This looks wonderful. I saw a video recently dissecting a co-op mechanic which might be of interest to you guys.
Thanks for the tip!
I'm surprised this is all done with Construct 2. How is your experience with it so far? You talked about its ease of use for a non-programmer, but I'm more interested in the performance aspect. On the Construct forums many people have been complaining about frame rate "jank", and their games can't possibly be as resource intensive as one with "little to no reuse of art assets" like yours.
The frame-rate stutter "jank" seems to be an on-going issue no matter how resource heavy a project is. That said, it hasn't been much of an issue for us. There was stuttering a few versions back but we're not experiencing anything of that magnitude at the moment.
Regarding performance in general, our scenes/layouts are around 10k pixels in width and we're using multiple effects at all times. The two main characters have about 35 animations each (and growing) which equals roughly 350 frames per character. Current estimated image memory is 200-350mb per layout. We are trying our best to regularly optimize and be wary of asset usage.
Everything is running in 1080p, 60fps on dedicated graphics and 40-50fps on my brother's Surface Pro 2 (Intel HD4400). We're shooting for 60fps on decent CPU's with integrated graphics. I can't promise anything but based on current performance measures, I'm feeling optimistic.
Yesssss, love the art and ponderous tone!
and statements like "jumping on to a platform at least twice the size of your character or wall jumping among other things was a big no-no in terms of game design." and "We’ve also chosen to refrain from using any form of in-game text and dialogue" - be still my beating heart!
Thank you for noticing, creating a believable experience is very important to us.
I love this project. The art is beautiful and I love that you're building in mechanics that help strengthen the bond between players. I'd love to hear more about how the mural-story system works - very intriguing!
Also, do you have any thoughts about control schemes/how the two players will play? Will it be local co-op on one machine, or LAN/internet?
The question of offering online co-op is still on-going for us. I did actually manage to get online running early on but it was not as fluid as I wanted it to be. I haven't fiddled with it since but I do intend to revisit again.
It looks so nice, i love the light you've used in the enviroments, all the best!
Thank you!