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TIGSource ForumsCommunityDevLogsFrog Days
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swordofkings128
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« Reply #120 on: September 19, 2016, 04:34:26 PM »

Jay Tholen thank you! The game takes place in a different reality than our own. You never leave the apartment the game takes place in so all backstory about the world is told through what's in the file worlds, diskmags, and other stuff on the computer as well as what's inside the apartment itself. No puzzle solutions are hidden in the written stuff so it's not necessary to "completing" the actual game.

Mr. Yes, thanks too. I don't know how good Frog Days will be in comparison to either but I agree there are a lot of very interesting projects going on! One you might want to keep an eye on is Mirror Mall.
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rj
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« Reply #121 on: September 19, 2016, 05:22:36 PM »

honestly if crttr is even half as good as frog days i'd be blessed to be a part of it
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swordofkings128
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« Reply #122 on: September 20, 2016, 05:58:56 AM »

Hehe you might regret that later on if my worst fears are realized and frog days is a pile of bupkis! Just kidding Grin! We'll see which is the more gooderest but in terms of atmosphere alone CRTTR is a hard one to beat... I really admire how alien it is.
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swordofkings128
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« Reply #123 on: September 27, 2016, 03:22:27 PM »

Been working on desktop animations for various things:






There are a lot of these types of animations on the desktop for silly things. I would like to work mainly with placeholder graphics but it's so hard sometimes to not just go model and animate the final thing! However still nice progress has been made on the amount of desktop "puzzles" implemented. So far 20 are done.

I also made a robot for a desktop animation where it shoots a laser at something:



And a chicken concept for good measure:
« Last Edit: January 25, 2017, 07:16:03 PM by swordofkings128 » Logged

swordofkings128
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« Reply #124 on: October 04, 2016, 02:40:06 PM »

I have been working on a lot of stuff that doesn't exist in the real world, so that usually means sketching something up and modeling it(or just jumping into modeling). Yesterday I was thinking about a puzzle I have involving a broken soda fountain. Basically the puzzle has to do with a little alien kid telling you the soda fountain is broken and to fix it since it's thirsty.

You might wonder "Geez what is with all this space crap!" but several months ago I decided to take a more interesting turn with the "plot" and it's coming along very nicely. Plus, it's a good way to have a being in the world without it being a human. I'm not against modeling people, at first I was as my skill was nowhere near the level necessary. But now it wouldn't be a huge issue to model people in 90s CG style. But any human faces or people in general are limited strictly to background details such as movie posters or billboards.

*I'm here to click on assets and write a topic post, and I'm all out of topic posts!*

Maybe this is something I mentioned at some point but there are no visible human characters in Frog Days(or really not many characters to speak of without spoiling big stuff!). They're left in the diskmag articles and news blurbs, but never described appearance-wise. I'd rather the humans in the lore be blank slates people can just imagine how they look. Plus modeling not-people is a lot more fun and interesting than modeling people!

Anyway, here's the alien kid previously mentioned:


Kind of wanted to show a step by step process but I scrapped my first attempt because the head ended up not looking enough like the sketch...


*Models always looking a little plane when first starting out*

And unfortunately I didn't pictures of the process as I wasn't sure if I'd be starting over again. Stuff like characters or complicated objects usually involve a bad attempt, then the final version(however sometimes many more failed attempts!)


I'm still getting the hang of adding clothing to characters, as you can see the arm holding the drink is a little weird around the sleeve. I think it can be fixed by adding another bone or something to control the sleeve a little better but it's fine as is.
« Last Edit: January 25, 2017, 07:18:01 PM by swordofkings128 » Logged

swordofkings128
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« Reply #125 on: October 13, 2016, 09:52:57 PM »

Finally, 30/32 planned file worlds have functioning entry points! The other 2 are easy ones to implement, but I'm taking a small break from this stuff I think. I'm a bit burnt out on implementing the desktop puzzles, but the effort has really been paying off and the desktop experience is exactly how I want it- well, except for all the place holder graphics, unfinished window graphics, lack of polish on a lot of stuff! But it's much easier for me to see how close it is to it's final state(it's getting pretty close!)


