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TIGSource ForumsCommunityDevLogsWanderer - Lo-fi Sci-fi Adventure RPG
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Author Topic: Wanderer - Lo-fi Sci-fi Adventure RPG  (Read 67382 times)
oldblood
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« Reply #100 on: June 30, 2015, 06:06:13 AM »

Congrats on the new family member and the resounding success of the Collective campaign.

Thanks for sharing the numbers. It's interesting to see. And yes, I would definitely imagine the registration process is a huge barrier for voters but definitely seem to generate views and interest and now you have support lined up for the Kickstarter so, huge strides...

...Those waves look great btw.
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Christian
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« Reply #101 on: June 30, 2015, 07:05:36 AM »

Definitely excited for that Kickstarter, any ideas when you'll be launching your campaign?
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« Reply #102 on: June 30, 2015, 11:41:40 PM »

Congrats on the new family member and the resounding success of the Collective campaign.

Thanks for sharing the numbers. It's interesting to see. And yes, I would definitely imagine the registration process is a huge barrier for voters but definitely seem to generate views and interest and now you have support lined up for the Kickstarter so, huge strides...

...Those waves look great btw.

Thanks a lot! Smiley

Definitely excited for that Kickstarter, any ideas when you'll be launching your campaign?

The current plan is somewhere in September, but it can still change of course, for instance if some guys like them launch their KS just before... Smiley
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« Reply #103 on: July 01, 2015, 12:34:09 AM »

Congrats on the life achievement and the collective campaign. Toast Left

The end of the year is going to be loaded with sci-fi games if the Soret bro's are also launching their KS, which cannot be a bad thing. I would back both of your games. Tongue
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« Reply #104 on: July 03, 2015, 06:55:18 AM »

Congrats on the life achievement and the collective campaign. Toast Left

The end of the year is going to be loaded with sci-fi games if the Soret bro's are also launching their KS, which cannot be a bad thing. I would back both of your games. Tongue

Thanks a lot! Smiley

And as I'm here, here's another first glimpse of what we're currently working on:



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Impmaster
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« Reply #105 on: July 03, 2015, 07:22:10 AM »

Generally when I see pixel art platformers I run away. Congrats, this hooked me.
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Pixel Noise
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« Reply #106 on: July 05, 2015, 05:50:07 PM »

Great to see your support vote turn out so well! I've been looking forward to this KS campaign since the first time I saw the project, months ago :D

Congrats!
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« Reply #107 on: July 23, 2015, 01:14:27 AM »

Sorry for the lack of updates recently, we've been quite busy preparing a first alpha build of the game and of course it required more work and took more time than expected... Smiley

But we're getting somewhere now, and well, I must admit that the first feeling I had after having mostly everything complete is actually disappointment... Yep, so much work to finally have only a 5 to 10 minutes demo is quite disappointing, but then I realized that it shows something like only 25% of everything we made on the project, but the other 75% are invisible things (all the threading management to load the game progressively, the save system, etc...), or are tools like the real time game editor, or not already used like the pathfinding management or finally not still in a state we can already show it like the gun management or combats. So, after all, I'm finally really proud of this first build, the project starts to feel like a real game with menus, sounds, cutscenes, dialogues, etc... And I'm really happy on how everything ties together, I'm really enjoying going through this demo even if I do it more than 10 times a day, Kaiser made an amazing work on the animations and all the art assets or on the first dialogues/descriptions.

And on the technical side, I'm really happy on how everything is flexible, as all the game is made in Lua, it allows scripts to be plugged everywhere without much work (interactions, dialogues, cutscenes...) and they are of course extra powerful as we can access anything with them.
You know that feeling when at some point you know that you'll need to refactor most of your work to be able to continue adding things to your game? Luckily on this project it's the total opposite, I'm really happy on how everything is working and totally confident that the whole game will be able to be developed quickly and without further refactoring, the bases are really solid, and not only on the technical side, I actually hope that it's the overall feeling that this first build will give to the testers.

So, we're still putting the final touches on this first build, we'll then share it privately to receive first feedback about the game (it's both exciting and scary...), and then we'll move on preparing the trailer for the KS campaign, so far the plan is still the same (September for the campaign), but time is running out so fast...

