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Community => DevLogs => Topic started by: santaragione on October 17, 2010, 04:15:47 PM



Title: FOTONICA
Post by: santaragione on October 17, 2010, 04:15:47 PM
(http://media.tumblr.com/tumblr_lafwf4wReN1qckndk.png)

2011-7-18 FULL VERSIO NOUT!  (http://www.fotonica-game.com)

8-12-2010 PLAY DEMO!!  (http://www.santaragione.com/fotonica/FOTONICAWEB/5b.html)

Tales Of Unspoken World is dead: but from the ashes...rises FOTONICA.

(http://media.tumblr.com/tumblr_laehe54AyJ1qckndk.tiff)
-

(http://i51.tinypic.com/2052iw2.jpg)

(http://i133.photobucket.com/albums/q63/niguloto/fotonica1.png)

(http://i133.photobucket.com/albums/q63/niguloto/fotonica2.png)

(http://i133.photobucket.com/albums/q63/niguloto/fotonica3.png)

(http://i133.photobucket.com/albums/q63/niguloto/fotonica6.png)

(http://i133.photobucket.com/albums/q63/niguloto/fotonica5.png)

(http://i133.photobucket.com/albums/q63/niguloto/fotonica7.png)

(http://www.santaragione.com/screen.jpg)

VIDEO: http://www.vimeo.com/15920161

The first open beta demo build (also known as OBDB  ::) ) for the new version of TOUW, together with new media, new name and, of course, new ONE BUTTON GAMEPLAY EXTRAVAGANZA is online at http://www.santaragione.com/fotonica

The plan is developing a "one button game" with different levels of complexity and multiple worlds to play, each with its own characteristic ( items/gravity/platform/etc... ).

At the moment we worked mainly on controls, and I think they came out pretty tight, even if the lvl design might be a bit too difficult; we're now working on a tutorial lvl, so players can get used to the game "timing"...then, last but not least, we'll need to work on different levels and audio design.

I highly suggest you to play "full screen" and with a 360/ps3 pad hooked up to your pc/mac.

5-12-2010 NEW BUILD RELEASE NOTES:

1- PLAY WITH ANY BUTTON! (All joystick supported! Play With mouse supported!)

2- NEW CONTROL SCHEME! (Inspired by "you know who")

3- LOCAL SCOREBOARDS! (Now you can beat your own best scores, yay!)

4- NEW ONE BUTTON MENU! (This time it's actually usable! Please give feedback!)

5- NEW MOUSE MENU! (HEH, it's about time)


COMING SOON:

NEW LEVEL "CAIROLI" AND "INFINITO" MODE.

Thanks as always for trying it out: please let us know what you think!

SR


Title: Re: FOTONICA
Post by: VomitOnLino on October 17, 2010, 04:48:06 PM
Hey,

Just checking in here. I tried out your game because the font kind of appealed to me, it struck some Vectrex nerve probably.  ;)

Anyway - it seems like a fantastically looking, quite fun game so far. Sometimes it judders a bit on my slow-ass work PC here but that doesn't have to mean anything.

I like the one button gameplay, but are there any ideas how to spruce it up? I mean besides going faster & pickups & obstacles? I know this is a somewhat though question but I'm just curious.

Oh and last but not least, put some screenshots here for the lazy folks. I was like "Eh." until I saw your video on Vimeo! Your game looks fantastic and you're selling yourself under your value!



Title: Re: FOTONICA
Post by: deathtotheweird on October 17, 2010, 05:08:40 PM
I much prefer the way the original played. I don't really get this one button approach, it seems needlessly complicated to me. Any specific reason you decided to make it one button?

Perhaps I need a tutorial to fully understand it. I played the first level multiple times and just couldn't get it.

I loved the original so no matter the change in controls, I'm sure this one will be just as good.


Title: Re: FOTONICA
Post by: santaragione on October 18, 2010, 03:38:21 AM


Oh and last but not least, put some screenshots here for the lazy folks. I was like "Eh." until I saw your video on Vimeo! Your game looks fantastic and you're selling yourself under your value!



Hey thank you very much for your feedback. We'll be adding new stuff to the first post as you suggested.
We have some issues with Fonts when the game is played on win, we'll try to fix that today.

As a side note, have you tried going full screen? the unity plug in does not work properly on chrome when not in fullscreen.


Title: Re: FOTONICA
Post by: santaragione on October 18, 2010, 03:43:50 AM
I much prefer the way the original played. I don't really get this one button approach, it seems needlessly complicated to me. Any specific reason you decided to make it one button?

Perhaps I need a tutorial to fully understand it. I played the first level multiple times and just couldn't get it.

I loved the original so no matter the change in controls, I'm sure this one will be just as good.

Thank you for trying TOUW & FOTONICA :D I understand that our control scheme might seem a bit weird at first: try imagining that you are holding down the running man with your fingers and letting him go when he jumps.

We decided to make the button one game for two main reasons: accessibility and portability.

We have been talking with http://www.oneswitch.org.uk/ and we realized that it would be easy for us to make a game accessible for more people. Aside from that a one button interface is easy to port on mobiles/touch devices. all in all we really like the new scheme!

Anyways, we will provide an alternative (one button) scheme (as well as difficulty settings) in the coming builds.

Cheers!


[EDIT] Corrected an involuntary "rickrolling" in the first post and the bug in the unity player that caused some issues with the menu for pc users.


