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TIGSource ForumsCommunityDevLogsThe Walled Garden (Inspired by SMB, N+ and Metroid)
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Author Topic: The Walled Garden (Inspired by SMB, N+ and Metroid)  (Read 100875 times)
Bones
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« Reply #240 on: August 25, 2012, 12:01:58 pm »

Though perhaps instead I should make save areas? Like a save stone or something.
The meditation could be a form of slow healing perhaps?


Found some older concept art from when I watched "The Fountain"
Contains some of the HUD ideas I had.

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Bones
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« Reply #241 on: August 29, 2012, 08:22:29 am »





Just working on air gusts, need these for a few levels.
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« Reply #242 on: August 29, 2012, 08:34:20 am »

The video looks great, like the way the ground deforms too.

What's the tune in that video? I dig it.
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icefishing v, a noise-based ambient game: http://forums.tigsource.com/index.php?topic=28630.30
Bones
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« Reply #243 on: August 29, 2012, 09:22:37 am »

paged




Just working on air gusts, need these for a few levels.

Thanks although I'm considering changing the rock texture, since I still don't like how it looks.

It's an original track made by Overcoat for the game.
He's going to work on another track when he gets some time.
« Last Edit: August 29, 2012, 09:53:48 am by Bones » Logged

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« Reply #244 on: August 29, 2012, 12:01:58 pm »

Oh snap, I love that EP, got it in a compilation at some point a while back, didn't recognise it in the video though!! I mentioned I'd like to contribute some music a few pages back, would you still be up for that?
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Bones
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« Reply #245 on: August 29, 2012, 04:44:06 pm »

Yeah man I'm down with it, I'm encouraging everyone to attempt to work outside their comfort zones with sounds they may otherwise not have worked with before.

There are a few examples posted, but feel free to take your own interpretation on them.

I can give you a specific set of words to work with if you'd like?
Each song will have a certain theme or mood to it, to help contribute to each levels setting.
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« Reply #246 on: August 30, 2012, 02:24:53 pm »

I'll take the time to read back over the thread and seek out the examples in the morning. A set of words is a good idea, I like working within confines, otherwise I just tend to 'do my thing'.
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« Reply #247 on: August 30, 2012, 05:34:26 pm »

I hope when you release the game, you release all the strange occult concept art along with it.  I really dig that sort of stuff.
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Bones
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« Reply #248 on: September 02, 2012, 07:40:44 am »

I'll take the time to read back over the thread and seek out the examples in the morning. A set of words is a good idea, I like working within confines, otherwise I just tend to 'do my thing'.
At the bottom of the first post.
Quote
The type of music I'm going for is dark ambient experimental type music.
Here are some examples of what I'm kind of shooting for.
01
02
03
04

Also pick a Sefirot and I shall give you a list of words based on that choice.


I hope when you release the game, you release all the strange occult concept art along with it.  I really dig that sort of stuff.
Yeah I was considering putting them in some sort of "Extra" area of the game so people could see them all.
There are lots of them that I have laying around that have not yet scanned or posted.

In other news;

I found this page explaining what a Walled Garden is when referring to Wikipedia pages.
Also found this breakdown of Promethea.
Putting these here so I have them for later.

The description of these Walled garden's reminds me of Beksinksi's void buildings.


Also this page which talks about Piecemeal Growth is pretty interesting.
It's pretty much how my development has gone as an inexperienced game developer.
« Last Edit: September 02, 2012, 01:34:04 pm by Bones » Logged

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Bones
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« Reply #249 on: September 23, 2012, 06:50:53 pm »



is go.

The experiences aka "Achievements" will alter your karma as you go depending on what kind of experience it is.
Some will give you no karma, and some may alter your karma for the rest of the game.
« Last Edit: September 24, 2012, 07:55:20 am by Bones » Logged

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Bones
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« Reply #250 on: September 26, 2012, 12:14:33 pm »

Productive day so far.



is implemented.


Working on adding depth to the backgrounds.




« Last Edit: September 30, 2012, 08:57:22 am by Bones » Logged

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« Reply #251 on: September 26, 2012, 03:18:35 pm »

That background...
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Bones
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« Reply #252 on: October 02, 2012, 08:15:02 am »






I've had a couple of comments lately about the gun play and achievements in my game.
Not exactly sure how I should take them.

Quote
1. Attempt to make metaphorical and deep game

2. Add guns.

Quote
the achievements and gunplay ruin the atmosphere.

Since the gunplay adds to the casual factor of just destroying the world and seeing trees grow, so I don't see how it loses it's atmosphere if anything the gunplay adds atmosphere because of the Creation from Destruction juxtaposition.

The achievments are going to be changed to experiences and they will alter your karmic alignment.

Do I really need to make a passive game like Knytt in order for my game to be seen as deep or metaphorical?
I mean it's the players choice to use the gun, I will make it so the game is beatable in a passive way if people want to play it that way.

I've also changed the HUD because I realized all the information I had on the hud is displayed in the new inventory.


So I can just use the HP bar and Overheat circle
« Last Edit: October 02, 2012, 08:21:57 am by Bones » Logged

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« Reply #253 on: October 02, 2012, 08:21:25 am »



Yeah, finally some colors from you. I have missed them so much in the early screenshots. Excellent background! Hand Thumbs Up Left
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Bones
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« Reply #254 on: October 03, 2012, 09:58:39 am »

Thanks Lazycow, you should go back a couple pages if you want to see all the other backgrounds I have to finish still.





Waiting for TWG's Indie-DB page to become public.
« Last Edit: October 03, 2012, 03:35:12 pm by Bones » Logged

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« Reply #255 on: October 04, 2012, 07:22:43 am »





I have to remember to read all of this and this.

In the next few days I will be applying for an artist consultation from Alex Grey and his wife at the Chapel of Sacred Mirrors.
I would like to go for a week retreat and set some life goals and measure my accomplishments while I'm there.

And just a reminder to everyone there are only 50 days left in my indie-gogo.
« Last Edit: October 04, 2012, 12:07:31 pm by Bones » Logged

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« Reply #256 on: October 04, 2012, 10:28:47 am »





In the next few days I will be applying for an artist consultation from Alex Grey and his wife at the Chapel of Sacred Mirrors.
I would like to go for a week retreat and set some life goals and measure my accomplishments while I'm there.

That's incredibly exciting. I'm still a little disappointed I never got up there while I lived in MA.
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« Reply #257 on: October 04, 2012, 12:07:27 pm »

Cool, I've got relatives who live a few minutes away from there.  Enjoy your stay and good luck with the campaign!
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Bones
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« Reply #258 on: October 05, 2012, 06:42:48 pm »


Put TWG on indiegogo

That's incredibly exciting. I'm still a little disappointed I never got up there while I lived in MA.
Yeah I live in Canada and have never been to the US.
So it should be interesting if I'm accepted for consultation.

Cool, I've got relatives who live a few minutes away from there.  Enjoy your stay and good luck with the campaign!
Thanks, nothing is for certain yet - all I can do is hope. :D

In other news.
I have figured out a way to hide Experiences aka Achievements so they don't break the emergence of the game.
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Bones
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« Reply #259 on: October 06, 2012, 10:02:18 am »




To elaborate on this video from earlier in the week.

I have implemented the karma system into the HUD



With that I leave you with this science factoid;
Magnetism is caused when atoms are all pointed in the same direction.
« Last Edit: October 06, 2012, 12:43:23 pm by Bones » Logged

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