
Garden: Cannibal Charcoal
Playroom: Grim Gambler

Those are subject to change whenever I wish to but I figured I’d talk about the concept of those bosses.

Cannibal Charcoal: essentially a fire based boss. Haven’t determined his attacks yet.

Grim Gambler: a “magician” boss. I want him to use cards for attacks. He would use a variety of cards from a regular deck (aces, jokers, queens and so on…) and each card would have a certain effect. For instance pulling a joker would make him invincible for a period of time, an ace would fire a single energy shot at Pan, etc… There’s plenty of room for creativity here.

This time around, I thought I’d show you where I “work” (work sounds wrong as it’s an enjoyable hobby but anyway):


So just a quick one this time around. Notice the snow on the balcony. This shot was taken at 7:00 am, the days are thankfully getting longer which means no more being engulfed in darkness all the time.

Aaaaaaannnnd that’s it!
Logged

oldblood
Level 10
*****

...Not again.


View Profile
« Reply #101 on: February 06, 2015, 07:16:14 AM »

Interesting concept to incorporate the household sounds into the soundtrack. Fits well with the theme.
Logged

Trev
Level 0
**


"beeeep" - a synth


View Profile WWW
« Reply #102 on: February 06, 2015, 11:38:31 AM »

Interesting concept to incorporate the household sounds into the soundtrack. Fits well with the theme.

Thanks, oldblood! Here's a little bit from 1408 that I mentioned.


It's waaayyyyy more dramatic than what I'm going for, but I love the idea.
Logged

These web letters will take your internet hole to my ear-paintings!! http://www.trevorblackmusic.com/
Zizka
Level 5
*****


Super Toaster X


View Profile
« Reply #103 on: February 06, 2015, 03:07:11 PM »

Speaking of music, I had done a pretty sucky avatar for Trevor (I rushed it so it would be ready for the devlog) and so I thought it was high time that I create him a new one. At 53 frames, it’s one of the long animations I’ve done. Let’s hope he (and you) like it.

Logged

oahda
Level 10
*****



View Profile
« Reply #104 on: February 06, 2015, 03:22:57 PM »

Very nice! He should really be toasting just the bread up into the block, tho. c;
Logged

Polygonzo
Level 0
***


Hide your wings in a ghost tower


View Profile WWW
« Reply #105 on: February 06, 2015, 03:25:26 PM »

Man, I really like these toaster characters and the whole concept of a world of household appliances! The audio sampling idea is really interesting too. Reminds me of how The Stooges and Pink Floyd were both working on albums in the 70s that incorporated appliances as instruments (of course they were never released). Do you guys plan on "digitising" the acoustic samples so they fit with the pixel art? Or maybe that's not even going to be a concern.

Keep up the good work!
Logged
oahda
Level 10
*****



View Profile
« Reply #106 on: February 06, 2015, 03:39:10 PM »

Maybe you should watch The brave little toaster or w/e it's called, Polygonzo!
Logged

Polygonzo
Level 0
***


Hide your wings in a ghost tower


View Profile WWW
« Reply #107 on: February 06, 2015, 03:43:31 PM »

For whatever reason, I've only seen the sequel, Brave Little Toaster Goes to Mars... Me thinks this game will be at least as good!
Logged
marcgfx
Level 8
***


if you don't comment, who will?


View Profile WWW
« Reply #108 on: February 06, 2015, 11:48:02 PM »

hi zizka, I don't like the sparks, I first was wondering what the spaghetti was supposed to symbolise... my girlfriend thought it might be coffee. I think you should maybe not outline the sparks. it might also be worth considering particle-effects, then it would not look identical every time and the animation speed could be controlled separately.

looking forward to the toothbrush-music Wink
Logged

LobsterSundew
Level 1
*



View Profile
« Reply #109 on: February 07, 2015, 05:10:17 AM »

Quote from: Losbstersundew
Part of what makes it possible is factoring out time and just focussing on what the project would look like at 100% funded.
Yup, totally agree and that's what I did.
I should clarify that when I talked about using what a project looks like at 100% funded I am actually talking about how to shape and understand a lot of aspects about a campaign, such as how many backers are going to be needed and how they are distribution throughout the rewards. It is actually a perspective that puts backers first instead of the amount pledged. I should have provided more context in my previous post. It is a concept that is difficult to articulate this close towards bedtime. It is about being able to see where backers will gather in the reward tiers and how a campaign should behave, but much more than that it is a way to see the scale of the project itself from what needs to be achieved to what the costs should be.

