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TIGSource ForumsCommunityDevLogsVagante Alpha 8 Demo
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Squidly
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« Reply #300 on: September 18, 2014, 07:13:07 AM »

You guys unfortunately coincided with the whole twitter deal that kinda drowned everyone out. I saw a lot of Kickstarters go down the last month because, well, it's hard to see the indies through this mess.

You have some fantastic work, I'd do early access in a heartbeat.

If that doesn't work out, though, try another Kickstarter in like a month or two, after all of this has cooled down ._.
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clockwrk_routine
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« Reply #301 on: September 23, 2014, 10:08:18 AM »

we're just gonna go the early access route, the kickstarter was really tiring and I did not sleep very well.  But you know it's was good to kind of figure out what we had to do to get in front of press and streamers.  Anyways that's behind us which is good, we're just focusing on making the game again.

A lot of work has been done on items, which I'm gonna bite my tongue to not reveal anything but we can do a lot more with them -.- but it's exciting ....


redoing a lot of the designs and adding more types, i'm being anally meticulous about it so it's taking a while.  Although it'd be cool to have a graphic that matched the attribute description, there's going to be too many attributes for that to be feasible.  I remember earlier I thought it'd be cool if items were composed of parts that corresponded to attributes, like scaled leather boot [base] and then attaching spiked soles during item generation.  or another example different hilts and different blades composited on eachother so long as their gfx aligned.  Not gonna do but it's a cool idea, save it for later.

also we're integrating things on the steam, and working on our page so hopefully we can have a store page up come october. how bout this new steam stuff.  Ive got nothing to say
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Christian
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« Reply #302 on: September 23, 2014, 10:39:56 AM »

You guys unfortunately coincided with the whole twitter deal that kinda drowned everyone out. I saw a lot of Kickstarters go down the last month because, well, it's hard to see the indies through this mess.

You have some fantastic work, I'd do early access in a heartbeat.

If that doesn't work out, though, try another Kickstarter in like a month or two, after all of this has cooled down ._.
Vagante, Super III, Tetropolis, Kaptain Brawe 2...all the KS's in that time frame didn't do well. It's a shame. I'm really surprised Vagante didn't succeed, considering how similar campaigns like Catacomb Kid did.
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« Reply #303 on: September 23, 2014, 11:19:13 AM »

Kickstarter is dead. Too many non-finished projects killed it.
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« Reply #304 on: September 23, 2014, 11:26:46 AM »

Kickstarter is dead. Too many non-finished projects killed it.

Oh, when you said that before I thought you were saying the Vagante kickstarter was dead which seemed really rude.

I wouldn't say Kickstarter is dead though, it's just harder to get noticed on it. There are many projects getting funded still.
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« Reply #305 on: September 23, 2014, 01:16:46 PM »

Kickstarter is dead. Too many non-finished projects killed it.

Oh, when you said that before I thought you were saying the Vagante kickstarter was dead which seemed really rude.

I wouldn't say Kickstarter is dead though, it's just harder to get noticed on it. There are many projects getting funded still.
I've been maintaining perhaps the most comprehensive Kickstarter list since Feburary and not only are numerous projects being funded, tons of funded Kickstarters/Indiegogos are finally being released or are playable this year

Shovel Knight, Divinity OS, Wasteland 2, Dex, Octodad, Gods Will Be Watching, Darkwood, The Red Solistice, Windforge, Sunless Sea, The Long Dark, Among The Sleep, MAV, Tabletop Simulator, Habitat, Road Redemption, RimWorld, See No Evil, Battle Worlds, Consortium, Planet Explorers, SpinTires, The Fall, Freedom Planet, Spark Rising

And this fall, Distance public beta, Neverending Nightmares, Chasm, Cosmochoria, TinyKeep
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clockwrk_routine
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« Reply #306 on: September 23, 2014, 01:44:55 PM »

yea it's jumping the gun to think that ks is dead -- it was probably just a bad time to launch, we could have also done more press work before launching. yea there are probably a lotta other factors, but you know we made almost half our funding goal which is pretty good I think, 23000 is not a small amount.
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clockwrk_routine
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« Reply #307 on: September 24, 2014, 11:15:45 PM »

Struggling with the environment again.  Environments are so hard, especially with procedural generation because you have to account for how all the rooms will seamlessly connect to eachother in a way that makes sense.  Environment art also isn't really my expertise so I've been learning as I'm going.  I want a more organic background that isn't confined to a tile grid, because I want a certain atmosphere and I want the scenes to go far back, that I find is hard to get with a hodgepodge of tiles but maybe I'm just doing it wrong?  Maybe I need to simplify my tileset and just add variations, like I have too many disimilar rock textures in the cave that it becomes collage.

