Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411367 Posts in 69352 Topics- by 58404 Members - Latest Member: Green Matrix

April 13, 2024, 06:14:48 AM

Need hosting? Check out Digital Ocean
(more details in this thread)
  Show Posts
Pages: [1] 2 3 4
1  Community / DevLogs / Re: Sea Puppies - Pet Simulator + Choose Your Own Adventure on: July 13, 2015, 12:30:30 AM
Dev Log Update #6

Remember that old acronym KISS (Keep It Simple, Stupid)? It's easier said than done...

So this entire week was spent trying to add a simple minigame. The minigame is a simple guessing game. You are given two choices, A and B, and you guess which one is the correct one. It's a simple game of luck. Easy, right? Well, easy is a subjective word...

The First Draft



Above is the first draft of how the UI would be laid out. The top and bottom strips are standard to all menu screens. Their main function is to show a navigational road map of which screen the player is at now. I think I instinctively did that because I was originally a web developer, and this is pretty common practice when building a website with a lot of page depth. This however poses a few problems however:

1. It eats up screen space - This wouldn't be such a bad problem if the strips were actually pretty to look at, or at least functional. The top and bottom text are essentially redundant.

2. Bad placement - Sea Puppies is intended to be a mobile game, so chances are the bottom part of the screen would be obstructed by your thumb. Whatever text is underneath is probably going to be unreadable.

3. Lack of relevance - The game is all about spending time with your virtual pet. This screen doesn't really give the player that feeling. It would be better if it actually showed that you were playing with the pet.

The Second Draft



So I knocked down all 3 issues, but then midway I realized I needed a tally counter. The minigame awards prizes if you do very well, but if it's just a one-match game, then the player can just abuse the minigame. It would feel cheap. I needed to make the game last longer so the prizes feel more rewarding. So I decided to make it a best 3 out of 5 matches, hence the need to make a tally counter.

Initially, I wanted to go with a quick and dirty solution (remember KISS?). O and X are very common symbols in some Asian countries to symbolize correct and incorrect actions. So I can display a simple text string, for example - OXOOX - and it would mean I had 1 hit, 1 miss, 2 hits and 1 miss. It works, and personally I think even western countries would easily figure out what the O meant after one trial session. But there is a fine line between keeping things simple, and just being down right sloppy.

Also remember previous issue #3? Notice where the tally is located?

The good news in this draft is now it feels like I'm actually playing with my puppy. He even talks to me, telling me what to do (which completely eliminates the need for a tutorial).

The Third Draft



Now, I relocated the tally counter, made them into actual image sprites (with matching colors to further enforce a hit or a miss), and added a victory/defeat label. I'm relatively happy with the layout at this point, but then I realized I actually had to reward the player with prizes.

I have a couple of design options at this point.

1. Transition to a different reward screen after X seconds - this felt like a bad decision because it removes player control. If the player wanted to gloat and admire his super lucky 5-streak check marks for a sec while his puppy praises his bloating ego, he couldn't. Furthermore, how long is X seconds? People who want to grind this minigame for all its rewards would want to go to the reward screen asap, so it has to be short. But if I make it too short, then you wouldn't be see any of the victory sfx.

2. Add a confirm popup - I liked this idea because the player would have control when he'd want to leave. If he's in a hurry, he can simply mash the Next button. If he wants to celebrate his victory, he can wait for a bit and watch his puppy shower him with praises. The only problem I had was that the popup actually had to be on top of the entire screen, so it prevents the player from seeing any of the victory details.

3. Add a next button - Remember KISS? This actually took me a whole day to figure out that I could just simply add a "Claim Prize" button at the bottom of the screen and it fixes the problem entirely. No one gets rushed, no one is forced to wait, and nothing gets obstructed. This solution does not get affected by issue #3 as long as the button is big enough. In fact, it feels more natural because chances are your thumb is already hovering over the button if it was on a mobile device.