Title: Re: FOTONICA
Post by: Rostiger on October 18, 2010, 02:16:51 PM
Wow, I absolutely dig the visual style! The choice for the control sheme is comprehensible and works pretty well too - I especially like how you solved the menu navigation, allthough it needs getting used to when there are multiple menu items.

However, I'm missing some kind of motivation or a more crisp risk/reward scheme.
It took me quite a while to get the timing and speed right, but there still are a couple of jumps where I'll always fall. I gave up pretty quickly because I was missing the reward for learning certain parts of the level by heart.

As this probably still is an early version of the game, I'm curios what else you'll come up with. I'll keep an eye on this.


Title: Re: FOTONICA
Post by: Montoli on October 18, 2010, 03:21:07 PM
Oh nice!  Yeah, the video really sells it a lot better than your title screen screenshot does.  That is a polished looking game you have there!


Title: Re: FOTONICA
Post by: Loren Schmidt on October 18, 2010, 11:01:40 PM
I liked the original game, and I'm excited to see you guys taking the idea further.

I played your demo a bit. I really like the visuals. I almost never wholeheartedly like the way a game looks, but I like the way this one looks.

I had a few reactions while playing which might be useful to you:

1.
It feels like there is a delay between releasing the button and the jump occurring. I have a slowish computer, so perhaps that is why.

2.
I'm finding the controls confusing. I think I understand now, but it took me quite a while, and I didn't find it intuitive. My current impression is that holding the button down accelerates, releasing jumps, and pressing while airborne increases the fall rate? I think quite a few people will be confused by this.

I like the way you introduce this with live feedback in the main menu. Maybe if you make the menu communicate this a little more clearly it will help.

3.
This is subjective, but I think the game could be improved by simplifying the menu. What if you removed everything except the initial explanatory prompt? I think that could be really amazing and elegant. (You could toggle the credits and the simple / complex setting in the menu with a keypress).

I hope that was helpful- I sometimes worry that I sound too critical when I give people feedback. This is looking great so far. Here's wishing you all the best- I'm looking forward to seeing where this goes!


Title: Re: FOTONICA
Post by: Morre on October 19, 2010, 07:56:34 AM
I really like the visual style. Hitting the white balls is a slightly epileptic experience, though. It does look realy good, but I think it wouldn't hurt to smooth out the blinking a little.

Gameplay is pretty cool, though I agree that it does feel like there's a certain delay after releasing the key at times. I'm on a pretty fast computer, so I don't know what causes this.

Great work. :)


Title: Re: FOTONICA
Post by: santaragione on October 19, 2010, 08:16:12 AM
Wow, I absolutely dig the visual style! The choice for the control sheme is comprehensible and works pretty well too - I especially like how you solved the menu navigation, allthough it needs getting used to when there are multiple menu items.

However, I'm missing some kind of motivation or a more crisp risk/reward scheme.
It took me quite a while to get the timing and speed right, but there still are a couple of jumps where I'll always fall. I gave up pretty quickly because I was missing the reward for learning certain parts of the level by heart.

As this probably still is an early version of the game, I'm curios what else you'll come up with. I'll keep an eye on this.

Thank you Clemens. We understand the "motivation" issue, and we're really trying to find a way to create a coherent body for the game to fit into...I don't know if it sounds weird or what, but for us, the real motivation is "flowing" through this sterile environment, and this means finding a balance between speed, aesthetics and timing, to, basically, never stop; the hard part here, is to kind of "cheat" players, presenting them a more clear/understandable goal, that works as a key to the true nature of the game, that is "flowing" - "navigation" ...this is why we plan on working on different play mechanics in various levels, to have a more consistence in context and gameplay, as well as a kind of "final" goal...of which, thought, I'm still not aware of :D

[EDIT by the other guy from santa ragione]
In addition to this I'll add that we are working on a score system: at the end of the level you'll be shown the best runs for that level/difficulty. We like arcade games : D
I think it would be cool to have ratings based con scores that unlock something: is this to much of a cliche/unfitting with the general tone of the game? do you guys have any suggestion on how to make the score (as in better play-flow) more relevant?


Title: Re: FOTONICA
Post by: santaragione on October 19, 2010, 08:18:57 AM
Oh nice!  Yeah, the video really sells it a lot better than your title screen screenshot does.  That is a polished looking game you have there!

Tnx, it's flippin hard to polish games...it drives you nuts! I'd never expected to have so many little tweeks to do!


Title: Re: FOTONICA
Post by: santaragione on October 19, 2010, 09:21:45 AM
some sketches of the early ideas..."cow runner" included!

edit: sorry, they're in italian! (have many others to scan, but I don't think they're "nearly" understandable  :concerned: )


(http://i133.photobucket.com/albums/q63/niguloto/fotonica_sketchcopy.jpg)

(http://i133.photobucket.com/albums/q63/niguloto/fotonica_sketch4copy.jpg)

(http://i133.photobucket.com/albums/q63/niguloto/FOTONICA_sketch1.jpg)


Title: Re: FOTONICA
Post by: OneSwitch.org.uk on October 20, 2010, 01:33:35 AM
Wonderful looking and playing game, which I personally grasped very quickly. But then I'm a bit of a nut for one-switch / one-button games. Reposting my thoughts on accessibility below...