When I said "What makes it possible" I mean that I had to find ways to factor out time in the problems because the type of mathematical box models I am playing with have the warning from the statisticians that created them that they are expected to produce invalid results if there is a trend in the data fed into them. It is because the probabilities that keep shifting based on past outcomes are throwing the results off. An example where those models won't work is the annual expansion of rabbit population on an island because the previous outcomes of rabbits being born have a big impact on the next year. Then the trend can start from the rabbits destroying the ecosystem so that food sources collapse. The models are much better suited for situations like casino games where the dice are not going to change during the game. Kickstarter campaigns do have trends from many perspectives, so I have to think of ways to process the observations so the trend doesn't matter/appear from other perspectives. Increases and decreases in project momentum can be viewed as just increased frequency of rolling an imaginary set of dice that decide what tier a backer will pick.

The graphs for That Dragon Cancer are useful because the point I want to illustrate is more easily viewed in the big campaigns. These big campaigns get more imaginary dice rolls so effect of The Law of Large Numbers can help behaviours become more visible.

There is that S-shape to the $15 tier in the backers-by-tier-over-time graph. It is the result of less y-axis gains when the campaign slowed down in the middle. I view that as a lot of rolls happening early in the campaign, fewer rolls of the dice in the middle and then more rolls happening during the end. I do not see it as a change in the preferences of the backers out there. What if every roll was exactly artificially space out with the same amount of time in-between? There wouldn't be a trend of the campaign speeding up or slowing down. A simulation can just roll the dice over and over at the same pace until the campaign hits 100% funded. I use 100% funded as the stopping condition. This can work because of what can be seen in the percentage-of-the-total-number-of-backers-by-tier-over-time graph. Look how the $15 tier keeps hovering around 60%. It shows how the imaginary dice are weighted.

Because I focus on the percentage of backers by reward tier, it actually makes it easier to compare campaigns of potentially very different magnitudes. I can see if a $20,000 project has a healthier distribution of backers than a $100,000 campaign. If I just compared pledged dollar amounts, the performance of the $100,000 campaign could have the illusion of looking like a better performer. I'm looking for how well the rewards work at up-selling backers.

This approach I've taken may be dead-end. It doesn't really help to predict how much in total a campaign will raise (The burning question many project creators want answered) because its purpose is not to project for how much overall funding, but to point out what that funding would look like. To some it may look fancy, but really it is just watching the percentages at the reward tiers. I don't know if it is a dead-end yet, so I've kept exploring and refining it. So far it is working to help better understand the popular campaigns where press is not a problem. I'm not done all the work needed to see if it is wrong yet. Using a Markov chains like some others are betting on may be an better route.



It could be important not to get trapped in the train-of-thought that just because other projects had 10% to 20% go into their rewards fulfilment, it means Super Toaster Guy should also plan to spend 10% to 20%. A purely digital strategy can work for small projects if the creator is willing to give up some creative freedom by focussing a lot on backer decided content like minibosses and if time is valued less than money. The approach you were using is very useful in situations like building construction if the firms are just building standard homes. Where it can fall apart is not realizing that a project is more different than it appears. Labour is often one of the big or the biggest slice of the pie chart. The cost of material can be a larger slice than labour when a construction firm is building a house with gold-plated fixtures. There are some post-mortems about video game projects actually spent, but they really should be more frequent. It boils down to finding campaigns to compare your rewards to that have a similar scope in physical rewards instead of comparing to a campaign that had art books and working arcade machines as physical rewards.

Another way to fall into a trap is to try to emulate the incredibly successful campaigns from famous developers that had way more resources and accomplishments to leverage. Small projects can fail to compete when the advertising budget of a large campaign is larger than the small projects minimum goal. It is easy to burn out a team producing video updates up to par with what some of the biggest campaigns could produce. As well, just because a campaign raises a lot of money doesn't mean its execution was well done. It is still useful to look at campaigns like Shovel Knight, but consider it an outlier. It is the medium sized campaigns that can be a better source of examples for how to run a project.

I generally have been recommending the same process over and over when designing reward structures. Why? Because I find it to be more adaptable. Decisions can be made to fit needs more than just deciding based on gut feelings. Sometimes it creates conclusions that a reward should be priced much higher than it was originally going to be offered for.

First, brainstorming all the content that will go into reward tiers like the instruction manual PDF and soundtrack. It is good to prioritize content that isn't a physical reward.
Second, estimating costs for that content including time costs.
Third, arranging the content based on costs from low to high and also sometimes factoring in the prestige of a piece of content.
Fourth, combining that content into reward tiers that don't have a price yet. This can be situations like beta access and the soundtrack being introduced in the same tier.
Fifth, assigning prices to those tiers that provide a healthy margin for the development budget to receive while still flowing well from one tier to the next for up-selling. Content can still be shuffled around.
Finally, selecting from one of the reward structure models such as the most well known being "Includes all of the above". Even before getting into various types of strategies like early-bird rewards, this process can usually produce an effective rewards structure because it is being built from the bottom-up and focusses on costs.

