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TIGSource ForumsCommunityDevLogs"Woten" by Grapple Bug - 2D Puzzle/Platformer
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Author Topic: "Woten" by Grapple Bug - 2D Puzzle/Platformer  (Read 12455 times)
Grapple Bug
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« on: November 06, 2016, 07:46:55 PM »

Hi everyone! I've finally made an account here at TIGF after years of lurking around!

I'm working on a game called "Woten". It's a 2D puzzle/platform game that's all about manipulating different creatures and elements of the natural environment to navigate your way through tricky terrain and solve physical puzzles. As you play, you'll gradually learn more about the different properties and behaviours of the various critters you encounter and how to make the most of each situation.

Here's a sample of the game in action:



This GIF runs at around 30 fps and the game itself runs at around 60 fps. I'll be posting some more GIFs here now and again - I'm still trying to find the best way to capture the game in action. If anyone has suggestions, I'd love to hear them.

Here's a couple of screen shots, too:











I'll keep posting updates and new work here as often as I can!

For anyone who's interested, I'm using GameMaker Studio and creating the art and animations in Photoshop CS5.

Thanks for having a look at my thread! Please feel free to ask anything you like about the game. If you want to get in touch with me to talk about game dev or just to say hi, try [email protected] or my Skype handle: graham.philip.schneider

If it's your thing, please check out my:
Twitter: https://twitter.com/grapplebug
Blog: http://grapplebug.tumblr.com/

Thanks. Looking forward to getting to know the members of this board. :D
« Last Edit: September 30, 2022, 10:30:11 PM by Grapple Bug » Logged

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The Armorman
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« Reply #1 on: November 06, 2016, 07:47:48 PM »

It is a game about bouncing on cute, lil guys! i can get behind it  Hand Money Right
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Grapple Bug
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« Reply #2 on: November 06, 2016, 07:49:36 PM »

Hey thanks!! There are other kinds of creatures, too. I'll post some more screenshots soon. Smiley
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« Reply #3 on: November 07, 2016, 08:16:28 AM »

I saw your game before on twitter, I was wondering if you were going to show up here anytime soon  Grin

The game looks awesome. There is a lot of potential for clever design stuff you can do with environmental manipulation, looking forward to it.

By the way, what is the inspiration for the name of the game? Does it have something to do with opera? There is a viking/norse themed opera by Richard Wagner with a main character named Woten. I saw the name of the game and the horned helmet and immediately thought of it. Might be just a hell of a coincidence, though.
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« Reply #4 on: November 07, 2016, 09:49:56 AM »

I could watch this cute little guy jump on top enemies all day! This game looks very interesting, I'm digging (see what I did there) the unique colors and the environment manipulation which could lead to tons of different ways to solve puzzles.
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« Reply #5 on: November 07, 2016, 02:44:35 PM »

Thanks for the kind words, guys. :D

@CrayderStudios: I'm glad you like the colours. I've had all sorts of responses to the colour scheme - some people say they love it, some say they hate it. I guess it's a very subjective thing!

@Davi Vasc: I chose the name "Woten" because it's an alternative German name for the Norse god "Odin". When I was in early brainstorming mode, I conceived of the main character to be a very young version of Odin. It's just a bit of flavour for my own enjoyment. Smiley
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« Reply #6 on: November 07, 2016, 03:47:51 PM »

Haha this little guy is so funny! I also like the graphics. I would just add a few details in the ground frames.
Want to see more  Smiley
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Grapple Bug
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« Reply #7 on: November 07, 2016, 06:37:48 PM »

I also like the graphics. I would just add a few details in the ground frames.
Hey thanks! The graphics and the tileset in particular are a kind of constant work-in-progress for me. For some reason, I'm content to just update the BG graphics if and when ideas come to me. Early on, I was trying REALLY HARD to force myself to draw 'perfect' underground cave graphics, but now I'm taking a more laid back approach and letting the ideas come on their own. Know what I mean?
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Grapple Bug
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« Reply #8 on: November 08, 2016, 06:08:12 PM »



Here's a new GIF of one of the underground/cave screens. I've made this GIF a lot smaller than the previous one I posted so that it can actually fit within the confines of the TIGSource message boxes here. Do you guys think this is the right way to go, or should I keep posting large GIFs that escape the boundaries of the boxes here?

In this gameplay GIF, you can see one of the major aspects of the game - headbutting rocky ares to open up new paths! This is sometimes necessary to progress, but usually it's there for the player to discover optional routes and secret stuff.
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Grapple Bug
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« Reply #9 on: November 08, 2016, 06:27:23 PM »

I do actually think it looks a little tiny after all... So here's a 2x resolution version:

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« Reply #10 on: November 08, 2016, 07:11:48 PM »

I really like the mix of cartoony and gloomy art.  Looks nice!
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« Reply #11 on: November 09, 2016, 02:02:15 AM »

Looking good!
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« Reply #12 on: November 09, 2016, 04:30:59 AM »

This looks cute. The feel of the bouncy enemy-jumps is great!
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« Reply #13 on: November 09, 2016, 08:30:43 AM »

The project looks pretty good! +1 for the cute art!
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« Reply #14 on: November 09, 2016, 01:05:05 PM »

+1 for not killing the slimes... there's too much slime violence in videogames these days.
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« Reply #15 on: November 09, 2016, 01:20:35 PM »

I really like the mix of cartoony and gloomy art.  Looks nice!
I have to second this--the colors should seem threatening, or even drab, but the charming art style makes them work.

I also like that interaction with enemies isn't just killing them.
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« Reply #16 on: November 09, 2016, 02:03:29 PM »

Thanks for your comments guys. I'm glad that some of you are into the non-violent aspect of the enemy interactions. That's my main angle when designing this game - I've found that not killing the enemies actually allows for some very compelling mechanics and interactions!
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« Reply #17 on: November 09, 2016, 03:04:30 PM »

The game has a nice feeling to it, the animations feel smooth as well!
There's lots that can be done with the exploring concept, I wonder what this will eventually grow towards.

As for the color discussion, I feel that the contrast is done well, gameplay-wise everything is crystal clear. But the overall outer-environment (non-gameplay) comes across a bit mono-tone and boring, definitely in those newer screens where you "can't see where the underground environment is", but the environment being blank kinda spoils it. Maybe add small, frisky details like those that you've added at the background of the playable areas? (the skeleton, etc..)

You can always make some tests in photoshop to see if it'd be better or not.

Keep up the good work!
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« Reply #18 on: November 09, 2016, 03:21:27 PM »

Are you talking about the big grey areas of blank rock (as in the last GIF) or are you talking about the outside (blue sky) areas? Interested to hear more...
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« Reply #19 on: November 09, 2016, 03:22:46 PM »

Are you talking about the big grey areas of blank rock (as in the last GIF) or are you talking about the outside (blue sky) areas? Interested to hear more...

The big grey areas.
EDIT: the main problem I see is that it spoils some of the exploring fun, whereas if it's part of an environment you wouldn't know where exploreable areas are. (and as such, can't guess hidden paths, etc..)
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