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TIGSource ForumsCommunityDevLogsOfficer Alfred [IGF build available]
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Author Topic: Officer Alfred [IGF build available]  (Read 11027 times)
Hempuli‽
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« on: October 10, 2011, 03:13:55 PM »

What was that?

Something has gone horribly wrong!


Three officers meet each other while running from the aftermath of the unknown disaster...
They are unable to contact the other workers of the facility, but it's clear that most of them are already gone.

They set on to find safety, but in these circumstances even describing what counts as 'safety' can be difficult.




What a completely lame-ass attempt at a dramatic opening!

youtube trailer!

GAME LINK!
« Last Edit: October 18, 2011, 11:46:59 AM by Hempuli‽ » Logged

Hempuli‽
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« Reply #1 on: October 10, 2011, 03:17:26 PM »

Hello!

Some of you might remember my Ludum Dare #20 entry, Officer Alfred. In case you don't, it was a game about freezing time, heavily influenced by Portal 2 (which I had been playing a lot during that time). Due to the time constraints, I had to keep it simple so the LD game was all about freezing time in order to use improbable items as platforms (like bomb shrapnel, bullets etc.) I've always been really fond of this concept, and in fact the first iteration of the time freeze dates as far back as 2008, where I used it in another compo game called 'Timerocketxby', with similar puzzles.

HOWEVER!

I've felt that I haven't quite beaten this horse to death yet, so the idea here is to finally create a full, proper game out of the idea (and submit it to IGF). Since the deadline is so nearby, I'm going to whip up a neat little demo for it and then continue working on the whole thing. This game will add a proper story and a new way to use the puzzle mechanic; it'll add a ton more possibilities. Despite of how lame the "opening" above sounds, I'm quite confident that the story will be at least remotely interesting. Trying to go the classy way of 'show, don't tell' - the 'narrators' are unreliable at best, and the player may have to think a bit before realizing what's really going on. Assuming I can finish this in the first place, ugh. Sad

The musics are being made by our very own Shojin! Also possibly Noby, who has done music for my earlier games; not totally sure about that yet.

Screenshots (very early WIPPY WIPWIP stuff):


And for good measure


The colours represent things of importance:
BLUE is the colour of uninteractable stuff like walls and scenery.
ORANGE is the colour of useful items and machines, such as buttons and boxes.
RED marks dangerous things, such as circular saws and bombs.

The IGF deadline is in a week, so I've set some goals to myself in order to make it in time; next up will be doing the opening sequence, after which I'll get to the actual gameplay (the engine is quite much ready anyway). The finished game wont probably be all too long despite the story, because I just know trying to stretch it for the sake of a Big Game gets boring, stupid and will sap my motivation really fast.
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shojin
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« Reply #2 on: October 10, 2011, 03:24:28 PM »

Start of some music for this... Not sure exactly where it'll fit for now. Needs to be darker methinks.

http://soundcloud.com/redshojin/alfred
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Belimoth
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« Reply #3 on: October 10, 2011, 03:30:23 PM »

Cool stuff, good luck with your deadline!
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Superb Joe
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« Reply #4 on: October 10, 2011, 04:37:21 PM »

hello hempuli. i forget why exactly i love you but i recall having played a lot of your games without recalling the name of a single one. good luck with the thing.
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leonelc29
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« Reply #5 on: October 11, 2011, 07:04:35 AM »

i love that game but i hate the control of the original, it's kinda slippy as i jump through the tiny bit freezed platform. and the ending is  Angry

hope you made it on time!
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Hempuli‽
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« Reply #6 on: October 11, 2011, 02:45:55 PM »

This one wont have as tight jumping!

Also thanks for the compliments and such!
« Last Edit: October 12, 2011, 09:32:21 PM by Hempuli‽ » Logged

shojin
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« Reply #7 on: October 12, 2011, 10:38:46 PM »

http://soundcloud.com/redshojin/alfred

http://soundcloud.com/redshojin/alfred2

I'm not sure if #1 fits anymore... Maybe I should start from scratch and make something more droney and simpler?
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Dugan
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« Reply #8 on: October 13, 2011, 12:13:40 AM »

I love the look of this - good luck with the deadline!
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Hempuli‽
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« Reply #9 on: October 13, 2011, 05:31:57 PM »



The beginning cutscene is starting to shape up!
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shojin
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« Reply #10 on: October 13, 2011, 08:23:29 PM »

16 wav files for footsteps!? You're CRAZY!
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SuperMistLand
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« Reply #11 on: October 13, 2011, 10:03:41 PM »

nice color scheme and interesting idea. looking forward to seeing what you produce!
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Hempuli‽
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« Reply #12 on: October 14, 2011, 04:55:23 AM »

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« Reply #13 on: October 14, 2011, 10:37:00 AM »



The colours are great.  The officers may look too alike.  Maybe one should wear a milk gallon over his head the whole time.  Or tentacle head.  Mmmmmmm tentacles.
I'm really counting on the writing to be good.  Don't fuck up.
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Hempuli‽
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« Reply #14 on: October 14, 2011, 11:07:42 AM »

Yeah, they do look very much alike; I wont have time to properly animate three distinct-looking characters.

(Also this is my first time doing proper dialogue in a game whatsoever, so don't count on that! I'm trying my best but it's hard to judge.)
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Hempuli‽
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« Reply #15 on: October 14, 2011, 06:31:40 PM »


The intro cutscene is ready! Now I can concentrate on the actual puzzles for these last 3 days. Joyful!
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Hempuli‽
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« Reply #16 on: October 15, 2011, 05:37:32 PM »

ARgh, 2 days left!



I've got the introductory set of puzzles done, now about 8-9 left :I or possibly a bit fewer, I'll have to see how I'll go about this IGF thing.
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eigenbom
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« Reply #17 on: October 16, 2011, 12:00:05 AM »

Mmm blue, i like it. Smiley
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AaronLee
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« Reply #18 on: October 16, 2011, 04:41:39 PM »

Gogogo! This must be submitted in time.
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Hempuli‽
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« Reply #19 on: October 16, 2011, 05:07:51 PM »


Final day left! I'm slightly behind schedule, but I'm sure I'll make it!  Hand Shake Right Angry
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