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1411319 Posts in 69331 Topics- by 58384 Members - Latest Member: Winning_Phrog

April 03, 2024, 02:14:19 PM

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1  Player / General / Re: Twitter on: April 10, 2015, 10:07:53 PM
http://twitter.com/gameloopgames
2  Community / DevLogs / Re: Burly Men at Sea on: March 26, 2015, 04:22:04 PM
Love the art and colors, seems very peaceful.  Smiley
3  Community / DevLogs / Re: Gibbous - A Cthulhu Adventure on: February 14, 2015, 06:43:22 PM
We'll have to wait until we get the proper voice-overs to see how it works....

First I just want to say I'm excited about this game, it looks great so far! With regards to the voice work since you're using Unity you might want to check out an editor extension I made called Easy Voice. It uses TTS to generate sound assets that can be used for prototyping so you don't have to wait until you go and record. Hopefully this is something that can help the game along, and if so I'd love to hear how it's working for you.

Easy Voice: http://u3d.as/content/game-loop/easy-voice

Keep up the great work!
4  Developer / Playtesting / Re: CodinGame IDE feedback on: October 04, 2014, 01:57:14 PM
Another suggestion just came to mind exploring the site. After you solve a problem correctly it'd be interesting to be able to browse other people's solutions to the same problem. There could be some interesting learning that takes place by seeing how others write code to solve a problem you're very familiar with. Ideally there would be a side by side view with your code and being able to cycle others solutions on the right. Of course, you may want to have a setting allowing users to choose if they want to participate in this sharing of their solutions but think it would be a cool addition.
5  Developer / Playtesting / Re: CodinGame IDE feedback on: October 02, 2014, 03:07:58 PM
Wow, this is really cool! Very nicely done IDE and content for people to practice programming skills and problem solving using real game scenarios. Since you've got a very cool IDE setup there I'd suggest adding variable inspection mode on mouse hover when stepping through the game turns. Sure, you can do that with console output but it would speed things up just like using a modern debugger IRL. Great work here.
6  Developer / Playtesting / Re: Event Horizon on: September 30, 2014, 08:50:49 PM
Cool game, this is just up my alley as I love roguelikes as well. I tried it out on the Mac and runs fine in case you were wondering. I made a few notes as I played the tutorial so hopefully this is helpful feedback.

Overall I really like the concept. It's reminiscent of FTL in terms of feel but it's a more of a roguelike card game which can make for some quick and interesting battles. I like the graphics. Smiley

Tutorial Notes:
- At the start of the tutorial it says "this is your ship" and I was looking at two ships going "which one?". Might be good to highlight your ship to make it obvious what I'm looking at.
- When you point out modules on the left side of the screen there is a subtle highlight but it's easy to miss. Maybe make it stand out more visually with a brighter color?
- Playing card instructions were confusing, didn’t know I had to click on generator to play card since it just said click twice on the card. When do I click on the thing in the middle? Took me a bit to figure out how to end a turn.

Those are things that stood out for me but in general I found it a bit hard to follow because there were times the tutorial text tells you to do something, e.g. click on this, and other times it just says something and I'm not sure if I'm just supposed to click anywhere to continue or click on something specific. Maybe a "click anywhere to continue" in the cases of information only may help tell the user what to do.

The sequence of turns was also a bit hard for me to follow. It isn't super clear when it's my turn, when my turn ends and the computer begins, when their turn ends and my turn begins. It looks like there are two phases to a turn which is cool.

I'll have to try it again some more and will continue to follow this one.

7  Community / Townhall / Re: Tobias and the Dark Sceptres - Released after 13 years on: June 21, 2014, 01:09:12 AM
Very cool, congrats on the release! I just tried it on my Mac and it's definitely got a unique style and very creative. I just got to the second chapter so I'll have to try some more but I like how you don't quite know what to expect from one area to the next, keeps you on your toes. Like everyone mentioned, the key bindings are just awkward but they work and will probably get used to it after a while. Great job seeing this one through!
8  Jobs / Offering Paid Work / SFX Designer on: October 07, 2013, 09:31:11 PM
Hello, I am currently working on a sci-fi roguelike in space for the Ouya and am looking for a sound effects designer. I've already got music covered but need someone who can help me with weapon effects, particularly seamless laser loops, missiles, energy weapons, and other space combat sounds. If this is you, post here with your portfolio or send me a private message.

Thanks!
9  Community / DevLogs / Re: The Traveler - A roguelike in space on: April 07, 2013, 11:41:22 PM
Just a quick update here, we're continuing to plug along and are working on implementing our UI among other things. Below is a screenshot of combat with 3 enemy ships around an asteroid. Combat UI is placeholder but starting to lay things out.




We've also started to put in some more sound/music which really starts to make it feel more like a game. I'll have to make some recordings and post on YouTube soon to share.

10  Jobs / Offering Paid Work / Re: [FILLED] UI developer needed for 2D roguelike on: April 02, 2013, 12:18:33 AM
Thanks for the response everyone, this position is now filled.

ananasblau, you can find our newly posted devlog here:
http://forums.tigsource.com/index.php?topic=32567.0
11  Community / DevLogs / The Traveler - A roguelike in space on: April 01, 2013, 11:51:32 PM
Hello, I'm starting our devlog for The Traveler. The game is a 2D top down sci-fi roguelike in space inspired by games like Brogue and Spelunky. It's being developed for the Ouya game console and has been in slow development for several months but now we've ramped up a good team (mostly from the forums here) to make it happen.