The Fourth Draft



So after being satisfied with how the current mini-game's UI looks like, I had the brilliant idea thinking, "Hey, what if I made the reward screen some sort of mini-game as well?" And that's why the reward screen has cards in it. The player gets to flip one reward card, and you get random cards in every batch - which means I needed to make multiple card artwork for however many card varieties I would have. It took me another whole day just to design the card template for 4 cards. I wanted to add more, but then I remembered KISS. In the first place, I haven't had any player feedback with this iteration. For all I know, the layout might still be confusing or *gasp* - boring. So whatever additional cards I wanted to draw, I think they can wait until I get an actual beta version playable.

The Current State

So after going through several iterations, adding more pixel art and particle fx over there and there, here's what the current mini-game looks like:

http://www.slidedb.com/games/sea-puppies/videos/find-the-pearl

I originally had planned to finish adding this feature in a mere day or two. Evidently, I vastly underestimated this simple mini-game. Hope you like it! And if you ever run into any design problems, always remember: KISS.
2  Community / DevLogs / Re: Sea Puppies - Pet Simulator + Choose Your Own Adventure on: July 12, 2015, 08:56:47 PM
Update #5

Uploaded a video of the alpha build of Sea Puppies. You can check it out from the link below.

https://www.youtube.com/embed/pkv3xBYMwKo

Also made some animated gifs (which I also added in the first post).

3  Community / DevLogs / Re: Screenshot Saturday on: July 11, 2015, 07:50:56 PM
Reworked the home UI to be more pixel-arty for Sea Puppies. Also added some card art that will serve as prizes for the minigame.




4  Community / DevLogs / Re: Sea Puppies - Pet Simulator + Choose Your Own Adventure on: July 09, 2015, 05:54:40 PM
Update #4

This week I added a minigame. The purpose of the minigame is to provide a diversion for the player because food replenishing takes time. So while new cat planktons are spawning, the player can play a minigame and earn prizes. The game is a very simple guessing game, like the ones that you can see at Chuck-E Cheese's (I figured kids would love this kind of game). The object is to find the pearl, best 3 out of 5.

5  Community / DevLogs / Re: Sea Puppies - Pet Simulator + Choose Your Own Adventure on: July 06, 2015, 07:34:40 PM
Update #3

So today was spent on mostly overhauling the whole UI. For a newbie/intermediate pixel artist myself, I find it fascinating that in order to make good pixel art, I actually had to reduce the resolution of some of my images. Now as I am writing it down, it seems like common pixel art sense (duh~). Alas, common pixel art sense eludes me. Anyways, here's an example of the new layout, where the high-res fonts have been replaced with more 8bit-like font:



Personally, even though the high-res font looks better by itself, I feel the pixel font just fits better with the rest of the game. I also added some watermark images so the popup doesn't look too empty if it doesn't contain a lot of text. One thing I did have trouble with, it feels like the heavy-weight pixel fonts are fatter than the previous one I'm using. Notice how 4 words using that bold pixel font eats up an entire line! I tried using a skinnier pixel font, but it was too thin and hard to read, so I had to go with the current one. I'd probably have to rewrite all the text in the story database so it can fit inside the popup Waaagh!.

Another thing I changed was the buttons. The new buttons look glossier now, and removing the black border made them feel lighter/easy on the eyes.



Anyways, the moral lesson(s) for today is:

"In pixel art, making high res pictures into low res sometimes makes them look better!"

"If you're really going for pixel art style, make even the fonts pixel artsy!"
6  Developer / Playtesting / Re: Reiner Knizia's The Confrontation [Beta, Turn-based Strategy] on: July 03, 2015, 08:39:16 AM
Looking good! I just finished watching the Twitch gameplay. Are the units/cards collectible/customizable?
7  Developer / Playtesting / SeaPuppies [Alpha Version] [Web Demo] Pet Simulator + Choose Your Own Adventure on: July 02, 2015, 05:11:07 PM
Hi! I'm currently working on a pet simulation game, similar to tamagotchi, but with choose-your-own-adventure aspects. You take care of mermaid/canine sea creatures called Sea Puppies. It's meant to be a mobile game for the iOS and Android, but I figured it's easier to play the alpha build via the browser.