Had a thought re. accessibility... Thinking about switch users unable to hold a switch easily, nor cope with the speed of the game and also those with visual impairments struggling to see the points where you must jump. What do you think to the following solution...?
 
Activated via a new Options or Accessibility area:
 
a. A choice of two different one-switch modes. Standard (as is) and a new "Tap" system.
b. A "Close to the Edge Warning" system (from warning given with loads of time, through to, warning given with very little time - and perhaps offering the ability to have a sonic warning switched on or off).
 
 
I'm imagining a game in "Tap" one-switch mode, and "Close to the Edge Warning" turned on to run a bit like this...
 
i. Start game standing still. Press (and release) SPACE BAR to start automatic relentless running.
 
ii. As you approach any ledge, the game smoothly and rapidly slows down (a bit like PopCap's Peggle when you git the last pin) - whilst you walk on this "last chance to jump" section of the track, you are given some on-screen indication and sound that you will need to jump.
 
iii. Press to jump. The game smoothly speeds up again.
 
iv. Whilst you are in flight, pressing your switch again will bring you back down.
 
 
Would be amazing if you could make this game as "easy" as the likes of High High Rockets (http://jamesmontagna.com/gamma4.html) - maybe even easier - should people need it. The bad thing about Canabalt is that most people using one-switch controls due to disability, can't play it. It's just too unforgiving, and requires timing that's far too quick.
 
I won't be offended if you don't put these in by the way, but I'd absolutely love it if you'd consider it.
 
Finally, I loved the broad expanse of trees in TOUW. Would love to see these again in Fotonica.
 
 
Very best wishes,
 
Barrie
www.OneSwitch.org.uk and www.GameBase.info


Title: Re: FOTONICA
Post by: santaragione on October 20, 2010, 08:03:31 AM
I liked the original game, and I'm excited to see you guys taking the idea further.

I played your demo a bit. I really like the visuals. I almost never wholeheartedly like the way a game looks, but I like the way this one looks.

I had a few reactions while playing which might be useful to you:

1.
It feels like there is a delay between releasing the button and the jump occurring. I have a slowish computer, so perhaps that is why.

2.
I'm finding the controls confusing. I think I understand now, but it took me quite a while, and I didn't find it intuitive. My current impression is that holding the button down accelerates, releasing jumps, and pressing while airborne increases the fall rate? I think quite a few people will be confused by this.

I like the way you introduce this with live feedback in the main menu. Maybe if you make the menu communicate this a little more clearly it will help.

3.
This is subjective, but I think the game could be improved by simplifying the menu. What if you removed everything except the initial explanatory prompt? I think that could be really amazing and elegant. (You could toggle the credits and the simple / complex setting in the menu with a keypress).

I hope that was helpful- I sometimes worry that I sound too critical when I give people feedback. This is looking great so far. Here's wishing you all the best- I'm looking forward to seeing where this goes!

Hello Sparky, thanks for the feedback!

1) [Also answering to Morre]  Yes, the delay it's there: it's 0.02 Secs and it's meant to prevent you form trying to jump while you are in mid air and failing. If we make the jump EXACTLY the frame where the button is pressed it feels buggy when you are trying to multi-jump. Anyways we'll try and reduce the delay if you guys feel it's detracting from the experience.

2)Exactly like that! Hold to run, release to jump, hold in mid-air to land faster. It's confusing because it's kind of an inverted control, but we feel it's very connected to the action on screen, as you "hold down" the character when it runs, and let him jump when releasing. But you are right, we have to make this clearer in some way, I hope the tutorial will help!

3) Actually the menu is growing as we add more levels, difficulty setting, leaderboards, control options and the tutorial!Maybe there should be a way to play straight away, kind of a quick play button.

Thanks again, hear from you soon!



Title: Re: FOTONICA
Post by: Loren Schmidt on October 20, 2010, 11:49:55 AM
Oh, the delay is to make repeat jumping work better? To clarify, are you talking about situations where we are coming in for a landing and want to jump again right away? If so, yes, that's a funny special case. An early button press in that situation (because we're still in the air) and will ordinarily cause the jump to fail.

Assuming we're talking about the same thing, here's an alternate solution that will remove the need for a delay in the controls. Simply add a grace period for early key presses. (Substitute your own timing value as desired.)
Code:
If pressed on ground {
     jump immediately
}
If pressed in air {
     begin a timer which counts down from 1/10 of a second to 0
}

When landing {
     if the timer has not hit 0 yet {
          jump
     }
     else {
          land normally
     }
}


Title: Re: FOTONICA
Post by: tesselode on October 20, 2010, 01:07:42 PM
Haven't bothered with the demo, since I don't want to install Unity, but the video makes the game look quite annoying and seizure-y to play.

I'm looking forward to it. :)


Title: Re: FOTONICA
Post by: deathtotheweird on October 20, 2010, 01:12:31 PM
Why don't you want to install Unity? It takes less than a few seconds and there are tons of great games (http://forums.tigsource.com/index.php?topic=13377.0) you can play right in your browser.


Title: Re: FOTONICA
Post by: neon on October 21, 2010, 10:19:46 PM
looks a lot like "valentinel hopes".  this has a much different art style though.  both are good.  i like the idea of both, two different design takes on a theme of "run really fast and jump".


