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1392666 Posts in 66985 Topics- by 59835 Members - Latest Member: jlivingstonsg

June 20, 2021, 01:33:19 PM

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TIGSource ForumsCommunityDevLogsA Door to the Mists--[DEMO updated!]--traversal, exploration, puzzles and combat
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Author Topic: A Door to the Mists--[DEMO updated!]--traversal, exploration, puzzles and combat  (Read 49801 times)
Alain
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« Reply #620 on: May 24, 2021, 06:55:04 AM »

Hey Thaumaturge! I just played your demo and I want to be honest: it was not easy to get into it, because it feels quite bulky. If you were making your game as a personal project, I would not be so direct. But since you are putting a lot of time into it and want to find a publisher, I feel like you need to work on the basics. If you want my advice, I'd say that before you add more content and features you need to take a step back and try to make your core interactions fun and juicy. Have them playtested a lot and find a way to improve your visual style by maybe going a more abstract route.

I hope you don't take this the wrong way and I admire your dedication and diligence a lot!
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« Reply #621 on: May 24, 2021, 07:30:04 AM »

Thank you for your feedback, and for playing indeed! ^_^

Honestly, it's meant to be a little bit bulky--or rather, a little more "human" than most games. It's not meant to be fast-paced, or superheroic, or over-the-top-juicy--I think that gaming has plenty of that.

Take climbing, for example: I've considered a few times having the climbing be much more fluid and swift. But the thing is that I want climbing to feel like it takes effort. A bit like climbing in Thief: The Dark Project, but less stiff.

(This is, I'm aware, a bit of a niche style of gameplay.)

As to the visual style, unfortunately I don't think that reworking it is likely to be feasible at this point. (And honestly I'd rather avoid too abstract a style, personally. It wouldn't suit the feel of this particular game, to my mind.)

All that said, please know I do appreciate the feedback, and indeed, your being direct about it! ^_^
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Alain
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« Reply #622 on: May 25, 2021, 01:30:09 AM »

I am really glad you take my criticism for what it is, which is just my opinion. You clearly have a vision about what you want and what not. I will definitely continue following your project and I'm looking forward to see more Smiley
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« Reply #623 on: May 25, 2021, 12:29:04 PM »

Thank you, on all counts! ^_^

I'll confess that I had been a little worried since posting that I came off as dismissive, and I'm glad if I didn't. ^_^
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« Reply #624 on: May 25, 2021, 11:09:04 PM »

I'll confess that I had been a little worried since posting that I came off as dismissive, and I'm glad if I didn't. ^_^

You did not at all Smiley
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« Reply #625 on: May 31, 2021, 01:45:46 AM »

You did not at all Smiley

Ah, of that I'm glad! ^_^
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« Reply #626 on: May 31, 2021, 01:46:14 AM »

Blog post (31st of May, 2021)
An Enchanted Sarcophagus


Summary: In which natural cavities and their blockage are depicted; a logogram is made; labels and descriptions are written for logograms; a mist-effect is added; a level is believed near-complete; and a new level's rough draft is begun.

Greetings and salutations!

This week's screenshot shows a bit of detail added to one of the tombs in level eight:



Such polish was the main work of the week just past--that and a bit of preparatory writing:

The tombs of level eight are, as has been shown, carven into the side of a sheer gorge. And in being so, they in places break into natural caves or cavities. Where these align more or less with the intended tomb, they're incorporated--hence some of the turns or dips in the tomb-corridors. But in some cases, they're simply superfluous. In these cases, they're instead just bricked up, closing off the unwanted section from the intended tomb-space.

In the week just past, then, I added two such places, one to each tomb. The first is shown in the main screenshot above: a place where a natural cave enters from above, and which is thus blocked off above the corridor. Here below, then, is the other: a smaller cavity that would open on the side of a passage-wall:



You may recall from last week's blog-post that I indicated that I had completed all but one of the tomb-signage logograms. In the week just past I finished that set, adding the final of these logograms above its entranceway:



On which note, I also added names and descriptions for each of the accessible logograms.

