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Community / DevLogs / Re: Mori
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on: June 25, 2016, 10:40:59 AM
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not yet, but maybe things that appear from time to time, animation of breathing and alike. i like it more raw, and this would as well make it easier for people to import their own 3d scans. this could be interesting for lovers split across the globe, send each other their own 3d body to let it be explored :> (that was one idea) but for now the focus is on exploration and i want to push that first. as well as group exploration, thats the other big factor right now
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Community / DevLogs / Re: Mori
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on: June 25, 2016, 02:39:02 AM
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Btw i'm working on a new game but i didn't find the time to have a devlog-worthy devlog for mori, so i think i won't do one for the new game. I could imagine to write sometimes some sum-ups for things i wrote, like custom gravity. hm, for those a devlog would be nice. we will see! but for the time being you can follow the development on my twitter. short summary: i 3d scanend my body and made a thirdperson/firstperson camera script, as well as one for gravity. after that i implemented online multiplayer for this. it's my first time for doing 3d as well as unity, and c# as well :D but i get going. for now you can walk with your friends and strangers on my body, explore my anus or just enjoy the view from one arm to the other. i focus on exploration only right now and next think will be different characters (for the up to 10 players per body), followed by adding details to the body.  here is an earlier not yet multiplayer build. i'm struggling with releasing the online build yet since i can only have 20 players online with the free unet package. think i have to keep it that way until release or beta-testing. http://christophschnerr.cool/dunno/1606/erotic/0616allSoErotic.html(forgot to hide the cursor in that version so the camera movement might feel be a bit awkward)
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Community / DevLogs / Re: Mori
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on: June 22, 2016, 10:35:14 PM
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:> Thank you for the kind words.
I hope you ain't dissappointed, since there aren't "that" much of changes, since the game is very conceptual and less narrative/gamey.
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Community / DevLogs / Re: Mori
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on: June 22, 2016, 07:30:56 AM
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So its finished i guess. Last weeks i wrote a short-story, somewhat like lore, to give the players the chance getting deep into my thoughts and feelings behind all this. Although most readers found it super cool, my most-trusted critic gave me a slap and told me to get more into writing first. She nailed my feelings and i decided to go with that honest comment. It's probably to become something on its own but still connected to the game. We will see. Maybe nothing happens. But here is the game: https://topf.itch.io/moriCritics are welcomed.
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Community / Jams & Events / Re: tinypalace ....gamesfestival in kassel/germany
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on: March 30, 2016, 06:24:21 AM
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yea, i tackled the topic last meetup and we weren't totally sure when we going to open the festival, which affects the beginning of the jam. but we will announce a specific date with time and rules (although there wont be a lot i guess :>) with the program when it's ready to be released. also we will have an itch.io site including a jam which you can refer your game then.
the jam itself will be most-likely one day long, maybe shorter. but it isnt fixed yet and i can think of it as multi-day jam as well. i guess the only thing i can do right now is to call on your patience :> but in case you have to keep your time free early enough i can ensure you we will have the jam - multiday as well as shorter - on the 22nd of may.
(i hope my english isnt too bad. in case i articulate myself misunderstandable i would like to try answer your questions again :>)
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Community / Jams & Events / tinypalace ....gamesfestival in kassel/germany
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on: March 02, 2016, 09:57:24 AM
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Hey fellow devs! I'm part of a little collective (tiny collective) and right now we are organizing a little gamesfestival (tinypalace) in kassel, germany. we want to create a space to hang out, to show games, to experiment ourselves in exhibiting games, to discuss about games, to eat and play together. Our website will launch in a few days, we (mostly one of us, not me) still working hard on this. But to now you can check for our crowdfunding. There you can find more information about us and why we do this, how we do this and if there will be an area to show your game wip whatever betalpha anniversary version (yes, there will be :+D). What we will have: - an exhibition of games, weird, crappy, lovely, somehow refreshing
- a game jam
- talks and workshops (to now we got one customcontroller workshop but we will announce that soon and with it some open call for talks)
- food
- a party with dance and games
- latenight competitive sessions with vs games that are fun but not interesting enough/matching for the exhibition
What shall i tell else? Right now i feel a little confused to blindwrite here and also totally excited about the funding that just started a few hours ago. But in the same time i feel totally hungry, think i gotta go to eat sth now. So feel free to ask questions, i will try to answer them as much as possible. If the answering here is too slow you also can ask questions on our festival email [email protected]Our website is to be found here: http://tinypalace.de/cheers  OH, i nearly forgot to say. This is a free festival! We ain't out for profit from that indiehypewave thats rollin for years now. We just want to make a festival for some underground shizzle and we want to share that with everyone interested.
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Developer / Art / !
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on: September 17, 2015, 05:26:33 AM
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btw, what's up with betelgeuse? havent seen a sign for a while
Yeah, it's because this project is in silent mode of development currently. But I still make it, for example this secret Quake1-like level: glad to hear! the new version of the mockup is looking better btw :))
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Community / DevLogs / Re: Verumsomnex+ (A Dreamlike Puzzle Platformer)
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on: September 13, 2015, 01:21:17 AM
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uh, this lightning made me curious, somehow sad i missed the project earlier. i really like your art style, especially the teal/pink crazy level and in general that you don't seem to be frightened of much color use. i like that.
the typography made me puke first but then i somehow appreciated it. it got this special look, a little punky, a little creepy. that you can't read it well, well, that's fine! you still can do it if you try. but the new typo is shit imo. she has no spirit as the last one had. maybe you find something inbetween, something more readable with spirit.
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Community / DevLogs / Re: Mori
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on: September 10, 2015, 03:54:14 AM
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@CoreGG ty! <3 @Archgame i come from the analog painting world but when i started gamedev 2 years ago i decided to adapt the tools coming along while making games. back then i decided the most original style would be doing the pixels, i mostly dont like the attempt to put the analog into the digital 1:1. today i've different opinions about this but mori started in that era so i stick to it. also i love asymmetry and trashy lines, like hundertwasser said: there are no straight lines in nature. he meant it way more radical then me but i like failures in drawing, so straight lines are hard to accomplish. i didn't had arnold in mind but i definitly watched it too much in my childhood :D thanks for the omori tip, i will check this out (looks interesting). --- 
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Community / DevLogs / Re: HomeMake (Chill Cyberpunk Adventure64)
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on: September 05, 2015, 06:22:08 AM
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wow, this is fascinating looking. and additionally it seems like a very informative and well-maintained devlog. so many influences already named in this thread i call to my all-time favorites, i'm very curious where this is going to
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