*Every time I play this game I feel like a fish out of water!*

This was a bit that I was very unsure of whether or not it would make it's way in the final game... Go fish! Programming a card game isn't really something I enjoyed doing as I'm not a fan of card games in the first place, but when it comes to operating systems... how authentic can a fake OS be without some kind of card game? And since a certain level of authenticity is important to the desktop portion, a card game is basically mandatory. It's functional right now, but not pretty and lacks a lot of the bells and whistles that will be present in the final version.


*There are plenty of useful recipes sandwiched in the FlamingOS cook book!*

Another difficult thing to get working properly was the cook book interactions. There are 2 special pages that require some puzzle solving. For so long the cook book has sat on the desktop, opening to completely non-functional ugly window. But now, 8 months later, the cook book has most of the intended functionality(but it's still ugly for now)



Just to give an idea the mayhem that goes on on the desktop, here's a screenshot with a lot of the moving bits/extra bits activated. Now, this isn't something most players will see. Some things come and go with puzzle solutions(and some things happen randomly) but the goal was to have a very busy, cluttered and difficult to decipher desktop at it's peak, with a little of something going on all over the place. I'm still looking for ways to add a couple more things, but even if no more desktop junk objects are added this is busy enough for me.



And a quick mouse concept. Maybe I'll go with something different since this might not translate too well into 3d, but here's the initial sketch for a pesky mouse!
« Last Edit: January 26, 2017, 06:22:23 PM by swordofkings128 » Logged

jctwood
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« Reply #126 on: October 14, 2016, 02:16:09 AM »

This is looking so brilliant, that robot is perfectly chrome and cyber!
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swordofkings128
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« Reply #127 on: October 14, 2016, 01:02:35 PM »

Why thank you! The robot was really a fun thing to make(definitely in the top 10 most fun to create), always been a fan of chromey robots :D
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PetterBergmar
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« Reply #128 on: October 17, 2016, 01:27:48 PM »

Can't wait to play this weird ass thing.
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swordofkings128
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« Reply #129 on: October 25, 2016, 11:52:53 PM »

I appreciate that, Petter! Neither can I, that way I can move on to the next 4+ year long project Wink

Now that all planned locations have "working" *as in, bare bones functionality* to their world entry points, the final phase for the desktop commenced- finish up all the graphics, make final versions of remaining ugly window interfaces, finish FlamingOS program functionality, finish other bells and whistles, fix as many bugs as possible, optimize everything, fix what's broken during optimizing, make sure nothing else is broken, so on and so forth. In reality the desktop portion is 80% complete, but the dreaded 20% might as well be like 20000%.

About 7/32 entry points are in their final state. A lot of them are more about getting the final graphics made, animating something I made awhile ago or finishing up entire locations first, but I've got a couple that will be pretty tough such as finishing up my "email" interface and the horrible """music""" "creator" but in due time they will be completed.

To keep myself from going insane, I worked on some 3d content. I never really tried seeing how well my system of setting up first person adventure rooms works when setting up a location, so I did a section of a cave that will be pretty different in the final game.




*It's easy to forget that there's you know, like an adventure somewhere in there*

It seems like setting up a world will be pretty smooth when the time comes. Hopefully no weird engine limits get in the way! Here's what a very basic room script looks like:



My setup is intended to make adding new screens very quick for me but eventually I might make a template game so that people can make their own first person adventures in Adventure Game Studio without having to program all the boring stuff.

And a couple more misc kind of things...



« Last Edit: January 26, 2017, 06:24:22 PM by swordofkings128 » Logged

swordofkings128
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« Reply #130 on: November 03, 2016, 07:56:45 AM »

I made a lot of progress on the "email" "application" so now the player receives email for special events, emails have different lists, and the player can type in an email address, email title, and a body by clicking "compose"



Players get emails from visiting places, doing certain things, sometimes by random, you know the drill! As with any of what could be called the "summer reading" it's not necessary to read anything to solve puzzles, unlock places or complete the game.

And I've been doing some more 3d stuff:



Worked on some materials.




And some visualizations on a couple areas. I didn't really intend to have an ice level but I have some ideas in mind for it.
« Last Edit: January 26, 2017, 06:26:35 PM by swordofkings128 » Logged

kuubaas
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« Reply #131 on: November 04, 2016, 01:41:32 AM »





This is what my desktop always wanted to be but never achieved the perfection. Sensible design choices are ruining the true Computer Experience these days.

