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1102
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Community / DevLogs / Re: Cold Vengeance - 3D Run 'n' Gun [Demo/Greenlight]
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on: February 22, 2016, 11:31:55 AM
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Thanks for the feedback!
The demo level has a bit of a steeper difficulty curve than the actual first level of the game. Hopefully it's not too so difficult as to prevent people from enjoying it. I might go back and tweak the difficulty a bit.
Most enemies currently shouldn't shoot you if they're out of seeing range, but I guess there's a grey-area where they're barely visible but are still in shooting range, so I'll look into ways to fix that.
Sounds good. Just remembered a few more things: -After the first checkpoint I fell down to see if there was something there (appearantly only death). As the character respawned near the checkpoint, an enemy (with rocket launcher) just before the checkpoint also respawned. It was easy to kill it but in general it's better not to have those enemies appear (especially if they shoot at you without you seeing them). -Maybe it's just my issue but I found it diffictult to avoid the bullets. By that I mean, many times I thought I should've been hit - but wasn't. Perhaps, I'm more used to top or top-down point of view where it's easier to see distances. Plus, perhaps because more than one enemy was firing, that made it even more difficult. As mentioned before, having a more gradual difficulty curve might work better (at least for me). Jon Dagger is now the Proud Owner of a Face  Will there be cut-scenes to see his face or 360 no scope? 
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1103
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Community / DevLogs / Re: Infinity Inc. - adventure puzzle-platformer about clones
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on: February 22, 2016, 11:20:35 AM
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Wow! I didn't expect someone still remembers that game... That's exciting actually, thanks)) I wanted to make a sequel for Acorn Story too, even made a new engine for it with physics (they weren't in original game), but, but.. Now i'm focused only on Infinity Inc with it's dystopian story and bloody narrative))
Yes, I do remember!  Of course, I understand, first thing first.
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1105
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Community / DevLogs / Re: Postcard From Capri (Instagram devlog)
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on: February 22, 2016, 10:44:05 AM
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Hey! Lately I´ve mainly been working on stuff that aren't very screenshot friendly (programming, animation etc), but here's a little pic to let you know that I havent forgot you dear Tigsourcers  . Yes, I was beginning to wonder.  I've also started planning a test build where people can walk around on a small island and use your in game camera to take photographs. In order to get some feedback on the atmosphere and feeling in the world.
That's a great idea!
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1106
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Community / DevLogs / Re: Tower of Samsara - An immersive adventure game - MAY 3 2016 ON KICKSTARTER
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on: February 22, 2016, 10:37:52 AM
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Thanks for the compliment!
About the issues you pointed:
1) You're god damn right. Yeah the flag will be animated.In fact thats what we meant for the video not representing the final quality of the game xD Nice link u got there, we will use as reference! tks!
Great! 2) Oh he is not male.
Interesting. So, the character is more of a "spirit". Also there is no "male" or "female" intrinsic way of running. These are social constructions.
That depends on your perspective. Much like men (on average) are taller and stronger than women, there are certain behaviors that are more common for each gender. e.g. hip movement is a good example. Though, true, running isn't that different but I've seen many girls/women run the same way your character holds up *it's* arm during running but haven't noticed it for men. These came from my own observations and not from other people's ideas.
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1108
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Player / General / Re: How do you fight off the 'Indie Game Blues'?
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on: February 19, 2016, 11:16:05 AM
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Insecurity, much like procrastination, can have many different types of causes. If you can figure out what the *actual* issue is then it can be easier to resolve it. Sometimes, the issue may be very different from what you think. Issues related to what you're working are a lot easier to narrow down and chances are you would've been able to come up with steps to resolve them.
I'm just going to list a few "other" possibilities: -fear of being judged, criticized -not being liked -not being good enough -etc
As you probably noticed, in a way, these don't have much to do with what you're working on (game, book, essay, etc) but have more to do with you as a person. If it's this type of issue, chances are it effects other areas of your life. Looking into self help/self development may help you resolve this kind of issue.
Also, having the right type of support can help. Much like running, some people are fine running by themselves, others prefer running with a group. Having the people around you that can give you the type of encouragement/feedback (for some even white lies) can make a huge difference.
Just a few thoughts to consider.
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1109
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Community / DevLogs / Re: Coldfall Online
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on: February 18, 2016, 01:16:30 PM
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Though in general, I also don't tend to like when different styles are used, similarly to another game that has a mix of pixel and non-pixel based graphics elements: Tower of Samsara: https://forums.tigsource.com/index.php?topic=51745.0 I personally like the font. At least in that image. It might be different in other images. When it comes to opinions, that's why companies do focus groups and various surveys before product launch to get an idea of what *many* people think as everyone has their preference. So I'd say if your target audience likes it, then that's the most important thing.  If they don't then you can consider changing.
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1110
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Community / DevLogs / Re: Project Rain World
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on: February 18, 2016, 01:02:50 PM
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That said Joar must have all the credits for actually having implement and perfect these concept to AI heaven. I was just relaying the information.
The journey of a thousand miles begins with a single step. But it can make a huge difference if it's in the right direction.  Thanks for the links. It's interesting to see how Reasoner/AI code has evolved over the years and can be: -Script based -Rule based -Utility based -Plan based or some combination of those depending on the game.