At first I was thinking maybe a static huge ass background for each area would work, but that's a lot of work, and would it even be worth it?  And it doesn't make the foreground tiles make any more sense, in how they are carved out.  

So I dunno, what I'm gonna experiment with tonight, is having a room sized autotiling background, that will fill based on how the rooms are laid out.  I feel like it'd be the best solution, but everything comes down to execution (I dunno if I got the chops.)

edit: nope - too much work, actually just harmonizing the colors on the tiles more and tweaking contrast helps loads.  I kind of been figuring out the art direction of the game as I've been going, while also getting better at pixeling, for instance the designs of the first area monsters compared to the second area monsters, they're just more vibrant - and I dunno kind of feel like they've become ill suited.  I dunno doing some of these items, makes me kind of want to steer in a more serious/grim direction when approaching future designs and also redoing old ones.  Finding more of a theme obviously would be good, again the whole hodgepodge problem, throwing a bunch of disconnected designs and hoping that they play well with eachother.
« Last Edit: September 25, 2014, 02:12:33 AM by keo » Logged
aberrantmike
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« Reply #308 on: September 25, 2014, 03:32:39 PM »

https://www.dropbox.com/s/7rk9amhn7qm5aaj/vagante-offscreendeath.png?dl=0

Ah! just had the worst death, found those boots that let you mid air jump and jumped off screen!
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clockwrk_routine
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« Reply #309 on: September 25, 2014, 03:36:13 PM »

avoid the void
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Rat Casket
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« Reply #310 on: September 26, 2014, 07:09:56 AM »

i now read this title as Vigilante 8 demo and im cool with that
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Rebusmind
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« Reply #311 on: September 26, 2014, 11:20:00 AM »

i now read this title as Vigilante 8 demo and im cool with that
Exactly my thoughts. Where are the cars!?
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clockwrk_routine
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« Reply #312 on: September 26, 2014, 11:41:09 PM »

every class is a vehicle
loot is replaced by mufflers and fenders


here's some new tileset work, strikes me as odd that there's castle ruins in this cave haha
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clockwrk_routine
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« Reply #313 on: September 29, 2014, 12:09:33 AM »

been super productive lately
the cave is finally starting to feel fleshed out



we're reserving those castle/catacomb tiles ^ for another area of the game.
another area of the game is being worked on.
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clockwrk_routine
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« Reply #314 on: October 06, 2014, 01:51:40 PM »

post a little update on what we're all working on, on our blog

and here's some stuff on pixeling tiles:

continuing tile work, I feel like I got a good work flow going on.  I've been playing around a lot with grafx2 features.  My documents consist of one layer that's a screengrab from the level editor, then work on top of that on another layer.  

Most of my tiles I've been pumping out lately are 16 set autotiles, on the working layer I'll block in flat colored tiles, mocking up level geometry.  Then I draw a 1px border around the new tiles this is for tile drawing mode which recognizes similar tiles and when you draw on it transfers to all similar tiles.

I've also been using the shading drawing mode, which when you pixel you will step through a defined color ramp for that color.  Which has saved a lot of time not having to go back and forth between my palette or using the eyedropper.  Also I'm finding it frees me up quite a bit to explore designs.
« Last Edit: October 06, 2014, 02:07:28 PM by keo » Logged
clockwrk_routine
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« Reply #315 on: October 16, 2014, 03:16:13 AM »

meep meep
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clockwrk_routine
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« Reply #316 on: October 20, 2014, 10:56:03 PM »

Quote

red eyes so evil.  jagged sword is kind of cheesy.  I shrunk their designs, they felt too cramped in game.  colors still need work.
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DarkWanderer
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« Reply #317 on: October 21, 2014, 06:32:20 PM »

What do you mean by cramped? They didn't visually fit in the grid based level structure too well?
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Blambo
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« Reply #318 on: October 21, 2014, 06:38:21 PM »

i get that a lot of the look is supposed to be really diminished and subtle but i feel like one light element wouldn't hurt, like maybe on the blue hair/feathers. right now it feels way too dull

the designs are definitely cool though
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SolarLune
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« Reply #319 on: October 22, 2014, 08:07:44 AM »

Yeah, I like the desaturated color scheme, but it could use some basic lighting. Then again, if it's not there on your other sprites, then maybe you shouldn't add any.
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