Here's some screenshots from this first build (1080p if you open them in a new window):












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oldblood
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« Reply #108 on: July 23, 2015, 05:08:00 AM »

Great to see an update and glad to hear the demo is coming along so well. I had a very similar reaction when it took almost 3 months to put together the alpha for my game and it was just the first act. But if you lay the foundation properly (and it sounds like that's exactly what you've done) you should start seeing all the hard "invisible work" pay off. The pace will pickup.

Looking forward to backing this...
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« Reply #109 on: July 23, 2015, 08:51:47 AM »

Can't wait to play it!
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Pixel Noise - professional composition/sound design studio.
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« Reply #110 on: July 24, 2015, 12:02:10 AM »

That special moment, when every piece you made separately come together and make you feel that, yes, that's the game you envisioned. Spending time on the tech and more particularly on tools and editors is always worthy.

When you say that you don't really need to refactor stuff, is it really because of lua features or don't you think that you just got more experienced and have more confidence in your soft architecture? Tongue I don't know lua, but with the experience I often think ahead of time and sometimes I'm surprised to notice that my past self already thought about that special edge case I'm working on right now.
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« Reply #111 on: July 24, 2015, 04:12:27 AM »

Thanks for the comments!

Quote
When you say that you don't really need to refactor stuff, is it really because of lua features or don't you think that you just got more experienced and have more confidence in your soft architecture? Tongue I don't know lua, but with the experience I often think ahead of time and sometimes I'm surprised to notice that my past self already thought about that special edge case I'm working on right now.

Yep I must admit it's a bit of both, Lua is super flexible and allows to develop really quickly (closures, I love you so much...), and my past experiences are of course helping a lot, I had the chance to work on a lot of different projects with different scales in the game industry or the defense one, so it's a lot easier for me now to plan things for the long term.
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Tomislav
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« Reply #112 on: July 24, 2015, 08:06:54 AM »

I want this game! Seriously, get back to work! Smiley
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Fenrir
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« Reply #113 on: July 24, 2015, 08:30:22 AM »

I want this game! Seriously, get back to work! Smiley

We never stop! Smiley
Today I made some initial tests for displaying laser shots (it's of course WIP):

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sueds
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« Reply #114 on: July 24, 2015, 02:01:38 PM »

Really nice project !

What tool are you using ? Custom built ?

Cheers
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Fenrir
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« Reply #115 on: July 26, 2015, 04:31:03 AM »

Really nice project !

What tool are you using ? Custom built ?


Thanks! The game is developed with LÖVE (https://love2d.org/), and on top of that yep I developed some custom tools for scenario and scene editing.
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« Reply #116 on: July 26, 2015, 07:33:21 AM »

Oh nice ! I didn't know löve was open source. I came across few years ago but never payed attention. Anyway, nice seeing your progress. I should probably do the same.
Love the art and good luck with your crowdfunding. 
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Fenrir
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« Reply #117 on: July 29, 2015, 05:38:09 AM »

Big milestone achieved today, we shared a first private build of the game! As I said, it's a really brief sequence, full of placeholders, and it only shows the exploration/adventure part, but I'm really proud of it! We'll see how it's received now... Smiley


And now, we're back preparing the KS!
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Pixel Noise
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« Reply #118 on: August 19, 2015, 02:00:13 PM »

Guys, huge strides over the last few months! The Collective page looks super polished (first time I ever heard of it!), and I think the choice to do an episodic release is a great one.

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Pixel Noise - professional composition/sound design studio.
 https://soundcloud.com/pixel-noise
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 https://pixelnoisemusic.bandcamp.com/

Recently completed the ReallyGoodBattle OST!  https://www.youtube.com/watch?time_continue=2&v=vgf-4DjU5q
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« Reply #119 on: August 19, 2015, 02:20:16 PM »

Can I just say I am really looking forward to this game? The artistic choice is wonderful along with the character designs. 

Glad to find out it's episodic too. Just means more to look forward to. I already consider myself a fan, silly as that may sound.

Looking forward to your kickstarter! I'll be sure to back it! Smiley   
« Last Edit: September 22, 2015, 04:49:03 PM by DigiCheer » Logged
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