Title: Re: FOTONICA
Post by: tesselode on October 22, 2010, 11:42:11 AM
Well I went ahead and installed Unity. Fotonica is pretty confusing. I'm not sure whether pure or complex mode is trippier, but complex mode does seem to make depth perception easier.

Interesting game.


Title: Re: FOTONICA
Post by: RCIX on October 22, 2010, 01:41:39 PM
Interesting game. Took me a bit to figure out how to work it. The view shaking on takeoff and landing was annoying, but other than that it seemed fun :)


Title: Re: FOTONICA
Post by: santaragione on October 26, 2010, 08:17:53 AM
Sorry guys if we are a bit "silent" in these days, but we just got back from a fair in Essen (Germany) and now we're heading to a new one in Lucca (Italy) to promote our new boardgame "EFTAIOS" ...we'll be back full time on Fotonica by the 1st of November; as always though, thanks for your support, it keeps us going!


Title: Re: FOTONICA
Post by: santaragione on October 28, 2010, 04:34:04 AM
HELLO EVERYBODY!
New Build is up, as always you can play it here: http://santaragione.com/fotonica/FOTONICAWEB/5b.html

NEW FEATURES:

Difficulty settings! Now you can choose to play PURE or COMPLEX at 80% of speed, 100% or 120%!


FIX:

Delay when jumping should be reduced : D

@RCIX: Do you feel annoyed as in too much shaking or you'd rather not have any animation? I think some animation helps understanding what is happening, old builds dod not have them and felt really dull.

@neon: Valentinel is much more difficult not being one button though: I searched it on the web it seems really cool.

@tesselode: Yes it is easier in complex mode (apart from the "girder of death"), pure si more for getting a perfect score. Do you feel we should keep this complex/pure thing in the final game?


@Sparky: thanks for the suggestion but our code is a mess, in fact it's much more complex than that to introduce your check so for now I used a small workaround that should make the game feel more responsive, does it work?

OK now off to LUCCA GAMES http://lucca2010.luccacomicsandgames.com/ (http://lucca2010.luccacomicsandgames.com/), do you guys feel we should start a topic on our boardgame? It's Indie but not video!





Title: Re: FOTONICA
Post by: Loren Schmidt on October 28, 2010, 11:30:07 AM
Hey, good luck at Lucca! I'd love to see a thread about your board game- I'm very interested in board games and board game design, and I think a lot of other people here are as well. (I'm not sure which subforum it would best fit, but I've seen one or two other board games here in the past, and they were well received.)

I think jump does feel more responsive now. I know what you mean about the code base- I've had a few projects where things became such a tangled mess that making seemingly small alterations was nightmarishly involved :) It's too bad, because I think if the jump were totally instantaneous it would have a positive effect on the feel of the game. But it sounds like you've done what you can.

Personally, I don't mind the screen shake. I think it helps make the jump feel more physical, and I like it.

I've made it a bit further into the level now. I saw what I believe was the finish line once, but I didn't quite make it there. This is neat, keep it up!


Title: Re: FOTONICA
Post by: tesselode on October 28, 2010, 05:15:25 PM
@tesselode: Yes it is easier in complex mode (apart from the "girder of death"), pure si more for getting a perfect score. Do you feel we should keep this complex/pure thing in the final game?
I think so. The pure and complex modes provided interesting and distinct graphical styles.


Title: Re: FOTONICA
Post by: RCIX on October 28, 2010, 07:23:02 PM
@RCIX: Do you feel annoyed as in too much shaking or you'd rather not have any animation? I think some animation helps understanding what is happening, old builds dod not have them and felt really dull.


I think a very light shaking would work, just not "medium earthquake everytime you jump or land". :)


Title: Re: FOTONICA
Post by: santaragione on November 02, 2010, 09:19:23 AM
Hey, good luck at Lucca! I'd love to see a thread about your board game- I'm very interested in board games and board game design, and I think a lot of other people here are as well. (I'm not sure which subforum it would best fit, but I've seen one or two other board games here in the past, and they were well received.)

I think jump does feel more responsive now. I know what you mean about the code base- I've had a few projects where things became such a tangled mess that making seemingly small alterations was nightmarishly involved :) It's too bad, because I think if the jump were totally instantaneous it would have a positive effect on the feel of the game. But it sounds like you've done what you can.

Personally, I don't mind the screen shake. I think it helps make the jump feel more physical, and I like it.

I've made it a bit further into the level now. I saw what I believe was the finish line once, but I didn't quite make it there. This is neat, keep it up!

We came back yesterday night at 4am, right after the last day at the fair O__O
It went very well as we sold out! We'll certainly make a topic on the board game then:

@ EVERYBODY what section would be more appropriate for a topic on a completed indie board game? Announcements?

@RCIX: jumping is just a "look at your feet/what's underneath you" when you jump. Landing is still a bit too shacky it's true, we can try and bring it down a bit.

We'll work on new features (MUSIC!) and a new level in the next two/three weeks. Also, we are trying to fix the menu, do you think that having it usable with the mouse is a good idea or would it ruin the whole "you release the button to act" commitment?
Also: how do you feel about the 3 difficulty settings? should the difficulty affect the scoring?
Thank you as always for trying the new builds.

SR


Title: Re: FOTONICA
Post by: santaragione on November 11, 2010, 04:33:23 PM
Hello everybody just a note:

we are working on a random level generator and a dynamic music system.