Excitedly following this crazy project, really squeezes my nostalgia gland like no 8-bit platformer ever could.
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technical artist for no truce with the furies
swordofkings128
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« Reply #132 on: November 05, 2016, 07:50:49 AM »

Oddly enough I've had nightmares about booting my computer up and seeing a huge mess on the desktop and an entirely different operating system(and opening anything just shows porn)! But that could be a common scenario for people who do a lot of work on a computer... rest assured however that nothing on the FlamingOS desktop is malicious, it's all harmless and friendly.

I'm glad you like it :D it is indeed all about the computer experience(thus, next to no sensible design choices around here! Wink)
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swordofkings128
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« Reply #133 on: November 14, 2016, 01:35:32 PM »

I have been doing more testing and development of outdoor modular assets.

Creating rocks is actually quite a lot of fun! I will eventually do some more crazier rock formations once I start getting into making a real environment with lots of rocks. But for now it's more about creating some good materials and basic structures.


*A collection of rockies in their natural habitat...*







Before the rocks however I had been working on creating trees using Blender's wonderful built in sapling generator. It's really quite useful for... well, making trees! So I created bark materials and leaf materials.




Some leaf textures I made from leafs I found outside and flattened out. Feel free to use these for your own trees(or other foliage)! But here's the catch- just show me what you make Smiley


« Last Edit: January 26, 2017, 06:30:44 PM by swordofkings128 » Logged

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« Reply #134 on: November 24, 2016, 12:52:09 PM »

There is still work to be done on the operating system stuff which I haven't touched in awhile, as I've been doing a lot of modeling of stuff. However I've been wondering where to begin with playable content, besides test areas? I figure a good way would be to work on what the players very first(about half of all that is done) and the ending environments(hadn't been started... until now)

I think working on ending stuff a good time before all the other content is done is ideal... this way the end can get the same treatment the rest of the game will get and not feel like it's just a rushed final bit.

Without spoiling too much, here's a shot of a horrendous living room I'm working on:


Credit goes to public domain puctures for the spaghetti pic and the photo of the wolf I put a bunch of photoshop filters over.

Here's a high resolution render of inside the frog terrarium.
« Last Edit: January 26, 2017, 06:31:52 PM by swordofkings128 » Logged

Tabook
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« Reply #135 on: November 26, 2016, 09:21:15 PM »

I'm really interested in this game, it just looks so unique. I'm digging the heavy 90's vibe, too, it feels pretty authentic. I was wondering, what are your plans for distribution once the game is finished?
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miguli
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« Reply #136 on: November 27, 2016, 04:19:26 AM »

Just leaving a comment to follow  Gomez
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swordofkings128
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« Reply #137 on: November 27, 2016, 09:38:05 AM »

Thank you all! I'm glad you're appreciating the vibe Tabook, it's very important to me that it has an authentic feel not just in how it looks, but the content and ideas within the game as well...

As for distribution, shooting for Steam and GOG sometime next year when the game is 90% done. Hopefully I will be finishing Frog Days in 2017...
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swordofkings128
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« Reply #138 on: December 13, 2016, 02:05:59 PM »

Well I got pretty side tracked from my previous update!

Special thanks goes out to a very helpful website:
http://www.publicdomainpictures.net/

I've used a lot of photographs from public domain pictures for textures lately. I'm very thankful to people placing resources in the public domain. It's a small contribution for now but I've made seamless textures from photographs of my own for public domain use and will be putting more there when I've made some more. I also worked on stuff for one of the file worlds:

*Insect pattern made using several public domain bug pictures*

I was very happy with how my meat material and the shape of the meat turned out:


The material works pretty well on other objects too:




Despite the meat piano and diamond ring, there isn't that much meat stuff in the game! (I promise!) It's just quite interesting to be able to, with the switch of a material, be able to have something go from being made of wood or gold to being made of raw meat. The modular aspect of 3d prerendered graphics is pretty awesome and extremely powerful once you have made a big library of objects, materials and textures.
« Last Edit: January 26, 2017, 06:33:58 PM by swordofkings128 » Logged

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« Reply #139 on: December 17, 2016, 02:22:12 PM »

Haven't logged in here in a while (my computer broke) but I'm glad to see you're still working on this!

Can there be a secret mode where everything is meat?
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