melos
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« Reply #40 on: November 09, 2018, 08:02:58 PM » |
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play hydlide 2
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archgame
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« Reply #41 on: December 02, 2018, 08:07:06 AM » |
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Just gonna leave this here:
I get the 3D to 2D now! The 3D world continues to look really awesome and fun to explore. I like the concept for going into 2D too, although I got a bit lost when the music started playing in 2D. The 3D music is atmospheric and mysterious, while the 2D music seemed more upbeat and faster. I know this is traditional for rpgs and battles, but I think it is possible to differentiate the music without loosing the tone of the overall game.
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melos
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« Reply #42 on: December 08, 2018, 10:42:21 AM » |
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Hey everyone, a new video - finally showing how you go from 3D to 2D! Of course, this is the simplest way 3D and 2D relate... as you might imagine, we shake things up a bit as time goes on. If you'd like to support the tweet, retweet it over here: https://twitter.com/sean_HTCH/status/1068186040161099776(And as always we've got a mailing list! https://analgesic.productions/Or wishlist the game! https://store.steampowered.com/app/877810/Anodyne_2_Return_to_Dust/ ) The game is going well. I was off for a week but back on it now. Looking forward to showing more! I'll have a devlog update sometime in the next week. I get the 3D to 2D now! The 3D world continues to look really awesome and fun to explore. I like the concept for going into 2D too, although I got a bit lost when the music started playing in 2D. The 3D music is atmospheric and mysterious, while the 2D music seemed more upbeat and faster. I know this is traditional for rpgs and battles, but I think it is possible to differentiate the music without loosing the tone of the overall game.
Thanks! Part of your confusion stems from the video not giving the full narrative context of the 3D to 2D (the dialogue with Gustine was more or less truncated 90% for the video), and the game level not showing much of the NPCs and stuff there - the music is written for the NPC and area, so it fits into the personality/problem/themes in certain ways.
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play hydlide 2
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melos
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« Reply #43 on: December 24, 2018, 10:48:17 AM » |
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Hey all, I posted the first Analgesic Connect, a Q and A video about Anodyne 2! Feel free to subscribe and ask more questions.
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play hydlide 2
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melos
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« Reply #44 on: January 03, 2019, 07:03:20 AM » |
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Hey all, new video on this year's sales! Well, anyways, other updates during december...hmm. I've been posting stuff to my twitter mainly, but this month we started working on stuff after the first 60-90 minutes, which was refreshing. Right now I'm putting the final touches on that first chunk of the game before sending it out to some testers, and later this month, the press! I've been saying some variant of that for the past 4 months as is normal for games, but actually I'll be done for real today. Hopefully we get a good response, but it does mean I have to cut another trailer. Here's a little footage of the game for you all. https://i.imgur.com/fq0GtAO.mp4
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play hydlide 2
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melos
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« Reply #45 on: January 07, 2019, 06:53:18 AM » |
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One of the 2D areas we finished recently. We've been doing a small private test, the game is looking pretty good! About 2 hours of it finished so far and people seem to understand the main flow. I've been patching that demo while working on design and writing of later areas.
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play hydlide 2
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melos
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« Reply #46 on: January 16, 2019, 10:19:16 AM » |
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New update! https://sean-han-tani.itch.io/anodyne-2/devlog/63818/008-january-2019-updateNot too much to talk about, we've been testing the first few hours of the game because we're sending things to press within the next few weeks, plus some upcoming announcements. We've also been working on the rest of the game, but I'm not sure how much of that to exactly reveal. I've been keeping everything I'm showing to the first hour or two of the game. I might make a new video soon for the company Youtube channel talking about different kinds of polish we've done for the game and whether they were worth it, as well as walking through the game. I updated the in game font to fit a little better. Before it was too serifed. As always, wishlist Anodyne 2 on steam! https://store.steampowered.com/app/877810/Anodyne_2_Return_to_Dust/
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play hydlide 2
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QOG
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« Reply #47 on: January 18, 2019, 03:59:57 PM » |
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I might make a new video soon for the company Youtube channel talking about different kinds of polish we've done for the game and whether they were worth it, as well as walking through the game.
I'd definitely be interested in hearing more about this
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da_neel
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« Reply #48 on: January 18, 2019, 11:32:22 PM » |
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OMG I love it! Wishlisted the game on Steam. Good luck!