We've been silent for a while because we are building a demo for another game on the 23rd.

More stuff next week!


Title: Re: FOTONICA
Post by: tesselode on November 11, 2010, 04:35:27 PM
Sounds awesome.

(saying this just to let you know I care)


Title: Re: FOTONICA
Post by: santaragione on November 14, 2010, 12:16:33 PM
Sounds awesome.

(saying this just to let you know I care)

much appreciated tesselode!

this topic need some screenshots though...

(http://i133.photobucket.com/albums/q63/niguloto/fotonica1.png)

(http://i133.photobucket.com/albums/q63/niguloto/fotonica2.png)

(http://i133.photobucket.com/albums/q63/niguloto/fotonica3.png)

(http://i133.photobucket.com/albums/q63/niguloto/fotonica6.png)

(http://i133.photobucket.com/albums/q63/niguloto/fotonica5.png)

(http://i133.photobucket.com/albums/q63/niguloto/fotonica7.png)

and, a white one (sorry I really liked this one XD )

(http://i133.photobucket.com/albums/q63/niguloto/fotonica4.png)






Title: Re: FOTONICA
Post by: santaragione on December 03, 2010, 09:59:43 AM

So: a new Fotonica build is shaping up, now that we’ve finished “that other project” ( almost ) ...we are free to come back to our dear OneButtonExtravaganza...we're planning to do 2 new lvl and soon a random generated endless mode!

I’ll let you wonder what the alternative control scheme is.



(http://i133.photobucket.com/albums/q63/niguloto/fotonica_menu10.jpg)


Title: Re: FOTONICA
Post by: santaragione on December 04, 2010, 04:08:01 PM
HELLO PEOPLE!  NEW BUILD OUT!

(http://www.santaragione.com/screen.jpg)

TRY IT HERE:
http://santaragione.com/fotonica/FOTONICAWEB/5b.html (http://santaragione.com/fotonica/FOTONICAWEB/5b.html)


RELEASE NOTES:

1- PLAY WITH ANY BUTTON! (All joystick supported! Play With mouse supported!)

2- NEW CONTROL SCHEME! (Inspired by "you know who")

3- LOCAL SCOREBOARDS! (Now you can beat your own best scores, yay!)

4- NEW ONE BUTTON MENU! (This time it's actually usable! Please give feedback!)

5- NEW MOUSE MENU! (HEH, it's about time)


COMING SOON:

NEW LEVEL "CAIROLI" AND "INFINITO" MODE.

Thanks as always for trying it out: please let us know what you think!

SR


Title: Re: FOTONICA
Post by: deathtotheweird on December 04, 2010, 05:46:07 PM
just gave it a bit of a play-through and so far I much prefer the auto-run controls, and the mouse menu is much appreciated  :)


Title: Re: FOTONICA
Post by: santaragione on December 08, 2010, 06:48:48 AM
A new build (http://www.santaragione.com/fotonica) is up for you to play, with a new level!!...this should be an easier one, let us know what you think. Game is also available on Chrome store now.

We also added a small (very small) bar, on the left side of the screen, to tell you how far in the level you've made.

Just pure for now, in a week or so the complex should be available; working on some tube architecture to connect all platforms, since now platforms are much more distant from each other than the previous level.

ciao!



Title: Re: FOTONICA
Post by: mokesmoe on December 08, 2010, 03:57:47 PM
It's really hard to jump right after getting an orb. You should make them less screen-obscuring.


Title: Re: FOTONICA
Post by: santaragione on December 09, 2010, 03:38:05 PM
It's really hard to jump right after getting an orb. You should make them less screen-obscuring.

you're right, but that should be part of catching the orbs...what we'd like to achieve (even if I understand it might get pretty frustrating) is to use orbs as a bonus as well as a malus; bonus because you get a bonus score, malus because it makes it harder to see where to jump right after catching one. Another use of orbs is to put them in specific positions, so to suggest a certain path.

What we might do to solve, partially, this kind of problem, is to introduce 3 different shapes for orbs/bonus (like pyramid/cube/sphere), but with the same bonus score; this would mean a shape (triangle) for the "land here" orb, a shape (cube) for the "jump here" orb, and a shape (sphere) fot the "floating" orb.



Title: Re: FOTONICA
Post by: Helmeted on December 10, 2010, 09:00:19 AM
Love it. I'm terrible at it though. Since you're using Unity, It would probably be a good iPhone game, or Android.

Out of curiosity, how are achieving the vector look in Unity? Using the Vecrosity plugin or faking it with textures and shaders or something else?


Title: Re: FOTONICA
Post by: santaragione on December 10, 2010, 11:05:16 AM
Love it. I'm terrible at it though. Since you're using Unity, It would probably be a good iPhone game, or Android.

Out of curiosity, how are achieving the vector look in Unity? Using the Vecrosity plugin or faking it with textures and shaders or something else?

it's achieved mainly with an outline shader, but it behave very differently from model to model, also the materials assiged to every model change the ammount of lines represented...it requires some time to fix it up on every model you put in the level editor, to get the right effect...I'm sure there are many different ways to achieve it though.

as of now, working on some Cairoli Complex models, just a hint:

(http://i133.photobucket.com/albums/q63/niguloto/Schermata2010-12-10a193528.jpg)

ciao  ;)


Title: Re: FOTONICA
Post by: MrPhil on December 10, 2010, 12:09:53 PM
Good work, I like the game.  I sometimes press the button at the wrong time because I have trouble telling when I am on the ground and when I am "flying."


