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TIGSource ForumsCommunityDevLogsPainters Guild [OUT NOW]
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AD1337
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« Reply #720 on: February 03, 2015, 11:41:13 AM »

I made some assets too brown then I made them more colorful



 Smiley
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oldblood
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« Reply #721 on: February 03, 2015, 03:12:43 PM »

Brown is really in right now.
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AD1337
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Lucas Molina


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« Reply #722 on: February 04, 2015, 11:12:47 AM »

Brown is really in right now.

I guess lots of games are too brown.



I'm not 100% happy with all these assets yet, but I guess it's okay because they're a first pass. I can iterate on them for a while until they're okay. But I think I'll move on to their implementation now and go back to the art later.
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AD1337
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Lucas Molina


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« Reply #723 on: February 05, 2015, 01:23:31 PM »

Guild customization!



Playing around with it so much that the patron gets impatient and leaves  Grin
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Gueib
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« Reply #724 on: February 06, 2015, 04:53:37 AM »

How does it impact gameplay?
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AD1337
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Lucas Molina


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« Reply #725 on: February 08, 2015, 04:03:16 PM »

How does it impact gameplay?

It doesn't yet, but more expensive guild parts will attract richer customers. I'm bringing back the prestige resource for this (actually it was always there, it just did nothing since the first alpha).



I'm doing Finish a Game Jam with the developer of Dreaming Sarah to see who can finish their game in the next week!

(it's pretty much impossible to finish, I'm just using this to motivate myself to get a lot done)
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AD1337
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Lucas Molina


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« Reply #726 on: February 08, 2015, 04:54:00 PM »

Mouse-over preview of guild parts. There are some details/juice that will be very important to communicate how this guild customization window works:

-"Customize" title in the upper part of the window.
-highlight when mouse over the guild parts and the squares. Also a brighter highlight on click.

-preview images inside the squares (obviously).
-update the prestige gain and gold cost (obviously).
-make it actually cost gold and gain you prestige (obv).
-make the window draggable or figure out a way to make it not interrupt gameplay, maybe put it where the artist UI is. Or force pause the game when the player opens it.



GOTTA GO FAST LVL 8 WOOOOOOOOOOOOOOOOOO  Grin
« Last Edit: February 09, 2015, 04:38:12 PM by AD1337 » Logged

AD1337
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Lucas Molina


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« Reply #727 on: February 09, 2015, 05:46:47 AM »

juicin' - I tried doing a highlight on click, but it looked too extreme. So it just changes from blue (hover) to green (selected).



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AD1337
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Lucas Molina


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« Reply #728 on: February 09, 2015, 10:55:46 AM »

New pause effect: darker corners and sepia tone.



Also it says CUSTOMIZE now. Maybe it should be CUSTOMIZE ROOM?
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AD1337
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Lucas Molina


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« Reply #729 on: February 09, 2015, 12:23:11 PM »

A few notes on a quick playtest:

-Remove the combo system. Probably. It's not a good way to pace the flow of patrons. It sets the player up for failure, when it should be setting up to almost failure and miraculous success.

-The wanted style should come with the painting, not in the "TREND" UI button/window. It's not practical to look at that UI button to figure out in which style to paint. It should be right in the painting, both in the request and when the canvas is placed in the guild.

-When the painting is sold and was made in the right style, the "bonus gold gained" floating text should have the style icon in front of it, so that the player knows he is getting that "+15" due to the style.

-Similarly to the above, there could be a red "-10" and a hollow star icon to indicate that the painting was below expected quality, and exactly how much he lost due to that.

-There should be some satisfaction feedback from clients. Instead of the standard "Grazie", they should say "Perfect!" "Not quite" and so on, depending on how pleased he/she was with it. Maybe use mood icons for this too, the smiley heads above patrons.

-If an artist returning to the guild is left outside, they should call for attention after a while. This makes sure the player doesn't "forget" an artist outside because he's mixed in with the line of patrons. This should work for idle artists in general. Maybe have a *yawn* or hey! above their heads, something like that.

These are kind of small changes and I will throw away some progress, but it's for the good of the game  Smiley
« Last Edit: February 23, 2015, 12:49:49 PM by AD1337 » Logged

Gueib
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« Reply #730 on: February 09, 2015, 04:11:00 PM »

Nice progress. The jam is serving its purpose.  Coffee
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AD1337
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Lucas Molina


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« Reply #731 on: February 12, 2015, 02:20:08 PM »

The customize room UI is pretty much done, I just need to do the preview inside the squares. (DONE!)



There is also some functionality to do with the prestige. (DONE!)
« Last Edit: February 23, 2015, 12:57:53 PM by AD1337 » Logged

danieru
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« Reply #732 on: February 12, 2015, 06:34:39 PM »

There's about 40 hair types (20 male, 20 female) and the same for clothes and hats, plus 15 eye types. Then there's 4 hair colors and 3 beards. That goes up to over 1 million possible artist looks (I think?)

My math says 7.2k. It could be wrong or missing a variable. It went 40 * 15 * 4 * 3 = 7200. Still a ton and they look high quality which is what matters IMHO.
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AD1337
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Lucas Molina


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« Reply #733 on: February 13, 2015, 04:34:20 AM »

There's about 40 hair types (20 male, 20 female) and the same for clothes and hats, plus 15 eye types. Then there's 4 hair colors and 3 beards. That goes up to over 1 million possible artist looks (I think?)

My math says 7.2k. It could be wrong or missing a variable. It went 40 * 15 * 4 * 3 = 7200. Still a ton and they look high quality which is what matters IMHO.

You missed the clothes and hats, there's 40 possibilities for each of those too. The exact number would be kind of hard to calculate, you'd have to consider only men have beards too. I guess it's a shit-ton of possible looks.
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AD1337
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« Reply #734 on: February 13, 2015, 11:48:09 AM »

We have previews inside the squares now!



They're the actual sprite cut inside the square by a mask, so I can update the sprite without having to update the preview square.
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gimymblert
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« Reply #735 on: February 14, 2015, 08:52:04 PM »

(20 hair style x 4 colors) x 20 hats x 20 clothes x 15 eyes x 3 beards (1 440 000 men variations)
+
(20 hair style x 4 colors) x 20 hats x 20 clothes x 15 eyes (480 000 women variations) = 1 920 000 character variations
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danieru
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« Reply #736 on: February 15, 2015, 05:11:12 AM »

You missed the clothes and hats



That I did, sorry for the sidetrack.
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AD1337
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Lucas Molina


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« Reply #737 on: February 15, 2015, 05:50:13 PM »

Thanks Gimym JIMBERT and danieru for caring about the game Smiley

I love it when people post here!  Grin














A bunch of stuff for Screenshot Saturday. I tweeted one screenshot and I think it will lead to an article. Yay!  Beer!
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AD1337
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Lucas Molina


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« Reply #738 on: February 18, 2015, 03:06:04 PM »

Only minor progress in the last couple of days, nothing worth screenshotting or gifing.

I fixed a thing with the roof, but I realized that roofs need an internal part, like a chandelier, something hanging from the ceiling. Trust me, this is really important. Just trust me.

Client types are now linked back to prestige like in the alpha, instead of highest skilled painter as it has been for a long time. So expanding and customizing your guild is super important to make more money.
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oldblood
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« Reply #739 on: February 18, 2015, 03:11:55 PM »

Love all the little details. Almost has a "Game Dev Tycoon" feel to the management of artists that I think works well. This seems like one of those games I'd play expecting to stop after an hour... only to realize later I've sunk an entire evening into it...
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