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1111
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Community / DevLogs / Re: Mable & The Wood | Kickstarter Preparation
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on: February 18, 2016, 11:37:38 AM
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Thanks io3  I'm REALLY happy with the way the music is going. The track there is for the general forest areas, which will be mainly exploration and traversal based in the full game, but there are certainly a few little tricks to make it more aggressive sounding when the combat sections are more intense (fading into a percussive version of the track for example) although this isn't something I've really thought too much about (yet - it's on the to do list  ) Great! I was going to ask if perhaps that music was intended for parts where you tend to primarily move around and explore ... but seems like I forgot. Regardless, you did answer my question.  The sample track definitely a good fit for those. Using some form of more aggressive music during combat is also on my long time To Do list, so I'll be looking forward to what you come up with. 
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1112
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Community / DevLogs / Re: Cold Vengeance - 3D Run 'n' Gun [Demo/Greenlight]
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on: February 18, 2016, 11:08:21 AM
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Probably because of my Virtua series nostalgia, I like the gfx style.
It seems like the demo level has a medium-ish difficulty. It's very easy to die when you get to the enemies that shoot at you. That could turn some players off from wanting to play the game. Maybe spreading them out a bit and having one shooting enemy first would've been better. Or possible that the game is indeed intended for more experienced players.
I agree with a few points mentioned in the demo playthrough video. If you can't see an enemy, that enemy shouldn't be able to see you. Either increase the draw distance or limit the enemies. Also, I w
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1113
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Community / DevLogs / Re: Mable & The Wood | Kickstarter Preparation
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on: February 18, 2016, 10:29:58 AM
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ANNOUNCEMENT I'm pleased to announce that music and sound duties are being picked up by Patrick and Zach of Fat Bard, who you may have heard recently in Blitz Breaker and Crashlands. Check out this link right here for a sample of the forest theme. Very excited to be having some awesome music in the game  Also, I added some more weather to the wood area: You can follow Fat Bard @Fat_Bard on twitter, so do that  Sounds great! (pun also intended  ) Definitely has that enchanting feel.  Overall, looking at the gifs with fighting, the music is a little bit more on the laid back and relaxing side than the action type music that I would imagine - at least during fighting. There are a few parts where the music intensifies and those parts would have a better fit to the action parts. Of course, things might be very different when actually playing the game with sfx also added. Or will you have another "action" track play during combat? If I remember correctly, it was in the Rain World thread where someone mentioned how the Gunpoint game had matching tracks that would change as the situation changes.
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1114
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Community / DevLogs / Re: Mable & The Wood | Kickstarter Preparation
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on: February 16, 2016, 01:32:27 PM
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I really like the 2nd one on here, particularly as I'll be adding Mable back in to the image.
I agree. I like how her red/green colors pop against the background in the images on the previous pages. Not sure why they've used yellow wood but it does stand out nicely against the sky (as a side note: I really like their clouds).
Depending on the wood and the varnish, you can get some unusual colors.  As for the game, if you look at the preview images at http://store.steampowered.com/app/413150/ the game has a cartoony feel. So, the "unusual" wood color in the thumb image likely both helps to attract the eye and also guide expectation that the game has a non-realistic visual style. Just a guess, but for me it works overall. Just working on making sure all of the creatures are safe underground. Yes, safety first! ... at least until they encounter a *certain person* with a certain sword. 
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1115
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Community / DevLogs / Re: Mable & The Wood | Kickstarter Preparation
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on: February 16, 2016, 10:50:06 AM
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Hmm yeah that's disappointing. Particularly the leaves (I was aiming for a Ferngully vibe with that - guess that's a no no now), other than that it's only as similar as stuff like No Man's Sky and Monument Valley (distant mountains seems to be a pretty common theme for video game boxes).
What does everyone think? Change it again? Still got a few weeks to come up with something else.
It's a good question how many people would notice the similarities between the leaves (and somewhat similar colors). But the trees would most likely give your image a different look. Especially, since that image seems to be only a promo image. Here's the Steam store header: 
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1117
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Community / DevLogs / Re: MANDAGON
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on: February 13, 2016, 09:08:53 PM
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Cheers, although no spinning I'm afraid. But if you tap LT it turns into super meat boy  So,  turns  into  That sounds like a ... game ... within a game! Very magical. 
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1118
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Community / DevLogs / Re: Dribble -- Bounce Business Bots to Bits!
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on: February 13, 2016, 07:00:47 PM
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I like the graphics and the colors ~ for the most part. The backgrounds and levels have a nice color harmony but that harmony is broken up by the balls that you need to collect. There are too many different types of colors and many of them don't match (if needed, look up color theory or complementary colors). Another aspect that could improve the color issue is to have repeating patterns. For example, for single line, have 2 or 3 colors repeat (blue, blue, yellow, yellow, ~repeat) and similarly for the 2x3 arrangements, it's better to have a symmetrical color arrangement (x: color #1, o: color #2): xo ox xo I hope my explanation makes sense. 
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1119
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Community / DevLogs / Re: Scorn
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on: February 13, 2016, 03:25:17 PM
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The weapon designs look sweet.  Almost like like some kind of hover bikes. 
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1120
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Community / DevLogs / Re: MANDAGON
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on: February 13, 2016, 02:58:45 PM
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Looking good!  I would certainly like to spin this building around like in FEZ. 
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