Title: Re: FOTONICA
Post by: santaragione on December 10, 2010, 03:21:46 PM
Good work, I like the game.  I sometimes press the button at the wrong time because I have trouble telling when I am on the ground and when I am "flying."

Do you mean you have trouble understanding when you land?  As in: you press the jump button before landing to make consecutive jumps? so that the next jump fails?
I STRONGLY suggest that you use the normal control scheme instead of the atomic one, as you'll get used to press the button mid-air to land rapidly and release as soon as you hear the landing noise (CHA-KLANG!) Also, in normal, if you press the butt and you don't see falling blue particles that means you are on the ground!

I'll put here the chrome web store link in case any of you want to use our fake install: https://chrome.google.com/webstore/detail/fdmpmlflcbdpdlpdhockojnbpgcdpjhi



Title: Re: FOTONICA
Post by: santaragione on December 24, 2010, 05:58:57 AM
New screenshots form our new complex level: CAIROLI.

(http://www.santaragione.com/cairoli/1.jpg)

(http://www.santaragione.com/cairoli/2.jpg)

(http://www.santaragione.com/cairoli/3.jpg)

(http://www.santaragione.com/cairoli/4.jpg)

(http://www.santaragione.com/cairoli/5.jpg)

(http://www.santaragione.com/cairoli/6.jpg)

(http://www.santaragione.com/cairoli/1.jpg)


Title: Re: FOTONICA
Post by: tesselode on December 24, 2010, 06:45:51 AM
What's that yellow screenshot?


Title: Re: FOTONICA
Post by: santaragione on December 24, 2010, 07:22:45 AM
Awwww! You were missing the best feature of the game :(

when you reach a certain speed (travelling flawlessly in the level) you enter the GOLD MODE (nananana: cheesy!)

screen gets distorted, sounds shift, dogs and cats living together... mass hysteria!


please try it now!


Title: Re: FOTONICA
Post by: XRA on December 24, 2010, 01:53:14 PM
this is great :)  Really dig the look and also really enjoyable to play, my only bit of feedback at the moment is there are times where it feels like I need a greater sense of weight/inertia. There was a case where I just missed landing on an edge and hit the surface facing me, it kind of just made me stop in place and slowly drop to the ground, it would be cool if there was a more kinetic feel to that impact, while still feeling like the flow I had going through the path was interrupted.
Are you animating the camera using Unity's animation timeline?
and did you achieve the slightly low-res look by rendering to a texture that was a certain size?


Title: Re: FOTONICA
Post by: santaragione on January 04, 2011, 07:15:05 PM
this is great :)  Really dig the look and also really enjoyable to play, my only bit of feedback at the moment is there are times where it feels like I need a greater sense of weight/inertia. There was a case where I just missed landing on an edge and hit the surface facing me, it kind of just made me stop in place and slowly drop to the ground, it would be cool if there was a more kinetic feel to that impact, while still feeling like the flow I had going through the path was interrupted.
Are you animating the camera using Unity's animation timeline?
and did you achieve the slightly low-res look by rendering to a texture that was a certain size?

Hello XRA!
We hear you about the wall-in-your-face problem, we might be adding an animation.
And yes, we animated the camera using unity animation curves!
The low res look is solely achieved through shaders, but rendering to texture is a cool way to give your games a 32bit era look.

We have a big announcement to make:


THE HANDS ARE BACK!


(http://www.santaragione.com/screen1.jpg)

(http://www.santaragione.com/screen2.jpg)

(http://www.santaragione.com/hands.png)

We are animating these beautiful hands (and arms too!) as we speak.

Also: the random level is now  100% done, it lets us influence the level design rhythm while keeping the randomness.
The tutorial is also in the making.

Let us know what you think!

SR


Title: Re: FOTONICA
Post by: ink.inc on January 08, 2011, 05:40:40 PM
I really, really love the way this looks.

I'll tell you how it plays as soon as I can.


Title: Re: FOTONICA
Post by: santaragione on January 11, 2011, 04:31:14 PM
I really, really love the way this looks.

I'll tell you how it plays as soon as I can.

Thank you!

Here is a preview of the achievements/trophies we are putting in:


(http://30.media.tumblr.com/tumblr_levvzfyZul1qdstf0o1_500.jpg)

AH the menu is also new


Title: Re: FOTONICA
Post by: ink.inc on January 11, 2011, 04:48:29 PM
Unfortunately, the game does not work properly on my laptop. All I see are a bunch of lines and white boxes where they shouldn't be. But don't worry- my laptop is ~5 years old and not really built for gaming.


Title: Re: FOTONICA
Post by: mokesmoe on January 11, 2011, 04:49:42 PM
Achievement unlocked: Hit your face on a wall and come to a dead stop in all levels.


Title: Re: FOTONICA
Post by: santaragione on January 11, 2011, 06:04:51 PM
that's still a big problem...don't remind us  :'( !!


Title: Re: FOTONICA
Post by: santaragione on January 12, 2011, 05:30:29 PM
Unfortunately, the game does not work properly on my laptop. All I see are a bunch of lines and white boxes where they shouldn't be. But don't worry- my laptop is ~5 years old and not really built for gaming.

