There's damage text in the game and when you acquire a new gun. I'll keep it in mind though and have a play around with other cues in the next few days. The explosives also pulse a little every 0.5 seconds, counting in the explosion on the 5th pulse.
Here's a video that shows the damage text and a cool slow mo effect that I might not use.
I've been playing around with putting automatic slow down triggers in difficult platforming areas for easy mode, but I'm not sure if it quite fits yet.
I tested the level loading on xbox and the frame rate dies for a few seconds while it's loading. I switched it to load in the new art assets 1 or 2 a frame and the static disappears once it's fully loaded. The lights load in last and it's actually pretty cool to see them pop in when the effect is absent, so maybe if it starts fading out right before the end you might catch it.
The fire could be divided into 4 pixel blocks instead of 8, but only on the PC version unless I make the game multi-threaded, but I don't feel confident enough to do that.
This week I've been implementing feedback from London Indies and other play testing. I got some time to work on levels and created a cool transition effect between them. It's still a little rough around the edges. What do you think?
For the last screenshotSaturday I wanted to take an image of a level. I tried running through taking several shots and pasting together, but it was quickly obvious that was it hassle. So today I wrote a function to do it for me!
Click for larger image!
I'm sure I could use this for something else, but I have no idea what.
Shame the video compression hides the subtle film grain effect. The film grain in that image isn't visible in my 2nd monitor, which doesn't run at it's monitor's native res.
As always let me know what you think. I'm now on twitter too, trying to get the word out as it slowly nears completion. https://twitter.com/LawrieARussell
Been working on more television theming today. I've added a subtle film grain effect, similar to Left 4 Dead's implementation. In this screen shot we can film grain is applied to darker areas more than lighter areas, drawing the players eye to key points.
This also creates a very clean area around the player, as the illumination from television screen stops film grain being applied in a radius around the player.
Today I'm working on rolling out my lighting system to all my older levels. I added support for different coloured lights and ambient light.
I think it's working really well, but it changes all that hard work I put in the initial solid light colour pallettes.
This is 'Indian Red', more mute, mixed colours. I like this one for being more subtle, I feel your eye picks out objects easier with this lighting.
This is 'Firebrick', a touch darker, more moody.
And finally 'Red', very striking, but also narrows the band of colours.
I've gone through hundreds today and I'm torn between these three. While people have complimented me on my art, I really just see myself as a programmer and perhaps lack a little confidence/knowledge of art. I really appreciate any feedback! Thanks!
A few play testers complained the controls were too twitchy, so I spent today revising my control scheme. I've swithced from no inertia to somewhere between Super Meat Boy and N+. While I was at it I revised my animation to better communicate the new movement states.
I was wondering what you all thought? Particularly of the aerial movement, in the falling animation I fear it moves too much like hair.
The zoom is done in game and slightly blurs things, I was surprised at how much detail it kept. I'm going to work on a smooth zoom in and out, perhaps for level transitions.
Oops, that should read 'death on the first'. I meant scenes; 0:07, 0:14 and 0:25. So far more people didn't spot that than did. Those that did really liked it though.
I think to get more people to spot it, I'll have it as the only room you flip back too when more levels are made.
I'm thinking I might zoom in for some scenes too and try and keep the character is roughly the same spot in between each hardcut.
I love your use of mixed resolutions in the graphics! Add the emoticons :coolshades: and :smug:
Thanks! I'm impressed you spotted it. I wanted the game to have a retro vibe without being limited to retro technology. Full colour pallets and a sweet fluid physics system (for the smoke and fire...I should probably make a video of it).
Spent some time today attempting to put together a trailer. Unfortunately I broke the audio somehow, but I was wondering what you all thought of the rest of it?
I personally really like the bow and arrow puzzle with the vertical forcefields. I wanted there to be a little narrative and humour in the video and I think the death on the first, near death on the second and completion at the end help add a little story to an otherwise random mash of gameplay clips. Did that across as planned?
Trying to add some more personality into my characters. I'm toying with an emoticon system at the moment, but also wanting to keep buttons to a minimum I'm making the characters emote automatically to the events in game. My intend was just to keep the buttons low, but I feel it adds much more, it's like the character is communicating to the player, saying "thanks for not getting me killed! You did great!" or "Jesus! I nearly died!".
Appologies for the video quality, it's easier to see in game.
I don't want to go overboard with little heart icons every time you complete a puzzle or took a step, but I was thinking at the end of each level (every level is 4 rooms long and the end of a theme of puzzles). Exclimation marks scripted in places of danger. Thumbs down when a team mate dies.
Some audio ques to go with would be great but I have no idea what my TV's should sound like, I was thinking something like the characters in VVVVVV who communicate so much through just two tones.
Emotes that I have currently; Any more I should add?
I also have one that displays the button to press to pick up boxes, I haven't tested this one out on anyone so I'm not sure if people will get it.
Please let me know what you think of the system and any other ideas about the game, I'd love to hear it all.