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41
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Developer / Technical / Re: Beautiful fails.
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on: July 09, 2015, 09:07:32 PM
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BTW I like the design of the character!
Thank you! I'd like it too if that robe would behave.  What do you mean? Isn't that how everyone undresses?
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43
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Community / DevLogs / Re: PIONEERS (Build 7)
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on: June 24, 2015, 09:40:59 AM
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The redesign for combat sounds excellent. NEO Scavenger does something similar, though with less focus on story telling, and I think it works really well. This looks like it might be a little more intuitive with the sort of choose your own adventure style and not having to deal with distance and movement in combat as much as NS does.
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49
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Community / DevLogs / Re: Stranger on the 103rd Floor
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on: April 28, 2015, 06:53:26 PM
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Something about this devlog makes me think of Aeon Flux. I can't really explain it. It's just a feeling I get when I'm watching those early gadget gifs. Lets hope when the game get's released I die less than she did. 
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51
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Community / DevLogs / Re: MASOCHISIA | Alpha Demo (Windows/Mac). Play it. Leave feedback.
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on: April 05, 2015, 01:51:32 PM
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I've just read through the devlog and I'm fascinated. I'll probably avoid playing any demos till you've finished the game. I'd like to have the entire experience in a single sitting without spoilers. Also, I'll confess to rolling my eyes a bit when the big 'Warning! This game might make you go crazy! Who knows what you'll do!' screen comes up at the beginning. It's almost as if the game is asking you to be unsettled without actually earning that right. It's the same thing you see horror films doing with their marketing (at least here in the UK) with adverts that proclaim "You'll never feel safe in your own home again!" It's both a bit too clearly over-promising, and asking for almost a kind of respect it hasn't yet earned. I'd just remove that message, and skip to actually making the player feel uncomfortable, which I have to confess that I wasn't. ... So the warning isn't about setting the mood. It's about establishing that if you're not 18, I dont want you to play it. Yes, its worded a bit in the style of the game so perhaps it's coming across more as "hype" than as an actual warning but that's why I put a warning in. Perhaps I need to word it more straight-forward and lose the hyperbole-esque feel to it... Having not played yet I'd suggest a simple disclaimer before the game starts. Something along the lines of "This game is not suitable for minors." or even a simple "Are you 18 years or older? Yes./No." I think a short, formal disclaimer will do less to create preconceptions for the player about the games content. I imagine the game will have more impact if a player goes into it with fewer expectations. EDIT: fixed a broken quote.
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53
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Community / DevLogs / Re: Parkitect - business simulation
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on: March 31, 2015, 10:06:38 AM
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Nope, no max height currently. It just clips through the cameras near plane at some point :D Haven't decided on a max build height yet, but looking at the heights of the highest real coasters/towers 150m (~50 units) seems good.
Will it be dependent on coaster or just a universal cut off for all structures?
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54
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Community / DevLogs / Re: Ancestory - 3D, Grid-Based Card Game [PC] [UE4] -Greenlit!
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on: March 25, 2015, 08:48:55 AM
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I'm surprised you haven't had more replies to this thread since the game looks like fun and the concept seems solid.
Your recently posted mockup looks good to me. It's clean, readable and informative. The only thing that bothers me is that I want the info box on the lower left to be closer to the bottom of the screen like the box on the lower right.
As for the card backs, I'm a fan of both 5 and 6.
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55
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Community / DevLogs / Re: Warlocks - multiplayer wizard brawler
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on: March 21, 2015, 11:36:48 PM
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So, Jim Sterling made a let's play of Warlocks, and it's positive  Well I'm convinced. Wishlisted. Regardless of how terrible I was at Risk of Rain I enjoyed it immensely. I can't wait to see how terrible I am at Warlocks. 
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57
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Community / DevLogs / Re: tricone lab: a game of cellular logic [greenlit]
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on: March 18, 2015, 09:51:46 AM
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I've implemented Tricone Lab Online, which you can use right now if you have the full version key. It works like this: - Players create an account through the game
- They get a link via email to validate the account
- Once you have an account you can upload / download levels from within the game, based on the database on the game's server
- There is also an approval system for levels -- basic quality control
The nice things about this database is that I collect stats on who has played what levels, how hard they are etc, and I plan to publish this stuff, along with an image of each level, on the game website. In terms of Steam integration, I have not really planned for this. What would be nice is at a minimum to have players Steam accounts automatically give them accounts on Tricone Lab Online. I'd also like to have basic achievements and things like "oyog is playing XXX level of Tricone Lab" notifications, which I think should be fairly straightforward to implement. I'm not sure what benefits would come from Steam Workshop. I guess I wouldn't have to run the server at all. Steam Workshop would maybe add a player rating system for levels, which Tricone Lab Online doesn't have. I logged in before I posted 'cause I couldn't remember how much you'd implemented. There are a couple of benefits of Steam Workshop I can think of that I imagine could be added to the Tricone Lab Online, either in game or on the website. Off the top of my head those are: - Player comments. - As you mentioned, a rating system. - The one that really sticks out for me is a browseable list of levels. If you're publishing level information on the website I expect you could simply add these features there. That would also allow for a more controlled community than Steam. I suppose rating systems and comments can end up potentially being abused depending on the maturity of your user base. Not sure how helpful this will be since I don't know how much work implementing any of this is. As an aside, I think I've already said it but I really enjoy the music. I've had Tricone Lab open in the background writing this and the menu music is super chill.
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60
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Community / DevLogs / Re: Parkitect - business simulation
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on: March 05, 2015, 05:50:36 PM
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"The new Roller Coaster Tycoon game looks like shit" - Kotaku
I knew I backed your KS for a reason...
I'm suddenly curious what Chris Sawyer thinks of all this. Is he banking on licensing or does he have nothing to do with Atari at this point? EDIT: Crap, sorry, not trying to derail the Parkitect thread. <3 Parkitect
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