Currently, I'm looking for feedback on the gameplay and art style.

The gameplay is very simple, you just click on a Cat Plankton or Cat Krill to feed your Sea Puppy. When your puppy eats enough food, it will go on an adventure! You will be given some options, and your puppy will grow depending on what choices you make. Once they're old enough, your puppy will leave you to find their place in the world as an adult. It's still early alpha, but I'm planning on adding an upgrade store where you can unlock larger food types like Cat Squids and Cat Shrimps, and a collection screen so you can see all the endings you have unlocked.

For art style, I think the sprites look okay when they're static, but once they animate, I'm not quite sure why it looks... odd. Might be just me since I've been working with them day in and out. If you have any suggestions, I'd be happy to hear it (please be gentle, lol).

Alpha Web Build

http://adventurecat.us/seap/alpha.html

Screenshots






8  Community / DevLogs / Re: Sea Puppies - Pet Simulator + Choose Your Own Adventure on: July 01, 2015, 10:27:01 PM
Update #2

Today, I've been writing up more of Sea Chocola's story route. The Wildlife Expert route is done, and it's mostly straightforward. I wanted the player to teach their puppy how to be more environmentally conscious (and in-turn make the player more appreciative of nature), so the story revolves around befriending a mysterious sea creature that turns out to be rare and endangered. If the puppy is encouraged to be proactive, he/she can grow up to be a Journalist or a Wildlife Expert, and start a conservation program for the fabled Narseacathorse.

The other route poses a delicate problem however. Because I wanted the game to be a parent trainer/simulator, I wanted the puppy to feel intimate with the player. I also tend to avoid putting the puppy in situations where the player can accidentally hurt or kill the puppy, because of cases like these: http://www.theparanormalguide.com/blog/the-tamagotchi-suicides

The alternate Relic Hunter route focuses on Sea Chocola finding a treasure map that belongs to the Dreaded Pirate Furrybeard. I wanted it to feel like the puppy is living out an Indiana Jones-esque fantasy. The puppy would find a map piece, go on a journey, avoid booby traps, solve riddles, and find the treasure. This also means that if the player made a mistake, the puppy might end up getting hurt by a booby trap. I originally went as far as possibly getting the puppy crippled in bad scenarios (and ends up as a Museum Curator helping new puppy adventurers). Personally, I find the story more realistic (like I mean I do want parents to actually think about the risks involved when going out on random adventures), but I think I will rewrite that part to be more kid-friendly and less traumatizing.



9  Community / DevLogs / Re: Sea Puppies - Pet Simulator + Choose Your Own Adventure on: June 30, 2015, 08:59:41 PM
Update #1

Adding puppy breed #4: Sea Chocola.

Sea Chocola's are very curious Sea Puppies. They love to explore the vast oceans, looking for sunken treasure, or taming wild, exotic marine animals.



One of the most notorious Sea Chocola's of all time is the Dreaded Pirate Furrybeard. One possible Sea Puppy adventure is to try and seek out Furrybeard's sunken treasure. It will be dangerous, and only the bravest and most resourceful Sea Chocola's will be able to find the Dreaded Pirate's hidden riches. But beware, there are rumors of his treasure being guarded by a terrifying monster: The Cat Kraken.

Still trying to come up on how the Cat Kraken should look like though. I have the story written out, but I still need to draw out the actual photos for each scene.

So Looking for Furrybeard's Treasure is one possible story route for Sea Chocola breeds. Sea Chocolas are naturally excellent at being Treasure Hunters and Archaeologists. But another alternate route is for Sea Chocola's to become Wildlife Experts. It is possible, when growing up, that Sea Chocola breeds might encounter a cryptozoic creature called the Narseacatpony (name still pending). It is a fabled creature, said to be a mix between a cat, a narwhale, and a seahorse.

Currently it looks like this:



I'm still considering changing it to a Narseacathorseray (Cat + Narwhale + Seahorse + Manta Ray) by making the ears more pointy and tail devilish-like, but the name is becoming a bit too long. Anyways, if you manage to complete Taming the Mysterious Creature, your Sea Puppy will grow up to be a Wildlife Expert or a well-renowned Journalist focusing on marine animals.
 