Title: The Traveler
Genre: Roguelike
Game Engine: Unity 3D
Platforms: Ouya (launch), PC/Mac/Linux (planned)
Release: Early 2014 (beta launch), planned frequent updates
Design: Real time exploration with turn based combat.

Here's an early screenshot with some art, some placeholders:


In The Traveler your goal is to travel to as many sectors of space as possible before you die (permadeath). You'll explore each sector looking for the Nexus, a piece of alien technology that activates the Fringe which jumps the player to the next sector. In each sector you'll find resources to continue your journey, defeat aliens in tense ship to ship combat, and level up to upgrade your ship with new weapons and abilities.

We're very excited to be working on and sharing this project with you and will be updating this devlog often with our progress. I'd love to get feedback and ideas as we have more to share.

Thanks!
12  Community / Jams & Events / Re: GDC: So it begins again. on: March 29, 2013, 12:04:46 AM
I just came across this, anyone thinking of going?
https://www.facebook.com/events/343291185787555/
13  Community / DevLogs / Re: Lovers in a Dangerous Spacetime - IGF NOM!!!! on: March 28, 2013, 07:38:22 PM
I got a chance to check out the game at GDC today and it's amazing, great job guys! It was cool meeting tuckertuck and chatting about the game, particularly since it's done in Unity which I'm using for our game. Very inspiring and I'm looking forward to release.
14  Jobs / Offering Paid Work / [PAID] Graphics/Visual effects dev needed for roguelike on: March 28, 2013, 01:34:30 AM
Hi, we're looking for a graphics/visual effects programmer for an indie roguelike game called The Traveler. It's a 2D space sci-fi roguelike set in space and targeting the Ouya console. The game is being developed in Unity in C# and we need some help with weapon effects (e.g. lasers, missiles and trails, explosions, energy weapons, etc). Experience with shaders in Unity and procedural generation (e.g. dynamic nebula backgrounds) would be a big plus.

You'd join a virtual indie team with other members recruited from the forums here so this would be a great environment and opportunity to work on a console project.



Thank you,

Alberto


15  Developer / Business / Re: Exhibiting at Convention on: March 26, 2013, 08:20:54 PM
Nice blog post, thanks for sharing. Those are helpful things to consider when exhibiting since I'll be doing this myself in the near future. I'm also an Ouya developer so this was particularly relevant.
16  Community / Jams & Events / Re: GDC: So it begins again. on: March 26, 2013, 08:09:01 PM
Had a great first two days at the Indie Summit, looking forward to the rest of the week and hopefully meeting some people at the various events.
17  Jobs / Offering Paid Work / Re: UI developer needed for 2D roguelike on: March 20, 2013, 10:03:19 PM
Person that was working with us didn't work out, still looking.
18  Jobs / Offering Paid Work / Re: UI developer needed for 2D roguelike on: March 14, 2013, 02:27:54 AM
Bump.
19  Jobs / Offering Paid Work / [Filled] Unity dev for 2D roguelike on: March 10, 2013, 11:30:04 AM
Hello,

We are working on a Unity top down sci-fi roguelike game set in space called The Traveler for the upcoming Ouya console. We are looking for some help with general game systems programming in C#.

As an indie team we are bootstrapping this project so want to be upfront and say this is a very very low budget production. However, where we did make our big investment is in funding the Ouya kickstarter and have received the dev kit hardware and are entitled to 1 year of promotion at launch for our game. So if you're flexible in working with us inexpensively on a contract basis and looking to build your portfolio you'd be credited on a console launch title that will get some good marketing and exposure to gamers. This is a great opportunity for a student, recent grad, or someone looking to build their professional portfolio.

Unity 4 Pro preferred (but non-pro will work) and be familiar with source control (we are using Github on our team). If you're interested in the opportunity just get in touch and I'd be happy to share more about the game.



Thanks!

Alberto
20  Jobs / Offering Paid Work / [FILLED] UI developer needed for 2D roguelike on: February 21, 2013, 02:11:17 PM
Hello,

We are working on a Unity top down sci-fi roguelike game set in space called The Traveler for the upcoming Ouya console. We are looking for some help with implementing our UI using NGui in C#. This is a paid project.

As an indie team we are bootstrapping this project so want to be upfront and say this is a very very low budget production. However, where we did make our big investment is in funding the Ouya kickstarter and have received the dev kit hardware and are entitled to 1 year of promotion at launch for our game. So if you're flexible in working with us inexpensively on a contract basis and looking to build your portfolio you'd be credited on a console launch title that will get some good marketing and exposure to gamers. This is a great opportunity for a student, recent grad, or someone looking to build their professional portfolio.

We're looking for someone with experience developing UI in Unity (C#) and the above plugin is a plus but not required if you can learn quickly. Our UI is not super complicated (it is a 2D roguelike) and we've kept the design as simple as possible to speed development.

Unity 4 Pro required and be familiar with source control (we are using Github for our team). If you're interested in the opportunity just get in touch and I'd be happy to share more about the game.


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