An issue with the above process is that it can be very easy to give away too much content in the lowest priced tiers. That same content, like beta access, could go for a higher price in the medium priced tiers. That is a risk, but I also feel that it is better to have the problem of being less efficient at covering funding the distance per backer but accumulating a lot of backers than to have the problem of not getting people to want to pledge to a campaign because the rewards are priced too high.

I noticed, by examining other campaigns, that there's a huge difference between the 20 and 25 dollars gap (major drop in backers). So I think it would be wiser to remain under the 25$ while making the rewards as interesting as possible. If this turns out to be the most successful tier, I thought it would be better not to include any physical rewards there so that I don't end up with very high shipping fees.
There often is a big difference. I consider a 75% drop from one tier to the next to be acceptable around that range. If the rewards don't flow well, I can actually see an even worse drop from one tier to the next. If that drop can be reduced to around 50%, then a campaign could get funded much easier.

"Postcard with original sketch" sounds like each backer gets a unique drawing on the post card. That could be very time expensive even if a small doodle. It could also be interpreted as a postcard and a production sketch on another piece of paper both mailed together.

Add-on rewards examples are those for Twin Souls and Jenny LeClue. They allow for more flexibility, but new backers also need to be educated how they work. The risk of add-ons if what if only one backer adds onto his pledge for a specific item. There wouldn't be much economies of scale. A solution is to ask for a minimum number of backers to contact you saying they would pledge for that item before it is officially added to the add-on list. An example is saying that at least 20 people need to buy the shirt for it to be worth doing. When 20 messages are received, it gets added.

The pricing of the rewards and the minimum goal amount are often still changing all the way up to a few days before launching. The rewards can also have very significant impact on how large the goal is.

Distribution platforms want their cut, but some Kickstarter campaigns were actually able to get a batch of free keys that covered more than 50% of the copies for backers specifically because they games were crowdfunded. This negotiation should happen before the campaign even launches. Apple gave 3,000 keys for free to the developer of Zombies! Run after negotiating. I could talk about what the experience was like with one of the big console companies, but I know I probably shouldn't go into that. The company would wave some costs for the game because it was being crowdfunded, but not others.

To really reduce the goal there is even the cheap route for a game to distribute DRM-free copies of the game through an online file locker instead of relying on someone else's store that would take a cut. That option can work, but it can also be less convenient for backers and would be too unprofessional for a medium sized project.

Yes. Steam does take a 30% cut of the revenue which is standard for the industry. You won't find better (other than itch.io which will generate you little to no income) and you will certainly find worse. To simplify things, Steam will make up approximately 90+ % of the revenue you generate. Steam earns their cut and "indies" should count their lucky stars that Steam has adjusted its business model to the more open store-front approach. You may find some luck with Humble & Gog, but the percentages of sales drip dramatically after Steam so you must consider the efforts involved of getting your game onto every platform and managing the expenses and taxes from each distribution channel.
Some good news is that if a developer requests a reasonable number of Steam keys for a reasonable reason, Steam has been known to provide the developer those keys for free. Why? Steam is not really known for nickel-and-diming its customers or developers. It also benefits from Steam gaining more users and good games. Humble Bundle had to implement a $1 minimum not because Steam was asking for more money from them, but because Steam disliked how Humble Bundles were being exploited to cheat more entries into one of its raffles. In the FAQ is says "If my game is accepted through Steam Greenlight, can I give my previous customers keys for the Steam version? Once your game is accepted for distribution on Steam, we will give you as many keys for your game as you want at no cost". I haven't heard of Steam not giving a developer more than enough free keys to cover the Kickstarter backers. The catch is that developers are not given the power to generate Steam keys on their own. When a developer asks for 5,000 keys, someone at Valve has to press the equivalent of an approve button.



I should begin by saying that I contacted Lobstersundew via PM after reading one of his message in the Moonman thread. I was well impressed by in-depth, informative message about Kickstarter. I had been roaming about the forum and the internet to this type of analysis backed up with data (as opposed to impressions given at a whim).
When I discuss a graph I post it on Imgur. I was previously studying to be a biologist until the college I went to had to shutdown the program I was in. It is because of that I have a need to actually measure what is happening to find insights instead of mainly anecdotal evidence with survivorship-bias like many other project creators have to rely on. I still have descendants of the carnivorous sundews (The inspiration for my username) I experimented on in my basement under a grow light. Without data, the human mind can sometimes see patterns where there is just chance variation. With data, associations can emerge and reveal patterns. It is also important to provide raw data so that even if a wrong conclusion is made, others can see the data and find the correct answer.