 : (  Could you please take a screenshot of that?


Title: Re: FOTONICA
Post by: ink.inc on January 12, 2011, 05:34:56 PM
No problem:

(http://www.deviantart.com/download/193236790/fotonica_error_screenshot_by_john_sandoval-d371qgm.png)


Title: Re: FOTONICA
Post by: Pocketninja on January 12, 2011, 05:48:55 PM
Glad to see this resurface; its very entertaining! It took me a bit to get use to the timing, but once I got the hang of it, I seemed to do quite well.

The phoenix of Tales; nice!

And btw, the "gold mode" is the tits.  :eyebrows:


Title: Re: FOTONICA
Post by: santaragione on January 17, 2011, 04:24:41 PM
FOTONICA MOVES TO KONGREGATE http://www.kongregate.com/games/SantaRagione/fotonica

We decided to participate in the unity contest...who knows! :D ; game is quite ready now, hands are back, random is rollin' and score system is working as well as achievements, there for those who want to test themselves with high numbers!

this is the fotonica "face", it's now static but it's meant to evolve depending on how much you play the game. ( evolve = more definition = more circles ) ...will be implemented soon.

(http://i133.photobucket.com/albums/q63/niguloto/FOT_SART_KONG_02.jpg)

(http://i133.photobucket.com/albums/q63/niguloto/FOT_SART_KONG_04.jpg)

some achievement icons:

(http://i133.photobucket.com/albums/q63/niguloto/Schermata2011-01-18a004534.png)

we tried to find a way in-between game aesthetic and some low def / pixel images ...you know, we like the ugly 3D of the '90s and we will bring you more!

Obviously, hands!!! we couldn't live without them!

(http://i133.photobucket.com/albums/q63/niguloto/Schermata2011-01-18a010254.png)


Speaking of TUTORIAL and RANDOM, took us quite some time (and help by "il sumero" king of coders ) to figure out how to develop an independent level, specially in the tutorial, where the lvl is generated no matter what, since you should not be able die! If you're interested, we'll might take some time to explain what and how we built the endless/tutorial mode in the next days.


Title: Re: FOTONICA
Post by: deathtotheweird on January 17, 2011, 09:58:36 PM
fantastic. the hands are wonderful, and the main menu is great.

good luck for the contest

oh, and any chance on a separate downloadable version? Would love to run it in full screen. Kinda ruins immersion when I have to run it in browser :(


Title: Re: FOTONICA
Post by: Acid on January 17, 2011, 10:39:45 PM
Stunningly beautiful and amazingly fun. This game has eaten hours of my life and I am not disappointed in the slightest.


Title: Re: FOTONICA
Post by: santaragione on January 18, 2011, 07:53:27 AM
No problem:


Ah in the kong build we put a quality setting option, as I think your video card might not support shaders2.0 this should solve the problem and let you play a version of the game


Thanks everybody for your impressions! 

About a standalone build: we are looking into it; if the game gets a 3.5 score on kongregate we will develop a full version both for mac/pc and idevices!


Title: Re: FOTONICA
Post by: Helmeted on January 18, 2011, 02:20:22 PM
I see you got on Rock, Paper, Shotgun (http://www.rockpapershotgun.com/2011/01/18/no-mirrors-lots-of-edges-fotonica/) today. Good on you!


Title: Re: FOTONICA
Post by: Eclipse on January 19, 2011, 06:55:11 AM
 :beer: congrats guys, great game, really addicting. Best luck for the Kong unity contest, you deserve to win


Title: Re: FOTONICA
Post by: santaragione on January 20, 2011, 04:44:51 PM
:beer: congrats guys, great game, really addicting. Best luck for the Kong unity contest, you deserve to win

Eh that would be amazing, also it would mean we can work on our next game  :-[


Title: Re: FOTONICA
Post by: berareu on January 20, 2011, 05:43:12 PM
Italian: Vi hanno fatto un articolo su Kotaku, avete visto?  ;D
Buona fortuna ragazzi! Fa piacere vedere altri sviluppatori italiani! Appena riesco provo il gioco!  :)

English: They wrote an article about your game on Kotaku, did you see it? ;D
Good luck guys! Nice to see other italian developers! I'll try the game as soon as I can! :)

I wrote in both cause I don't know if it's allowed to speak different languages than english on TIGSource  :lol:


Title: Re: FOTONICA
Post by: Eclipse on January 23, 2011, 05:24:23 AM
Italian: Vi hanno fatto un articolo su Kotaku, avete visto?  ;D
Buona fortuna ragazzi! Fa piacere vedere altri sviluppatori italiani! Appena riesco provo il gioco!  :)

English: They wrote an article about your game on Kotaku, did you see it? ;D
Good luck guys! Nice to see other italian developers! I'll try the game as soon as I can! :)

I wrote in both cause I don't know if it's allowed to speak different languages than english on TIGSource  :lol:

Hey RedSnake, subscribe to indievault.it damn you! :P
i didn't know tigsource had so many italian developers... no wait, I didn't know Italy had so many italian developers


Title: Re: FOTONICA
Post by: santaragione on January 31, 2011, 03:48:15 PM
Italian: Vi hanno fatto un articolo su Kotaku, avete visto?  ;D
Buona fortuna ragazzi! Fa piacere vedere altri sviluppatori italiani! Appena riesco provo il gioco!  :)

English: They wrote an article about your game on Kotaku, did you see it? ;D
Good luck guys! Nice to see other italian developers! I'll try the game as soon as I can! :)

I wrote in both cause I don't know if it's allowed to speak different languages than english on TIGSource  :lol:
... no wait, I didn't know Italy had so many italian developers


me neither!!  :lol:


Title: Re: FOTONICA
Post by: santaragione on March 29, 2011, 11:41:06 AM
Hello guys just wanted to tell you that we are working on a standalone release for this game and that in the coming month we are adding crazy stuff like local multiplayer :D

We are also changing the color of the dots to... transparent purple! Yes this is big news. Also we've finally listened to your complaints and changed the collision detection so that the gema is now more easy and forgiving.

