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January 28, 2022, 04:31:07 AM

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TIGSource ForumsCommunityDevLogsRTG - The Ray-Traced Game (Puzzle / Platformer)
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Author Topic: RTG - The Ray-Traced Game (Puzzle / Platformer)  (Read 13144 times)
JobLeonard
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« Reply #180 on: November 26, 2021, 12:26:27 AM »

This looks great! Reminds me of diegzumillo's Apple & Worm (which sadly is on hold for now) https://forums.tigsource.com/index.php?topic=35651.0
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Prinsessa
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« Reply #181 on: November 26, 2021, 02:03:32 AM »


-= Devlog #18 =-

(RTG is in version 0.3.2)

'Gravity inverter' showcase

Hi All!

New devlog for RTG is here. This time, I'm not going to explain very much as I guess that short animation will show more than long text in this case. New game mechanics/element is called 'gravity inverter' and I'm sure that it's self-explaining. Wink

This is just test level, level design and my actions there are non-sensical, it's just to showcase new feature. And yet again, sorry for lower quality of WEBP animation posted here. On my GameJolt page, there's higher quality MP4 uploaded (which can be 'fullscreened' there), in case you'll want to see nicer version of the same animation.

Cheers. Gomez

Upside-down, downside-up


Nice! I like that the entire room is upside down
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vdapps
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« Reply #182 on: November 26, 2021, 10:09:09 AM »

Thank you all for your feedback! Kiss

I love that gravity switch. I've just noticed that the player "character" is perfectly fine from both gravity directions. Cheesy

Nice point with my 'genial' design of character. Cheesy Yet, there are still subtle touches I had to do regarding character, when switching gravity. First is hint text. It should be above head, so in inverted gravity it means below actor's box. Same apply when actor is holding box or light. Held box/light should be subtly in upper part of character which means in lower part of character box in inverted gravity. Gravity inversion itself is sudden (9,81 -> -9,81 in instant) however to not have sudden jumps of hint texts or carried box/light, I'm interpolating there when gravity is being flipped.

Another interesting mechanic! You could add another spin or two to your zoom effect for through the roof stylishness Wink

Haha, I'm not sure if this 'over the roof' spinning will match game's more serious narrative. Smiley In fact, in normal gravity, there's no spin at all, however in inverted gravity it would be strange to zoom into upside-down terminal, but with normal 'upside-up' displayed text. So reading terminal is only case, when camera will roll 180 degrees.

This looks great! Reminds me of diegzumillo's Apple & Worm (which sadly is on hold for now) https://forums.tigsource.com/index.php?topic=35651.0

I recall diegzumillo commenting here on my thread as well. I had as well my break in RTG game development (in fact 2 times!). Elon Musk once said: "reaching orbit is hard". I will paraphrase: "finishing indie-game is hard". I hope diegzumillo will resume development and finish Apple & Worm!

Nice! I like that the entire room is upside down

In this case yes, entire room is upside down, but I'll try to mix that in actual levels. Some elements normal, some upside down. I'm wondering if I'll be able to create some good mindf.ck levels with this mechanics. Smiley
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Ramos
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« Reply #183 on: December 13, 2021, 01:01:09 PM »



I like the inverted room mechanics and the objects that also get inverted add that nice immersive feel to the entire scene.
For future mechanics maybe you can also add inverted controls mechanics

Glad to see you have returned to the project motivated  Gentleman
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vdapps
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« Reply #184 on: December 14, 2021, 12:53:58 PM »

Thx @Ramos for nice words! Beer! I'm now on creating a bunch of levels around that inverted gravity mechanics, so I'm wondering myself what sort of puzzles I'll be able to create.
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vdapps
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« Reply #185 on: January 12, 2022, 09:52:39 AM »


-= Devlog #19 =-

(RTG is in version 0.4)

'Gravity inverter' levels

Hello fellow devs and followers!