I began posting in Steel Assault's devblog thread because I wanted to warn them about the risk of launching on that old date they had picked. I didn't want bad timing to ruin its early momentum. It is still not easy for some developers to know when it is a horrible time to run a campaign. Recently some 30 day length video game campaigns launched that are going to run into GDC, IGF, MIX and PAX all within the window of March 2nd to 8th when these campaigns will be experiencing their final countdowns. Getting press and shout-outs from well known developers is going to be more difficult when many will be in San Fransisco. If a project creator isn't being featured at those events then it will be hard to compete against all the other indie games that will get featured.

While I've occasionally clicked on Moonman's thread I haven't posted there yet.

I normally just lurk on TIGSource even before I made an account here. I could quickly become a hated Simon Cowell like figure for crushing people's Kickstarter dreams telling them why they are very unlikely to succeed and backing it up with graphs and examples. To avoid/postpone that I prefer to wait until asked to do a critique.



I was reminded of the life of the

.

The CPU in the movie Small Soldiers is like an Arduino boards gone bad horror scenario.

For the dough a parody of

in I Have No Mouth And I Must Scream could funny.

I watched Cybersix back when it was on Teletoon. That mud character Terra had two competing good and evil personalities. A possible character arc could have a fragment be separated from the main dough antagonist and develop its own independent personality that would then battle with the original when merged back into the dough. It could be like the baby metroid ending.

The Bread Pub Brawlers is another bread-themed game.
Logged

Zizka
Level 5
*****


Super Toaster X


View Profile
« Reply #110 on: February 08, 2015, 06:51:40 AM »

@Prinessa: Welcome and thanks for the compliment. Those are always fun to read. Coffee

@Polygonzo:
The household appliances idea is fun to play with… and challenging at times Hand Pencil! Each stage takes place in a different room of the house. There are a lot more appliances in the kitchen than in the bathroom as you can imagine. So sometimes finding enemies can be a bit of a conundrum. The fan for instance isn’t really in a bathroom usually but I had to bend the rules otherwise the bathroom stage would only have an electric toothbrush, an electric razor and a hair dryer.

Regarding the music, it’s funny you should bring it up as this is sort of the new focus at the moment. I’m exploring whether we should stick to something more digital or something more “real” if that makes sense. I got a sample of the Toilet Tank’s stage (bathroom) and listened to it. It’s short (30 seconds) but it made me wonder if it wouldn’t be better if the music wasn’t so digital. I’ll know next time I receive something from him. The thing is, I’m very conservative when it comes to music so an experimental approach is really out of my comfort zone. I’m not against the idea though, we’ll see how it turns out. Shrug

@marcgfx: Cheers! It’ll be changed in the next build. Hand Fork Left Grin Hand Knife Right

Quote
It is about being able to see where backers will gather in the reward tiers and how a campaign should behave, but much more than that it is a way to see the scale of the project itself from what needs to be achieved to what the costs should be.

I don’t actually understand the sentence in bold. Sorry!

Unless you meant:

Quote
When I said "What makes it possible" I mean that I had to find ways to factor out time in the problems because the type of mathematical box models I am playing with have the warning from the statisticians that created them that they are expected to produce invalid results if there is a trend in the data fed into them. It is because the probabilities that keep shifting based on past outcomes are throwing the results off. An example where those models won't work is the annual expansion of rabbit population on an island because the previous outcomes of rabbits being born have a big impact on the next year. Then the trend can start from the rabbits destroying the ecosystem so that food sources collapse. The models are much better suited for situations like casino games where the dice are not going to change during the game. Kickstarter campaigns do have trends from many perspectives, so I have to think of ways to process the observations so the trend doesn't matter/appear from other perspectives. Increases and decreases in project momentum can be viewed as just increased frequency of rolling an imaginary set of dice that decide what tier a backer will pick.

Then I understand. I’m not sure how quickly the new data influences the old one though. I wouldn’t think it’s super dynamic (an impression).

Quote
There is that S-shape to the $15 tier in the backers-by-tier-over-time graph. It is the result of less y-axis gains when the campaign slowed down in the middle. I view that as a lot of rolls happening early in the campaign, fewer rolls of the dice in the middle and then more rolls happening during the end. I do not see it as a change in the preferences of the backers out there. What if every roll was exactly artificially space out with the same amount of time in-between? There wouldn't be a trend of the campaign speeding up or slowing down. A simulation can just roll the dice over and over at the same pace until the campaign hits 100% funded. I use 100% funded as the stopping condition. This can work because of what can be seen in the percentage-of-the-total-number-of-backers-by-tier-over-time graph. Look how the $15 tier keeps hovering around 60%. It shows how the imaginary dice are weighted.

So what you’re saying essentially is that the numbers need to put into context in order to “tell” us something. The timing in a KS campaign is one of those variable. So I’d need to identify those variables and see if I can turn them to my advantage (if possible of course).