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melos
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« Reply #49 on: January 19, 2019, 08:31:59 AM » |
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Thanks all! I am working on a script for that video now and will hopefully find time to make it soon.
Anyways, I have been doing a lot of event planning lately. For some reason this is the first game I've done which I have a clear view of what it seems like an event planner should do... they should stay organized, maintain a list of all cutscenes, as well as the conditions for that cutscene to trigger, as well as the conditions for it to deactivate. By conditions I mean flags (like "SawThisCutscene2").
When that stuff is organized, it makes it easier to create testing tools for the cutscenes or to debug issues later.
Like, for example... sometimes I need three cutscenes to trigger in a row. Like, in a house, then outside, then somewhere else. If I know these scenes only occur in an area you access late in the game, then these scenes don't need any 'activation conditions' - because the act of accessing that area is already kind of its own condition.
All I need to do is warp the player to the next cutscene trigger at the end of each cutscene.
Now say those scenes take place in an area you continue to revisit. So if the cutscenes are #1, 2, and 3, then you'd set a dialogue flag in scene #3, and the next time you enter the area, the triggers for the cutscenes can check that dialogue flag and decide to turn themselves off. So that takes care of the deactivation condition.
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Frece
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« Reply #51 on: January 24, 2019, 03:49:47 AM » |
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I want to play!
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archgame
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« Reply #52 on: January 30, 2019, 08:42:23 AM » |
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I might make a new video soon for the company Youtube channel talking about different kinds of polish we've done for the game and whether they were worth it, as well as walking through the game. I would be really interested in this. While watching gamedev videos, I recently came across an old video of you talking about the original anodyne in a classroom of sorts haha. I'm glad you shouted out the lo-fi N64/PS1/Saturn graphics on twitter, hopefully Anodyne 2 inspires others to create these types of games!
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JMStark
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« Reply #53 on: January 31, 2019, 06:14:54 PM » |
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The art in this speaks to me, looks great!
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melos
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« Reply #54 on: January 31, 2019, 08:38:14 PM » |
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Thanks all! I'm considering a demo before release, but idk yet. We'll have to see! I might make a new video soon for the company Youtube channel talking about different kinds of polish we've done for the game and whether they were worth it, as well as walking through the game. I would be really interested in this. While watching gamedev videos, I recently came across an old video of you talking about the original anodyne in a classroom of sorts haha. I'm glad you shouted out the lo-fi N64/PS1/Saturn graphics on twitter, hopefully Anodyne 2 inspires others to create these types of games! Thanks! Ha that talk was when I was still in college... such a long time ago!I'm surprised I had the nerve to speak, lol. Anyways yeah, I want to make that polish vid, if I can ever find the time!
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melos
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« Reply #55 on: March 09, 2019, 10:28:16 AM » |
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Hi everyone! Well, I don't have that much to report in terms of updates - development is going smoothly. After the January build came out, we got a bunch of nice coverage! Some people even played it on stream and whatnot. Doing that limited January release for streamers / press was a good move, I think - we found a bunch of little bugs and stuff and got the core of the game really stable. So, as for February, we moved onto finishing levels outside of the game's initial city hub place. It's exciting to work here because the areas are more open, more natural - mountains, rocks, etc... so we've been working on both the 2D and 3D areas there. And some late game stuff, secret things, etc... stuff I'm forbidden to speak of.. Er, yeah, anyways, I'm still posting regular updates to https://twitter.com/sean_htch , so definitely check that out. February was also an exciting month because Anodyne came out on Nintendo Switch! That was fun, and the money from it will be helpful for development. We also announced that we're going to be exclusive with Kartridge for 30 days! Read more on why here: http://seanhantani.wordpress.com/2019/03/06/anodyne-2-on-kartridge/ Anyways, as always, wishlist the game on Steam or Kartridge: https://store.steampowered.com/app/877810/Anodyne_2_Return_to_Dust/https://www.kartridge.com/games/SeanHanTani/anodyne-2-return-to-dustWell, that's all for now... time to keep working.
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melos
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« Reply #56 on: June 06, 2019, 02:54:29 PM » |
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oops keep forgetting to update this! Things are going well - on track to finish within the month and release soon after!
here's a quick trailer i made!
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