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461
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Developer / Design / Re: Loneliness in a 2d platformer?
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on: February 06, 2013, 11:13:39 AM
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From a visual point of view, sparse and simplistic levels might do the trick, with large areas of empty space. A small character sprite would enhance the effect.
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462
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Developer / Business / Re: Signs of an unlikely-to-finish project?
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on: February 04, 2013, 05:06:17 AM
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i remember there was once a study of successful people vs unsuccessful, and they found that the number one difference between them (even more important than what social-economic status they were born into, or how much education they had, or IQ) was whether they make to do lists or not
That's interesting. I wonder if the study asked people to make to do lists or if they looked at the difference between those who already do and don't? If the latter, then it might not be the lists themselves that make the difference but rather the underlying nature of the person, that they are the type who is generally organised and so more likely to make a list. I've just made a quick list myself and it's dispiritingly long...
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463
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Community / DevLogs / Re: After the Comet
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on: February 04, 2013, 01:36:01 AM
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Oh I meant the jock was far likelier to turn up in any incriminating photos. You needn't worry about him competing for the attentions of the cheerleader - he doesn't play for that team at all!
Funny that you should mention a hospital because that's exactly what I've just been working on. Showed it to my wife and she said "Nice school." Back to the drawing board...
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464
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Community / DevLogs / Re: Terra Incognita
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on: February 03, 2013, 05:47:31 AM
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I've voted for The Curious Expedition. It does seem a shame to lose Terra Incognita because I felt that fitted the game perfectly, but I do understand your reasons.
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465
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Community / DevLogs / Re: After the Comet
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on: February 03, 2013, 04:01:41 AM
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Good sleuthing, sir! In fact, incriminating photos are going to play a rather large role in the story (although it's the jock you should be more worried about...  ). Here, for general delectation, are the idle animations for the jock and the cheerleader:  
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466
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Community / DevLogs / Re: After the Comet
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on: February 02, 2013, 01:35:39 PM
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Thanks Nikki! Yes, I agree. The proportions have actually changed a little since the early screenshots I posted and the sprites are now a little larger within the game. I'll post a new pic soon which will hopefully show you what I mean.
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467
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Community / DevLogs / Re: After the Comet
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on: February 02, 2013, 11:34:19 AM
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Wow these sprites are killer. So much character in the designs and especially the animations. Do you have any indoor screen mockups you can show? I'm curious to see how things look with a less side-on view. Actually on reviewing the thread it seems like the indoor backgrounds may also be side-on 2D but with multiple platforms. ?? Still curious  Thanks! Yes, the indoor locations are also side-on but with stairs and ladders allowing some vertical movement. I'm finding the locations trickier than the character sprites for some reason but hopefully I'll have something to show in the very near future...
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468
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Community / DevLogs / Re: After the Comet
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on: February 02, 2013, 09:22:38 AM
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Pretty much finished the mechanics, except for a bit of light AI for your Martian partner. Nothing too advanced - all point-and-click with the odd bit of platforming and twitchy shooting. Now I can concentrate on the story. This is how the cast looks now (bar a few Martian critters in walk-on roles):  The relationships between them will be the meat of the game.
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470
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Community / DevLogs / Re: Terra Incognita
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on: January 31, 2013, 09:08:25 AM
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Now that you suggested him, you could also help coming up with his special abilities. He was a many of many talents...what would you consider him within our game? Adventurer? Translator? Spy?
What could be actions that only he could perform? What kind of equipment would he bring to the expedition?
Burton was like the ultimate all-rounder but I imagine his particular talents would be as a linguist and diplomat. He would be ideal for interpreting and dealing with native tribes (or perhaps infiltrating them). I don't know if you're including weaknesses but if he had one it could be a tendency to become too friendly with the natives. I can imagine sending him on an information-gathering mission and not seeing him again for weeks... As for equipment, I'm not sure. Disguises? Pet monkey? In fights he could use a pistol or a sabre (he was an expert swordsman). His accounts of his travels make for awesome reading, by the way - it's a real shame his widow burnt all of his unpublished papers after his death.
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471
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Community / DevLogs / Re: Terra Incognita
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on: January 30, 2013, 11:35:55 PM
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Huzzah! Just alerted to this by the magic of twitter. That is a perfect little cameo - thank'ee kindly, sir!
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477
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Community / Townhall / Future Voices
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on: January 27, 2013, 05:21:15 AM
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Not sure whether to put this here or in the writing thread... Inklewriter have just released their Future Voices app, containing the eleven winning entries to their recent competition including my own story, 'Your First Giant'. It was a heap of fun to write and for anyone interested in interactive fiction I can't recommend inklewriter highly enough. It's very slick and intuitive, simple enough for anyone to pick up but with enough depth to allow the crafting of some fairly complex mechanics if you wish. It's also great for testing out ideas for branching dialogue etc in games - I used it to try out some things for Tolroko. The app can be downloaded for FREE here or from the app store.
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478
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Community / DevLogs / Re: ¡Cacto Loco!
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on: January 27, 2013, 02:40:29 AM
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This looks awesome. The conceit is very cool and immediately made me think of this: 
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479
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Developer / Design / Re: Let's talk about sex
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on: January 27, 2013, 12:19:28 AM
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I think we're all on the same page about 'realistic' depictions of violence. And I agree that the intent of a game makes a big difference - if you're trying to make a serious statement about something then that of course invites closer scrutiny of what it is you're saying and advocating.
I think it's interesting that sex in games seems to be generally seen as something which requires a very serious approach to justify its inclusion. I happen to think sex is really fun and I don't see why it couldn't also be fun in a game. Of course this has been tried but a quick glance at the results (Leisure Suit Larry, 7 Sins, Lula - The Sexy Empire etc.) shows them to be very weighted towards the proclivities of teenage boys, with a general view of women as sub-games...
I don't think this needs to be the case but I think many games developers shy away from sexual content instinctively, fearing that they might be labelled pornographers (again, this isn't a worry that people working in most other mediums need have, unless they are making actual pornography).
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480
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Community / DevLogs / Re: After the Comet
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on: January 26, 2013, 11:54:43 PM
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I'd jack down the saturation of some of the colors you're using, especially with the light blues and greens. The sky in that one screenshot on the first page is painfully bright. Otherwise, the animations are fabulous, and the concept sounds cool. I look forward to seeing where this goes!
Thanks! That's really sound advice and I'm not sure why I haven't already changed the background (you should see it in full screen - it lingers in the retina...). I also agree about the colours - I'll play around with them a bit more.
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