Quote
Because I focus on the percentage of backers by reward tier, it actually makes it easier to compare campaigns of potentially very different magnitudes. I can see if a $20,000 project has a healthier distribution of backers than a $100,000 campaign. If I just compared pledged dollar amounts, the performance of the $100,000 campaign could have the illusion of looking like a better performer. I'm looking for how well the rewards work at up-selling backers.

…and by healthier distribution what you mean is that every tier claims some income or follow the “usual” pattern previously observed.

Quote
It could be important not to get trapped in the train-of-thought that just because other projects had 10% to 20% go into their rewards fulfilment, it means Super Toaster Guy should also plan to spend 10% to 20%. A purely digital strategy can work for small projects if the creator is willing to give up some creative freedom by focussing a lot on backer decided content like minibosses and if time is valued less than money. The approach you were using is very useful in situations like building construction if the firms are just building standard homes. Where it can fall apart is not realizing that a project is more different than it appears. Labour is often one of the big or the biggest slice of the pie chart. The cost of material can be a larger slice than labour when a construction firm is building a house with gold-plated fixtures. There are some post-mortems about video game projects actually spent, but they really should be more frequent. It boils down to finding campaigns to compare your rewards to that have a similar scope in physical rewards instead of comparing to a campaign that had art books and working arcade machines as physical rewards.

Hmm… I’ll have to think about that. The only campaign I can think of at the moment which is similar in scope is Steel Assault (it’s also a platformer). Either way, you can be sure that I’ll be posting a new list of reward before actually launching anything to get your feedback about it (if you want to of course).

Quote
Another way to fall into a trap is to try to emulate the incredibly successful campaigns from famous developers that had way more resources and accomplishments to leverage. Small projects can fail to compete when the advertising budget of a large campaign is larger than the small projects minimum goal. It is easy to burn out a team producing video updates up to par with what some of the biggest campaigns could produce. As well, just because a campaign raises a lot of money doesn't mean its execution was well done. It is still useful to look at campaigns likeShovel Knight, but consider it an outlier. It is the medium sized campaigns that can be a better source of examples for how to run a project.

Again, another variable to keep in mind, check! All the updates will be done ahead of the campaign anyway (most of them anyway).

Quote
First, brainstorming all the content that will go into reward tiers like the instruction manual PDF and soundtrack. It is good to prioritize content that isn't a physical reward.
Second, estimating costs for that content including time costs.
Third, arranging the content based on costs from low to high and also sometimes factoring in the prestige of a piece of content.
Fourth, combining that content into reward tiers that don't have a price yet. This can be situations like beta access and the soundtrack being introduced in the same tier.
Fifth, assigning prices to those tiers that provide a healthy margin for the development budget to receive while still flowing well from one tier to the next for up-selling. Content can still be shuffled around.
Finally, selecting from one of the reward structure models such as the most well known being "Includes all of the above". Even before getting into various types of strategies like early-bird rewards, this process can usually produce an effective rewards structure because it is being built from the bottom-up and focusses on costs.

Very nice. I’ll try it and post the results here later down the road.

Quote
An issue with the above process is that it can be very easy to give away too much content in the lowest priced tiers. That same content, like beta access, could go for a higher price in the medium priced tiers. That is a risk, but I also feel that it is better to have the problem of being less efficient at covering funding the distance per backer but accumulating a lot of backers than to have the problem of not getting people to want to pledge to a campaign because the rewards are priced too high.

Definitely!

Quote
"Postcard with original sketch" sounds like each backer gets a unique drawing on the post card. That could be very time expensive even if a small doodle. It could also be interpreted as a postcard and a production sketch on another piece of paper both mailed together.

I was actually thinking of giving all of my concept art doodles and send those to backers (the original paper, not photocopies).

Quote
To really reduce the goal there is even the cheap route for a game to distribute DRM-free copies of the game through an online file locker instead of relying on someone else's store that would take a cut. That option can work, but it can also be less convenient for backers and would be too unprofessional for a medium sized project.

No, that’s out of the question though. I want a real platform. I’ve read stories about steam and I’m very convinced it’s the best way to go.

Quote
I normally just lurk on TIGSource even before I made an account here. I could quickly become a hated Simon Cowell like figure for crushing people's Kickstarter dreams telling them why they are very unlikely to succeed and backing it up with graphs and examples. To avoid/postpone that I prefer to wait until asked to do a critique.

I hope you’ll be a Simon Cowell times 10 for mine. I need honest advice, no matter how hard it is to read.

As for moonman, sorry, I was certain you posted there. I keep checking both thread so I guess I got confused! Who, Me?

Quote
I watched Cybersix back when it was on Teletoon. That mud character Terra had two competing good and evil personalities. A possible character arc could have a fragment be separated from the main dough antagonist and develop its own independent personality that would then battle with the original when merged back into the dough. It could be like the baby metroid ending.