And one more element of polish was added in the week just past: As you may have noticed in previous blog-posts, the king who lies in the first tomb is rather well-preserved. This isn't simply a matter of freshness--he's been there for a while--nor of embalmment. Instead, this is accomplished by magic, and powerful magic at that, embedded in the sarcophagus.

It's powerful enough that the weave of it is visible in places: mist that curves and flows in and out of the stone.



Now, there are a few touch-ups yet to be done--offhand I recall that I may want to improve that mist-effect a bit, and that there's a name that I have yet to insert. However, those aside, I believe that I have this level pretty much done!

[edit]A minor correction: there is also one lore-entry and the level's preceding cutscene currently unmade.[/edit]

And with that, I've moved on to writing the "rough draft" for another level. Not the next level, funnily enough, but in fact the previous.

This sees our adventurer travelling through the ruined, abandoned, city named Kevesha--the place that the kings entombed in level eight once ruled. It is there that she finds the clue that leads her to those tombs--but not without encountering danger and discovery along the way!

That then is all for this week--stay well, and thank you for reading! ^_^
« Last Edit: May 31, 2021, 02:12:01 AM by Thaumaturge » Logged


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Alain
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« Reply #627 on: May 31, 2021, 11:05:57 PM »

To me the mist curve looks as if it was alive and had a mind of its own. This is creepy, good job Smiley
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« Reply #628 on: June 05, 2021, 02:07:43 PM »

Thank you very much! I really appreciate that! ^_^
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« Reply #629 on: June 07, 2021, 01:01:58 AM »

Blog post (7th of June, 2021)
A Period of Quiet


Summary: In which mist is touched-up; a sarcophagus is labelled and described; a king is named; changes are made to project-activity; and a hiatus is announced.

Greetings and salutations!

This week's screenshot shows a touched-up mist-line on the sarcophagus that's found in level eight:



Only a little was done in the week just past--let me elaborate:

As shown above, I enacted some touch-ups to the mist-lines that weave in and out of the king's sarcophagus in level eight. Specifically, I thinned out their mist a bit, and I rounded their profiles a bit (to better hide their polygonal nature), and I tweaked their movement parameters a bit.

The changes aren't huge, but I think that they improve the effect!

I also made the sarcophagus itself examinable, and with that, gave it a name and description.



Sticking with writing, I had previously left a place-holder where would have been the name of the king in the tomb. In the week just past, then, I found and filled in that name.

Now, I mentioned previously, I believe, that I had begun work in earnest on a pivot-project, a project that might replace A Door to the Mists should the latter not be taken up by a publisher.

In the week just past, and aside from the changes described above, I decided to switch to working on that project full-time, setting aside work on A Door to the Mists.

Should I hear from a publisher expressing interest in taking up A Door to the Mists, then this will I daresay change.

Of course, this means that there's likely to be little-to-no progress to report for A Door to the Mists. As a result, I've taken the (slightly weighty) decision that this blog will likely go into hiatus, and remain so until I have news to post regarding the game. I think that this may be the first such hiatus that this blog has had.

(That said, let me clarify that I don't intend to simply let the blog fade away with this post. I intend that if the point comes at which I take the decision to officially cancel A Door to the Mists, I will post that decision here. At the least I intend that story of the game's development will have that conclusion.)

As to the pivot-project, I think that it's coming along well. It is, however, yet early enough that I'm not quite comfortable with showing or discussing much of it.

Still, should A Door to the Mists be set aside and this pivot-project become my "official" project, I do intend that I will start up a dev-blog for it.

That, then, is all for this week--stay well, and thank you for reading! ^_^
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Alain
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« Reply #630 on: June 07, 2021, 11:42:49 PM »

Thanks for the update! These are difficult decisions you have to make. But as you say, nothing is set in stone at the moment. I hope things turn out in a way you feel content with and I'm excited to hear about your new project!
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« Reply #631 on: June 08, 2021, 10:58:31 AM »

Thank you--I really appreciate that. ^_^

Yeah, as things stand I'm not giving up.

Conversely, at the least the new project is one that I'm excited about. ^_^
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