10  Community / DevLogs / Sea Puppies - Pet Simulator + Choose Your Own Adventure on: June 29, 2015, 11:49:59 PM
The Game

Sea Puppies is a pet simulator (for lack of a better term), with lots of choose-your-own-adventure type aspects. You take care of adorable mermaid doggy sea creatures called Sea Puppies. You raise them, and feed them, and teach them lessons about life and what-not, so they become good sea citizens and contributing members of marine society. I really wanted it to be some kind of "parent simulator" to be quite honest, but I'm not sure if younger players would like that. Anyways~



More alpha footage: https://www.youtube.com/embed/pkv3xBYMwKo

The Puppies

After a comprehensive - but really short - personality quiz, you will be given your first egg to adopt that looks like the one below. Depending on your personality, you might get a more sociable, or a very shy, Sea Puppy breed. Right now, I'm planning on having six breeds in the first release.



In time, it will hatch into a Sea Puppy that look like these guys:



But Sea Puppies will get hungry, and you need to feed it in order to grow. Sea Puppies like to eat Kitty Planktons... and Kitty Krills... and Jellycats... and Cat Squids... and Neko Shrimps... and other cute-but-delectable feline-esque creatures of the sea. Here's a close-up of some Kitty Planktons:



As they mature, they will go out on different adventures, and seek your advice when they encounter life-changing events...



Or in dangerous situations...



Your Sea Puppy will grow depending on which choices you make. So for example, if you make poor choices, your puppy might not finish high school and run away... and end up working in a job he doesn't like, or even run off to join the army because your puppy has no friends and always felt out of place in school!



But if you did take very good care of your puppy, they might finish Sea Puppy College and even graduate with a major degree! Give them enough TLC and parental support, and who knows what your puppy can grow up to become!



And if you're lucky, they might even leave you with a little souvenir to remember them by - which future puppies can use as items that can help them in their many, many adventures!



The Platform

The current plan is to release it on mobile iOS and Android. I figured it would be easier to take care of your pet when it's on your phone/iPad.

The Team

Currently, the game is being developed by a single developer/artist - me - so production is slow, but hopefully it will come out some time this year (or not... idk... you know how indie games are). Until then, I'll keep coding my life away. Corny Laugh



 






11  Developer / Playtesting / Warsoul CCG - Customize Each Card In Your Deck [EARLY ALPHA] on: April 19, 2014, 08:51:08 PM
Hi,

So I'm trying getting back into indie game development for reals this time (previously stopped working on an old game I was working on, but I want to get serious this time). My latest project is a card game called Warsoul CCG:











You can play the web version of the game from the link below. The game does require players to sign up, but you can just register with a dummy email (the game doesn't verify emails atm). Note, this is a very early prototype, so bugs may show up and you may see crappy/non-existent card art here and there. It is running in Adobe Flash:

http://game-warofchaos.rhcloud.com

What makes Warsoul different from other card games (or at least what I'm trying to do) is that each card can be embedded with runes that alter their stats. You can even form runewords that give them additional skills. This way, it's possible for you to have two same cards of the same name, but with different stats and skills.

I'm also trying to make sure that the gameplay is very balanced, so you can't just spam your entire deck with really rare cards. Rarer cards tend to require more command points, and you have a max limit of command points in your deck. This way, even weak common cards can still be useful in some way.

Anyways, I'm looking for feedback, mostly on the gameplay. There are over 50+ card skills in game, but I'm pretty much the only person who knows about them, so I would like to have a second opinion if the gameplay stays true to what I originally intended: balanced and strategic.

Thank you for taking time to read this, and I hope to hear some feedback from you.
12  Developer / Playtesting / Re: Sidescroller Project, I need your Feedback! on: April 14, 2014, 03:51:32 PM
Hi,

There seems to be some odd lag when I press space and when my char actually jumps, so it messes up my timing.