Ahhh! Cybersix! Kiss I’m starting to wonder if that show wasn’t only in Canada. It was produced there. Such a great series, in more ways than one and yet so brief. I actually drew this and have been using it as my avatar on other forums:



As for the suggested arc, I like it! Sort of a Proto Man story. The Dough sends part of it to fight Pan. The Part fights Pan and is defeated but Pan spares its life. As punishment for failing, the part is absorbed back by the Dough. In the final battle, a normally invincible final boss is made vulnerable at short intervals when the Part temporarily takes control.




Logged

Trev
Level 0
**


"beeeep" - a synth


View Profile WWW
« Reply #111 on: February 09, 2015, 08:10:17 AM »

Man, I really like these toaster characters and the whole concept of a world of household appliances! The audio sampling idea is really interesting too. Reminds me of how The Stooges and Pink Floyd were both working on albums in the 70s that incorporated appliances as instruments (of course they were never released). Do you guys plan on "digitising" the acoustic samples so they fit with the pixel art? Or maybe that's not even going to be a concern.

Keep up the good work!

You can check out how I incorporated the acoustic sounds in the first draft of the main theme here: https://trevor-black.bandcamp.com/album/super-toaster-guy-wip
They're filtered a little, but not too "digitized".

And don't worry, it won't quite be this experimental, haha:

Logged

These web letters will take your internet hole to my ear-paintings!! http://www.trevorblackmusic.com/
Zizka
Level 5
*****


Super Toaster X


View Profile
« Reply #112 on: February 09, 2015, 09:32:23 AM »


Hello boys and girls! Well, hello there!

I’ve decided that from now on, devlogs would be released at regular intervals instead of “randomly” like during the first two weeks of development.

Those days will be: Tuesday, Thursday and Sunday (effective next week).

This will slowly get us used to being in “Early Release” when the time comes on steam and for the updates of the KS. I’d rather have the devlog well organised as you can tell.

I’ve also decided to make the devlogs shorter with more visuals. I think I went overboard with the writing at times. I think most people probably don’t want to read a big wall of text anyway. So I figured I’d like to stay in between 300 and 500 words per log, which comes to about a page. It’ll force me to be concise and focus and what’s important.


"Hiya, Cake here to show you what's been done ^^. So, Etienne told me to make a duck with kind of realistic-ish-y Wobble physics, hence why I made that. The problem was the collisions, the platform system kind of wasn't prepared for that (a), so I first thought I had to redo it. Luckily, There was another solution to adding slopes, which is the one I used: Everytime that you move against a wall,the game checks in a for-loop if there's a place free in front of it, but a few pixel higher. If that is the case, you just move up a bit and can just continue ^^. This way, you have pretty much-pixel-perfect collisions, so the duck worked immediately and now it also has slopes :D. Anyway, apart from that, not a lot was added, but there probably will be soon!(I think)"
-Sahand



“E and I have been chatting about changing some of the textures for the music of STG. We’ve been brainstorming about more 16-bit style tracks, and I’m whipping up a few options for us to get some further ideas.”

-Trevor


Allow me to introduce the first member of the “Breasistance”. Those are essentially your comrades-in-arms, there will be one for each stage to rescue, which means 8 in total. Here’s the first one:



I had this guy for quite a while in the corner of my mind and it was time to give it a “physical” shape.
One of the stretch goals would be to make each one of those NPCs playable. Just throwing this out there, just a trial balloon.


As I haven't received any submissions from the team for this log's "Behind the scene", I chose to do it.

I want to talk about the previous "big" game I worked on, it was called: "Slimongo". It was a rpg game to learn Japanese. I think a video will probably say everything there is to say about the game (why isn't youtube integrated to TIG?):

Click the picture below and it'll play.

Aaaaaannnnd that's it!

« Last Edit: February 09, 2015, 10:21:37 AM by Zizka » Logged

Zizka
Level 5
*****


Super Toaster X


View Profile
« Reply #113 on: February 11, 2015, 03:44:17 PM »


Hello boys and girls, long time no see!

That’s because this week has been about learning how to manage a project for me. I’m learning a lot and adapting the workflow based on what I’m learning. If I don’t adapt, things would go from worse to worst, so it’s very important to constantly adapt in order to find what works best.

In log 27, I mentioned that devlog would take place on certain days. That’s true and I’ll stick by that. Instead of having three weekly devlogs I’ll go down to two. And I’ll tell you why.

Having three devlogs would be too much. We all have our own lives to manage as well and I felt that delivering three devlogs
a week would mean too many logs with not enough content. I want to have devlogs which are interesting to read in order for people of the TIG community to get involved in the project by providing feedback like some of you have had the generosity of doing.