We'll keep you update with screens and sketches!


Title: Re: FOTONICA
Post by: tesselode on March 29, 2011, 08:01:41 PM
It'll be fun playing Fotonica in a nice high resolution. It's been a while since I've heard of this.

I need to check this forum more. I'm missing out on all the cool stuff going on.


Title: Re: FOTONICA
Post by: santaragione on May 14, 2011, 12:15:50 PM
It'll be fun playing Fotonica in a nice high resolution. It's been a while since I've heard of this.

I need to check this forum more. I'm missing out on all the cool stuff going on.


yeeeah new update:

We have online rankings + a bonus level.
We will have launch the closed beta on june 1!
The final game will have 4 levels + the endless mode & a Local Multiplayer level.
Pure and Complex are no more separate levels but a skin setting available in the options screen.
Now the game checks if your GFX card supports shaders3.0 and switches to LOW settings if that's not the case.

Ah also expect a TRAIN level O__O Unununubelivable!


Title: Re: FOTONICA
Post by: Theophilus on May 14, 2011, 02:01:34 PM
Looks so good.... It's addictive. Can't wait.


Title: Re: FOTONICA
Post by: santaragione on May 31, 2011, 01:36:34 AM
we submitted the beta to INDIECADE! Hurray!

Ok we are up for the closed beta, if you want to join just add us on twitter (@santaragione) and tweet that you want to give it a try.
We will add randomly chosen new players up to a closed number (30/50).

The beta includes:

- 5 Levels (3 new)
- Split screen multiplayer
- Online Rankings

Will post screens form the new levels soon.


Title: Re: FOTONICA
Post by: santaragione on June 05, 2011, 04:15:38 AM
(http://oi52.tinypic.com/ta0qci.jpg)
Here is an off screen photo of one of the new levels. We just came back from Neoludica, an event for Venice biennial. If you happen to be in town you can try a special build of Fotonica there: http://neoludica.blogspot.com/

SALA DEI LANERI
Santa Croce 131
Venezia
from 1st June to 27th November 2011
Opening Hours 10.00 – 18.00
Closed on Monday
Free entrance


For more photos: news.santaragione.com


Title: Re: FOTONICA
Post by: tesselode on June 05, 2011, 04:39:11 AM
I have no Twitter account. Can I get in on the beta?


Title: Re: FOTONICA
Post by: santaragione on June 09, 2011, 09:57:15 AM
BETA STARTS THIS SUNDAY 11th OF JUNE!


YAY!

@ tesselode: sure!


Title: Re: FOTONICA
Post by: santaragione on July 18, 2011, 05:01:03 AM
Hellooo guys,

we want to let you know that FOTONICA is now ready for download in "pay what you want", from 0-$ to INFINITE-$ !!

here's the website: http://www.fotonica-game.com

and here's the new trailer: http://vimeo.com/26538667

We'll write a post-mortem on the development as soon as we can, this was our first experience in making and releasing a complete game, and it's been kind of hard  :tired:  hard but fun!! so we hope you'll appreciate our last effort in making FOTONICA a tighter and polished game.

thanks TIG!  ;)


Title: Re: FOTONICA
Post by: migrafael on July 18, 2011, 12:30:58 PM
I need to pick this game up again, it looks amazing and I'm really interested in seeing the new stuff you put in since I last played.


Title: Re: FOTONICA
Post by: santaragione on July 20, 2011, 02:17:03 AM
@migrafael thank you! let us know what you think!


Title: Re: FOTONICA
Post by: Helmeted on July 25, 2011, 06:42:25 PM
Ok, wow. FOTONICA fullscreen on the 24" is bloody amazing. New levels are great too. Bought!


Title: Re: FOTONICA
Post by: santaragione on July 26, 2011, 05:18:41 AM
yeee  :tearsofjoy:  thank you Helmeted! glad you liked it!
I heard someone played it on some 3d goggles of some sort, I'm not an expert, but I'd love to try that myself  :lol:


Title: Re: FOTONICA
Post by: santaragione on October 22, 2011, 12:33:23 AM
Hey guys, small bump. The game is up on the Mac App Store (http://itunes.apple.com/us/app/fotonica/id462796284?mt=12)and Desura (http://www.desura.com/games/fotonica): both processes were completely painless, I'm especially extremely pleased at Desura's tools for sales (promo codes/demographics/etc) extremely detailed and easy to use.

Also the OST is out on bandcamp: http://santaragione.bandcamp.com/ I'm sure everyone already knows about Bandcamp, I just confirm that the service is amazing.

If you have any question on these platforms just ask.
We plan to bring the game to other platforms in the coming months, I'll let you know.