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TIGSource ForumsCommunityDevLogsTendril: Echo Received - 2d platformer inspired by Aliens
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Author Topic: Tendril: Echo Received - 2d platformer inspired by Aliens  (Read 50858 times)
irn
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« Reply #200 on: July 30, 2022, 06:04:15 AM »

I like these props and light-post-thingies. The scene feels quite atmospheric and tells a cool story.

Thank you!
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cepnox
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« Reply #201 on: July 30, 2022, 06:11:56 AM »

One of the first stealth stages of our vertical slice demo. The player gets to choose where to enter the arena and how to proceed. It’s still an early stage, it will become much more complicated later on. The player will also have many more options.



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Ramos
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« Reply #202 on: July 30, 2022, 08:55:09 AM »

Beautiful work!

I especially love that animated fog from the above room, it gives a nice creepy feel to the environment + reminded me of Aliens nest.

Also, those military props look amazing.

I am glad to see you guys are pushing solid polish progress

 Gentleman
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irn
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« Reply #203 on: July 30, 2022, 11:46:47 AM »

Beautiful work!

I especially love that animated fog from the above room, it gives a nice creepy feel to the environment + reminded me of Aliens nest.

Also, those military props look amazing.

I am glad to see you guys are pushing solid polish progress

 Gentleman

Thank you!

This whole environment should have this heavy ancient alien-like atmosphere. We should probably add eggs into the fog and a bunch of frightened soldiers Evil By the way, we first made that fog for exteriors, but it works in this environment as well. Probably because it has similar color palette Smiley
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oldblood
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« Reply #204 on: July 30, 2022, 03:36:38 PM »

Wow, this continues to look really great! Is the vertical slice going to be a public demo or more for internal fundraising/business?
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irn
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« Reply #205 on: July 31, 2022, 07:08:32 AM »

Wow, this continues to look really great! Is the vertical slice going to be a public demo or more for internal fundraising/business?

Thank you!

We plan to release the vertical slice as a public demo. At this point we need exposure. So the more people play the demo the better. We will also probably try to reach some youtubers/streamers.

Btw, if you want to try our demo from the last year, you can still download it here: https://1drv.ms/u/s!AtmjwDm49BRKgbMkjcVdP-74jVXDmg?e=UUSPO6

We made a lot of progress since then, but the basics are there.
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fall_ark
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« Reply #206 on: August 01, 2022, 03:08:35 AM »

We plan to release the vertical slice as a public demo. At this point we need exposure. So the more people play the demo the better. We will also probably try to reach some youtubers/streamers.

Do remember to set up a steam page since that's still the easiest way for people to follow the project, not to mention the wishlist numbers would probably be useful when finding/dealing with publishers.
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irn
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« Reply #207 on: August 02, 2022, 10:55:26 AM »

We plan to release the vertical slice as a public demo. At this point we need exposure. So the more people play the demo the better. We will also probably try to reach some youtubers/streamers.

Do remember to set up a steam page since that's still the easiest way for people to follow the project, not to mention the wishlist numbers would probably be useful when finding/dealing with publishers.

Thanks for the advice. We want to make a steam page before releasing the vertical slice.
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cepnox
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« Reply #208 on: August 13, 2022, 05:15:37 AM »

Another video from our upcoming vertical slice. We want to make some stages more about platforming to mix the things a bit


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oldblood
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« Reply #209 on: August 13, 2022, 09:16:39 AM »

Looks great! Seems like a logical way to expand the game and "spice things up" for the player. I can definitely see ways where you might be able to mix both platforming and stealth as well. Looks like the demo is coming along great!
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cepnox
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« Reply #210 on: August 27, 2022, 07:33:58 AM »

Making progress with our vertical slice demo!




Looks great! Seems like a logical way to expand the game and "spice things up" for the player. I can definitely see ways where you might be able to mix both platforming and stealth as well. Looks like the demo is coming along great!

Thanks. We are trying to find all possibilities that the freedom of movement is giving us to make the gameplay interesting.

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Ramos
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« Reply #211 on: August 28, 2022, 11:15:19 AM »

Very good progress, the gameplay seems more fluid now

 Gentleman
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« Reply #212 on: August 28, 2022, 12:23:00 PM »

Wow I remember seeing this a while back. Great to see it's still going. Really, really love the atmosphere and animations.
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cepnox
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« Reply #213 on: October 01, 2022, 04:40:56 AM »

Some civilians join the party! It’s so nice how they help paint the walls red.
In this stage the player gets to a new environment and meets civilians for the first time. They do not fight back, but they panic when they see the player and can then alert guards.
Also, we have sound now!



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oldblood
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« Reply #214 on: October 01, 2022, 07:55:34 AM »

Coming along great! Love the civilian yells and SFX thus far. Maybe needs some foreboding background whitenoise to amp the tension--but music may eventually solve that. But looking (and sounding) amazing!
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cepnox
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« Reply #215 on: October 01, 2022, 11:44:34 AM »

Coming along great! Love the civilian yells and SFX thus far. Maybe needs some foreboding background whitenoise to amp the tension--but music may eventually solve that. But looking (and sounding) amazing!

Thanks. Yes, you are right. Although there is a rumble noise, it is too deep and harder to notice. We want to move it more to mids which should hopefully solve it.
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irn
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« Reply #216 on: October 15, 2022, 09:13:08 AM »

We have added resurrection altar. The player can activate it and when they die, they are respawned at it instantly. It is a one-time use only, so it's not like the player is immortal. It provides a second chance if something goes wrong. The stage does not restart, everything stays.

We will put it to more complicated stages, where players could feel frustrated if they had to repeat complicated gameplay over and over again.

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Alain
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« Reply #217 on: October 18, 2022, 09:26:59 PM »

The altar seems to make a lot of sense gameplay wise. The visuals of the spherical cut-out when the altar is used up looks great!
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« Reply #218 on: October 19, 2022, 07:35:54 AM »

A bit more acting from the npcs would be nice. Is that planned?
Stuff like, when they see corpses and blood splatter to be shocked at the sight or if they see or hear the player, to get small suprised animations?
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irn
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« Reply #219 on: October 22, 2022, 05:15:19 AM »

The altar seems to make a lot of sense gameplay wise. The visuals of the spherical cut-out when the altar is used up looks great!

Thanks!

A bit more acting from the npcs would be nice. Is that planned?
Stuff like, when they see corpses and blood splatter to be shocked at the sight or if they see or hear the player, to get small suprised animations?

We have two types of NPCs. Both serve a special purpose. Civilians panic when they see corpses, they run and when they meet a guard, they alert them. Guards on the other hand tend to be more bad-ass. Their purpose is to try hunt down the player. If they spot a corpse, they go into alert mode and start looking for the player.
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