Also, if you want to rush things too much people start feeling unnecessary pressure and this in turns at times affect their work adversely. I want to take care of the people I work with, not burn them out.

Devlogs will not take place on Wednesdays and Sundays. The Wednesday devlog will be a general overview of what has happened during the last three days while the Sunday devlog will be the “main” one. It’ll be the devlog where every department will have something to share. This, again, is a trial. We’ll see how that goes an adapt accordingly. Adaptation is key!

Another new thing: As you’ve probably noticed by now, each devlog is separated into sections: art, music, code, level design, behind the scene and the occasional “design” category. From now on, everyone will be responsible for writing about their own department. I’ll write about art, Trevor will write about music, Sahand about coding and Goulven about level design. This means that I won’t be writing your sections anymore so that I can invest that time in creating new art.

This will have the advantage of each “expert” talking about their own field. Trevor can go more in depth when talking about music and Sahand about programming or Goulven about level design. Each section should have between 50 to 100 words, so the devlog remains short and concise (unlike this one!).

This means that every Wednesday, everyone will write a little something about their own department and every Sunday will do the same AND share what they’ve been up to during the whole week. This means: a song sample with Trevor, a new engine build with Sahand and some more information about level design with Goulven.

This will mean less devlogs, yes, but the ones that will come out will be a lot better quality as we’ll all have more time to get things done. There’s no doubt in my mind that this is the best decision.



"Hi there!
So, not a lot of exciting stuff happening this week, mainly me just fixing the silliest mistakes I made(such as the duck pretty much defying the laws of physics) and working on particles for shooting. Anyway, there won't be a gif again since it's not something really worth showing on its own, definetly not in its current state, sowwy ;-;. Hope we can show you something bigger next time!"

-Sahand

No news. Trevor was still working on the song last we talked.


Besides spending time to find ways to manage the game more efficiently, I did something I had been dreading for a while… creating my own font. I pictured this to be long and boorish but it wasn’t that bad actually. Here it is, for your criticism:


I’ve also worked on the tileset. I couldn’t stand to look at those ugly grey blocks so I whipped something up. It’s such a relief to put some more colors up there:


Since so much this week has been about management, I thought I’d write a bit more about that.
At first, the only thing I had to manage was myself as I was alone. As Trevor, Sahand and Goulven finally joined in, I had to find a way to be efficient about this.

It started with Team Letters which I send every weekend. Then we switched to Google Spreadsheets. I’ve been doing the transition to the Spread Sheets ever since. I’m writing less and less in the team letter and more and more in the Spreadsheet. It’s just a lot more convenient to keep track of things that way.

I can sincerely say that the management is getting more and more efficient compared to the beginning.
People use the spreadsheets to keep track of their hours. It also allows me to know if people are working on the game. If a person doesn’t do anything for a few days, I’ll check to see what’s up. I also know what people are working on during a given time period. It also allows me to keep track of the costs to stay within budget.

In a different tab, I write comments about things being worked on, things I’d like to be changed. In yet another tab, I write a to-do list where everything is ordered by priority. Once a team member has finished a task, he can move to the next objective down the list. I keep this list updated with new assignments so there’s always something to do. It prevents people starting to work on random stuff all over the place.

I think the next step might be a wiki. I’ve read about it in Oldblood’s devlog but I’m still a bit reluctant to leave the spreadsheets behind. We’ll see.

Aaaaaannnnd that’s it! I went over the word limit this time but I really wanted to explain how things would work out from now on.
Logged

oldblood
Level 10
*****

...Not again.


View Profile
« Reply #114 on: February 11, 2015, 08:21:47 PM »

I think the next step might be a wiki. I’ve read about it in Oldblood’s devlog but I’m still a bit reluctant to leave the spreadsheets behind. We’ll see.

You just have to focus on doing whatever work's best for your project and team. A wiki may help a lot, the spreadsheet may be all you need. The end-goal is the same, organizing your project (and it sounds like that's exactly what you're achieving).

I also think it's wise to turn down the devlogs to more substantial updates. I try to stick to at least one per week but I put out 2 or 3 if there is enough content. Just know that content will ebb and flow over the course of the game so while it's good to have rules for posting, reference them more as guidelines... Because sometimes, you may just not have anything to say.
Logged

aamatniekss
Level 4
****


hiya


View Profile
« Reply #115 on: February 12, 2015, 01:06:00 AM »

Looking great so far. I've always wanted to make something like this myself. Especially the boss battles, where you have to battle some things that are small IRL, but in game they would be like huge bosses, for example little kittens, just wanting to play, or a humans foot. :D
Logged

Zizka
Level 5
*****


Super Toaster X


View Profile
« Reply #116 on: February 13, 2015, 02:53:52 AM »

@oldblood: Yes, spreadsheets are working nicely at the moment. I mean, there’s still improvements to be made but it’s still a stellar upgrade. I’m honestly just curious about the wiki. I like the presentation if offers. I’m also the type of person who constantly tries new things to find the best option (just look at this devlog! My Word!).