Animation sprites would be nice, so I can tell if I'm walking/crouching/standing or interacting with an object (but I'm guessing you already have that in your todo list).

Other than adding more level design, I think it's pretty playable.
13  Community / DevLogs / Re: Peacefree 2: Radha's Legacy on: May 26, 2013, 06:33:02 PM
Adding some grassland tiles and some plants. The tiles aren't as seamless as I'd hope it to be. Will probably need to rework the edges.

14  Community / DevLogs / Re: Peacefree 2: Radha's Legacy on: May 21, 2013, 05:30:20 PM
Thanks _Madk! Glad that my pixel art training is actually paying off, lol!
15  Community / DevLogs / Re: Peacefree 2: Radha's Legacy on: May 20, 2013, 05:31:16 PM
Added some new road tiles. Also added some building decorations, which you can salvage in-game and recycle into minerals that can be used to build new buildings.

16  Community / DevLogs / Re: Peacefree 2: Radha's Legacy on: May 04, 2013, 11:48:05 AM
Started working on the sprites. A common complaint of version 1 is that the graphics look ugly, without even bothering to try out the gameplay  Cry. So, I decided to learn better pixel art drawing. After staring at random pixel art in google images, I tried taking a crack at making higher resolution sprites. Attached is a .png showing the old buildings in version 1, and the new buildings that will be included in version 2.

One of my concerns is that, now that the sprites have higher resolutions, they are now bigger (width-x-height-wise), which means there will be less buildings I can display in the map (the game is tile-based, just fyi for newcomers), unless I resize the images in-game. Hopefully, they won't look bad if I shrink them to 50% or so.

17  Community / DevLogs / Peacefree 2: Radha's Legacy on: April 19, 2013, 04:53:01 PM
Hi,

So I made a game in ActionScript 3 called "Peacefree: Intergalactic Liberation Army" over the course of last year, and I released it around March 2013 in a few flash portals to see how it fares (Kongregate, Newgrounds, etc.). Sadly, it did not do so well. However, I did gain some valuable feedback. I've received some requests to make an expansion/sandbox version of the game, so here I am trying to build version 2. I am making this devlog as a way to track my progress, as well as hoping to get some feedback, mainly because I have learned that I can't make games alone. I need people to point out what they like and don't like about my game. Criticism hurts, but I'd rather have someone point out my flaws so I can fix it. You can try out version 1 from here:

http://www.peacefree.adventurecat.us/play

I'd appreciate it if you play the game and leave some feedback, and I can give you feedback on your game(s) in return (just send me a message pls, easier for me to track).

Here is the current list of features I am working on version 2:

1. Sandbox mode.
2. Better font.
3. Filter troops by color.
4. More tech upgrades.
5. More research options.
6. Heroes.
7. Better graphics. (<- could use an artist if anyone is willing)
8. Better transitions between screens.
9. More maps.
10. Shorter dialogues.
11. Smaller file size. (<- compress sound files)
12. Custom preloader.
18  Community / DevLogs / Re: Key of Ethios - GUIGUIGUI on: April 10, 2013, 08:01:40 PM
Had an idea for the textbox design:



The textbox looks pretty, but the color hurts my eye after staring at it for a bit. I'm not very good at color combinations, but maybe you can change the color yellow to something less bright? Wonder what it looks like if it's semi-transparent.
19  Developer / Playtesting / Re: A game about a firefighter that also fights zombies. on: April 10, 2013, 07:53:48 PM
I also had problems switching equipments (took me a minute to figure I had to use the mouse, since I thought the game was keyboard only). It just didn't feel right that I had to switch from keyboard to mouse. A cycle button sounds nice, and maybe you can leave the mouse drag feature for people who want it.

I somewhat agree with Quicksand-S. I did find the zombies a bit out of place too, but I think you can make it work if you change the setting a bit (like maybe saving scientists in a top secret laboratory?).
20  Developer / Playtesting / Re: Zombie Melee - Work in Progress on: April 10, 2013, 07:40:20 PM
Would like to see Bosses! Something really big to shoot at!
Pages: [1] 2 3 4
Theme orange-lt created by panic