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TIGSource ForumsCommunityDevLogsseverance.
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emacs
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« on: November 23, 2011, 06:24:21 PM »



old

severance.

about
Severance is an explorative puzzle platformer.  You find yourself in a strange, unfamiliar place, and make a friend while searching for a way home.  But an unknown entity separates you from your partner, and you must complete challenging levels to find him.

info
Severance started out as an idea I had when playing SMB. In Mario, your goal is to find and rescue Princess Peach, and that's it.  There's no backstory, no reasons given as to why you should save her and how you know her.  With Severance, I wanted to create a game where you met the character in distress beforehand.  I also wanted to play around with the idea of the protagonist being in distress as well, and having the antagonist be some sort of otherworldly force.

progress
Check out the change log below.

team
Evan McClane (ev149) - Art, Design, Programming
Garret Cain (not a TIGer) - Design, Dialog
[unknown] - Music
change log
11 Dec 2011:
  • Added some new tiles for slopes & other environments
  • Map time and lives are now variable (lives are buggy at the moment)
  • Did a simple running animation skeleton
10 Dec 2011:
  • Options menu finished
  • Minor bug fixes
  • Did some character design sketches, still not happy with any of them
  • Added simple engine demo
30 Nov 2011:
Progress has been slow going as I've been working overtime to afford Christmas presents

  • Fixed GM (for now)
  • Implemented basic gameplay mechanics (ex. time limits, spawn points, etc.)
27 Nov 2011:
  • Game Maker decided to stop working today
  • Create a level editor UI
26 Nov 2011:
  • Finished title screen parallax
  • Began character concept sketches
  • Redid title screen
  • Designed UI
24 Nov 2011:
  • Fixed some glaring bugs in the engine
  • Began font handling implementation
  • Added title screen, working on some parallax for it
23 Nov 2011:
  • Created devlog
  • Basic fixes to the engine
Hand Thumbs Up Right
« Last Edit: May 16, 2012, 04:16:15 PM by ev149 » Logged

emacs
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« Reply #1 on: November 23, 2011, 06:42:22 PM »

It's being made in Game Maker.  I have no idea when this will be finished, but hopefully I'll get a beta with most of the levels done in the next few months (March, maybe?).
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emacs
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« Reply #2 on: November 26, 2011, 02:13:32 PM »


Is this better or worse than the original?
« Last Edit: November 26, 2011, 02:38:08 PM by ev149 » Logged

happymonster
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« Reply #3 on: November 26, 2011, 02:28:53 PM »

Better for me
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emacs
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« Reply #4 on: November 26, 2011, 02:35:51 PM »

Cool.  After staring at the first one for a while it looked too boring and flat.  Hopefully this is better.
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Ashkin
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« Reply #5 on: November 26, 2011, 03:07:27 PM »

It looks really good, but I feel the bright palette doesn't really suit the somber mood I think you're trying to capture. Maybe tone down the colours a little?
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jazeker
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« Reply #6 on: November 26, 2011, 03:08:41 PM »

I liked the green grassy ground better, but the red buttons make sense.
I'd really like to see some gameplay though  Smiley
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emacs
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« Reply #7 on: November 26, 2011, 03:19:41 PM »

Ashkin - Thanks.  I played with the colors a lot and couldn't get anything that didn't look muddled.  If you have any suggestions, throw 'em at me!
jazeker - As you progress through the game, the environment will change, so you should see a grassy, lush environment eventually.  As for gameplay, it's pretty rudimentary right now - you can move around, and that's about it.

EDIT: Did some UI design.
« Last Edit: November 26, 2011, 05:09:23 PM by ev149 » Logged

JackMenhorn
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« Reply #8 on: November 26, 2011, 05:34:01 PM »

If you need music, check out my portfolio and hit me up if you like it.   Hand Metal Right
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Sound Designer<br />www.jackmenhorn.com

Nova-111 OST: https://jackmenhorn.bandcamp.com/album/nova-111
emacs
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« Reply #9 on: November 26, 2011, 06:01:02 PM »

Thanks for the offer.  We're planning on waiting until we've got more of the game developed before hiring a composer.

EDIT:  GM's giving me a "Cannot find valid runner data" error when I try to run the game. Concerned
« Last Edit: November 26, 2011, 09:22:42 PM by ev149 » Logged

emacs
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« Reply #10 on: November 30, 2011, 02:32:18 PM »

I've finally got GM working again.  Hooray!

Progress has been slow going as I've been working overtime to get some more money to buy Christmas presents for my family.  I still don't know what direction to go in with the characters - I like the way the characters in The Walled Garden look, but I don't want to completely rip off Bones' designs.  Lioness has some cool animations that remind me a lot of Prince of Persia.  I'm trying to figure out a way to combine these styles and make them my own.
I also need some help with a tutorial - I'm not sure whether we should do a basic tutorial level that tells you what each object is, how to use the UI, etc; or if we should put you into a (simple) level and figure how to do it yourself with some basic clues.

Cheers,
ev149
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emacs
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« Reply #11 on: December 10, 2011, 11:35:41 AM »

Download out now!
This is a super duper really early version of the engine.  The options menu is disabled as it's unreliable, and there's only one level.  Sounds (except for the select sound) are removed to keep the file size down.  To start, just hit play in the main menu.  When in the game, use the arrow keys to move.  Click on the circular arrow icon to restart the level, or the X to return to the menu and quit.  The button at the top right opens up the inventory (which is empty).  The water isn't done yet, so all it does it make you move slower.  Enjoy, and tell me any suggestions you have.

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Taugeshtu
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« Reply #12 on: December 10, 2011, 12:51:02 PM »

Autojump could improove this thing.
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« Reply #13 on: December 10, 2011, 01:14:41 PM »

Not sure what autojump is, care to expand?
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08--n7.r6-79.84
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« Reply #14 on: December 10, 2011, 01:30:05 PM »



i love art style of game, but i can't out from first room  Cry
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emacs
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« Reply #15 on: December 10, 2011, 03:11:04 PM »

Yeah, this is just a demo showing the basic platformer engine and what not.  Other levels are still being designed.

Also, character sprite sketch thing:
« Last Edit: December 10, 2011, 03:23:46 PM by ev149 » Logged

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« Reply #16 on: December 11, 2011, 01:38:46 AM »

Quote
Not sure what autojump is, care to expand?
You press "jump" button, right?
You, well, obviously, jump!
You still hold "jump" button,
You hit the ground,
And here should be autojump. This means new jump every time you hit the ground if jump button is pressed..
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« Reply #17 on: December 11, 2011, 08:20:07 AM »

Oh, I get it.  I'll get right on that. Smiley
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