Regarding the devlog frequency, it was starting to turn into an unneeded stressful element for everyone involved. When something begins to be stressful, it’s not a good sign, it should remain fun. So easing the pedal on the devlogs has had a positive impact on everyone, me included. I don’t feel like I have to rush things in order to have more content for a devlog.

@aanatnietkss:
Thank you! As I’ve said before, those little pats on the back might not seem like much but they’re always a little nudge to go forward and a nice boost!  Gentleman

As for the appliances, it’s an interesting concept, I agree!

So far I have Toilet Tank, Cannibal Charcoal (might switch to Burning BBQ though for the garden stage, fire based attacks, part of the stage takes place in a sandbox to represent a desert), Lady Laptop (one of the female bosses, uses the screen for its face and “summons” attacks from its programs, found at the end of the office stage), Pansy Puppet (for the attic stage, the “spooky” stage with cobwebs and ancient, stored appliances and old toys), Abhorrent Alien (for the bedroom, the “space” stage with all sorts of toys and galaxy related decorations, the Alien is a toy)… I haven’t decided for the kitchen yet, so many appliances there! Old Oven (too similar to a BBQ?) perhaps? Anyways, there’s still time to identify those in the future.

Logged

Zizka
Level 5
*****


Super Toaster X


View Profile
« Reply #117 on: February 16, 2015, 09:44:18 AM »


Hello boys and girls,

As mentioned in the previous devlog, it’s now Sunday and time for the second game update.

EDIT: The update was ready for yesterday but there were some technical difficulties and I couldn’t get everyone’s stuff in time which is why I’m posting the devlog today. The next devlog will take place next Wednesday as usual.

Let’s see if I can keep concise then!

Hiya guys! lots of exciting additions today c:.


What I've done:
*fixed animation speeds
*added tileset
*added butter meter precentage
*added slopes
*added better sparks(I think they look pretty cool, but it it up to you to judge them)
*added a hitcounter thingy
*added flying gears when hit
*redid bubbles
*worked on the duck

I can't say there are any new special features or something like that, but I mainly worked on making stuff a bit prettier this week.

As you can see in the gif, I added pieces of butterthingies that pop out when you shoot, some gears that pop out when something gets hit and a nice counter to show how much damage you did :3. This of course isn't entirely finished, but definetly going in the right direction(might change completely next sunday though)

We've also added the first iteration of the (toilet I think?) stage! This however isn't entirely done too, since it was mainly obtained from a mock-up that Etienne probably showed in the art section of this post.

Anyway, the game is looking a lot nicer immediatly, and I probably forgot to mention some stuff you see in the gif, but that adds a little to the surprise, doesn't it? :3(Although you've probably watched it before reading this post D:)

See you next time!


-Sahand



I’ve turned in another draft to Etienne, this time going the full 16-but route. It’s the sort of ensemble that might play some really fun jazz or funk, and the tune swings between that sort of experimentation and some more “traditional” game-style melodies. I’m hoping it’s a collection of instruments that works for everybody, as I see it being fairly good for adapting to other settings like the Garden level, and so on.

-Trevor


So besides working on the tileset, I've reworked the boss. Quicksand-T had mentioned it being too small so I tried to fix that:

V.1:


V.2:


V.3:


And some interesting edits by Neike and Sofreak:












This is still wip but as you can see it's looking a lot better than the two previous versions.

For this week's behind the scene, I thought I would write about which devlog I follow and why. I don't actually follow that many.

Steel Assault by Dnilo and Atnas:
One of those really underrated games for some reason. This is the type of game everyone should know about and which should wrap it's KS campaign in a week. I hope they make it! KS are always fun to follow.

Masochisia by oldblood:
To be honest, oldblood was very welcoming and friendly from the get go. So I went to see what he was working on and what suprised to see something so dark. The project is very daring so it got my interest!

Aaaannnnnnd that's it, the devlog is long enough as it is!  Coffee




Logged

oldblood
Level 10
*****

...Not again.


View Profile
« Reply #118 on: February 16, 2015, 09:52:39 AM »

Thanks for the shout-out.

Looks like you guys made great progress this week. For the toilet boss, I'd recommend the final WIP you had. The plunger for a nose really helps sell the "Tank" inspiration, but loses a lot of the "toilet" qualities. That may just be me though...
Logged

JobLeonard
Level 10
*****



View Profile
« Reply #119 on: February 16, 2015, 11:07:16 AM »

Was that an idle animation just before he got hit?
Logged
Pages: 1 ... 4 5 [6] 7 8 ... 41
Print
Jump to:  

Theme orange-lt created by panic