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TIGSource ForumsCommunityDevLogsBonfire - comes out March 26!!!
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Author Topic: Bonfire - comes out March 26!!!  (Read 40276 times)
Chris Pavia
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« Reply #20 on: August 21, 2012, 08:33:56 AM »

How do the tooltips work that require the characters to have a portrait or something there? Can you post a screenshot or mockup? I think that's the bit that's causing me some confusion.
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« Reply #21 on: August 21, 2012, 08:46:45 AM »

You just hover your mouse over the character's portrait and it displays a tooltip with character's name, description, and stats. If I remove the portrait, there's simply nothing to hover over. I could make the healthbar itself display that information, but it's less intuitive. Tooltips appearing when you hover over the battle sprites would be too annoying.
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Tom Grochowiak
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Chris Pavia
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« Reply #22 on: August 21, 2012, 08:58:08 AM »

Having a whole portrait who's only function is to act as a background for a stat screen seems like overkill to me when there could be a little "more info" or "stats" icon the user can click to call up that UI info.

But if you personally like the portrait thing then you don't really need to justify it to me. I just like the actual character sprites so I wanted to point out a potential way to focus attention on them more. It's certainly not a game-breaking deal either way. Tinting them blue is a good comprise between the the extremes, though.
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« Reply #23 on: August 21, 2012, 09:19:18 AM »

Yeah, I realize it's a detail, but I'm a perfectionist, and I do understand your concerns. Some other people pointed it out too.

It's just that I haven't thought of a better solution so far. Every object in the game has some tooltip (it's one of my design principles - the screen should display only critical data, advanced info should be a tooltip away), so the player will likely expect the portraits to bring one up as well. Having a button would be different from how the rest of the game behaves, and buttons in general make everything look more complex and technical.

For now, I will keep the tinted sprite solution and see how it goes. Maybe I'll come up with something better later, or maybe it'll just work fine. Thanks again for feedback.
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Tom Grochowiak
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« Reply #24 on: August 27, 2012, 11:11:26 AM »

Some new monsters:



Plague rat, rat queen, odillon.
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Tom Grochowiak
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« Reply #25 on: October 05, 2012, 11:56:44 PM »



GUI got simplified. Looks much nicer this way and should be less confusing to new players. Also, some new enemies.
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Tom Grochowiak
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« Reply #26 on: October 06, 2012, 12:14:10 AM »

*subscribing to the thread*
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« Reply #27 on: October 18, 2012, 11:29:03 AM »

Officially announced the game on our website:
http://moacube.com/news/announcing-bonfire/
http://moacube.com/games/bonfire/

Which also means new screenshots (more in the links above):


I plan to have a small closed demo available soon to gather early feedback. Anyone interested in giving it a go?
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Tom Grochowiak
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« Reply #28 on: October 21, 2012, 11:27:34 AM »



Trying to de-casualize it a bit, as I received some comments that it looks too much like a facebook game. I want cartoony and lighthearted, but not Barbie Adventures in Ponyland lighthearted.

We're also considering adding some details and outlines to the backdrop to make it look less like something out of a flash game.
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Tom Grochowiak
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« Reply #29 on: October 21, 2012, 12:00:02 PM »

This game looks awesome! Shall be following...
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« Reply #30 on: October 24, 2012, 01:30:46 PM »

Option A or B for the backdrops?

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Tom Grochowiak
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« Reply #31 on: October 24, 2012, 01:57:34 PM »

B but darken the dunes
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Uykered
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« Reply #32 on: October 24, 2012, 04:48:45 PM »

B for sure, keeps the focus on the sprites and looks nicer too.
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« Reply #33 on: October 24, 2012, 07:58:45 PM »

B for sure, keeps the focus on the sprites and looks nicer too.
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« Reply #34 on: November 17, 2012, 04:03:42 AM »

Work on the game continues. I think we're slowly finding the right balance between cute and dark. The game slowly stops looking like a prototype.



Progress on mechanics and content is also good. We only miss one bigger feature, some polish, and some sounds/music before I can make the Alpha publicly available.

Gotta say I'm having tons of fun with this. Haven't designed a mechanic-centric game in ages.
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Tom Grochowiak
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« Reply #35 on: November 17, 2012, 07:51:33 AM »

I think some of the designs are not very clear, like that enemy in the center, at first glance I thought he was some kinda of giant rat or wererat but i see now that he's wearing some kind of animal skin.
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« Reply #36 on: November 30, 2012, 07:35:43 AM »

New version of the desert background. With animated heat distortion and shit. So basically The Lion King:

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Tom Grochowiak
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« Reply #37 on: November 30, 2012, 10:56:40 AM »

The backgrounds look great! I love the sprites and the range of colors. Nice work!
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« Reply #38 on: November 30, 2012, 05:32:59 PM »

Thanks. At some point, I need to make a gif showing the progress through all iterations, including the earliest prototypes. It's cool to see how the game slowly attains its final style.
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Tom Grochowiak
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« Reply #39 on: December 16, 2012, 11:46:54 PM »

I have a test build ready and I'm looking for some early gameplay feedback. If you would like to try it out, let me know. Especially if you have experience in making roguelikes/RPGs.
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Tom Grochowiak
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