First let me wish you all the best in New Year 2022! I wish you to all good and productive year.

Since the last devlog, RTG was in slow but steady development. This version is more about new 'content' rather than about new 'mechanics'. That said, I added quite a bunch of new puzzle levels, which are all revolving around lastly introduced game mechanics: gravity inverters.

Level count is now on magical number 42 and I'm humbly moving TIG's progression bar for this project to 40%. Long way behind me, longer way still before me.

Here's some example from the one of new levels and as always, my movement in animation is non-sensical to not spoil any solution. Higher quality (MP4) version of animation is available on RTG Gamejolt page.

Cheers. Smiley

Example of gravity inverter level

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Prinsessa
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« Reply #186 on: January 12, 2022, 10:50:45 AM »

Happy new year and welcome back, and congrats on updating the progress bar!! Coffee

That looks really smooth, and I really like that you can operate the gravity inverter indirectly by shooting at it too, lots of puzzle potential there!
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assemblerbot
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« Reply #187 on: January 12, 2022, 11:40:14 AM »

Happy new year! Beer! That looks like a lot of fun! Stacking those boxes to create stairs reminds me the good old Quadrax Smiley. By the way, it is possible to "die" somehow in your game?

And one random idea for puzzles: light detector trigger that reacts to light intensity or light color.
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Alain
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« Reply #188 on: January 14, 2022, 07:17:27 AM »

Happy new year to you to and congratulations on 42 levels, that's quite a lot already!
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vdapps
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« Reply #189 on: January 14, 2022, 09:25:07 AM »

That looks really smooth, and I really like that you can operate the gravity inverter indirectly by shooting at it too, lots of puzzle potential there!
Thx Prinsessa! Exactly, expanding puzzle possibilities was my goal! I somehow feel that I'm saturated with puzzle mechanics for now, I don't want to overdo it, so probably I'll just focus now on creating levels with all puzzle mechanics introduced so far.

Stacking those boxes to create stairs reminds me the good old Quadrax Smiley. By the way, it is possible to "die" somehow in your game? And one random idea for puzzles: light detector trigger that reacts to light intensity or light color.
Regarding Quadrax, maybe I have something like "Level 3 Cauldron enchantment" on me. Which means, if I ever want to create some own game, sooner or later I create something with Quadrax similarities. Cheesy

Regarding dying, you can get stuck in dead end in the level, there's "reset" button which you can use anytime. Anything closest to dying is falling out of the level. I just detect that you're out of level bounds and trigger auto-level reset. But I'm still thinking to implement 1-2 more arcade elements (I have only moving platforms from arcade elements for now) for at least in final levels where will be possibility to be killed. E.g. columns crushing against ground, etc.. I'll evaluate.

And thanks for ideas. I can consider light intensity trigger, but even if originally I wanted to create color based puzzles, I dropped that. I want to be as accessible as possible, so no color puzzles, as I have color-blind people in mind. But with intensities, there's no problem.

Happy new year to you to and congratulations on 42 levels, that's quite a lot already!
Thx Alain! Yep, still some quite a bunch of levels before me, to reach some reasonable amount of content for the game, but even now I'm happy that I can't speed-run current content in few minutes, like it was at beginning. Smiley
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JobLeonard
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« Reply #190 on: January 15, 2022, 03:00:57 AM »

The update looks great as always! Does the 42 levels/40% done mark mean you're aiming for 100 levels?
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Ramos
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« Reply #191 on: January 15, 2022, 06:19:11 AM »

Great to see you on the development grind again

42 levels/40% is a lot of progress, Good job vdapps! Did you also calculate the gameplay time for them?

Also, wanted to ask if you are able to carry out some bonuses(even esthetical) from a level to another for an extra feel of progression?
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vdapps
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« Reply #192 on: January 15, 2022, 02:55:46 PM »

Thank you two!

@JobLeonard:

no, 100 levels for sure not. I don't know yet exact level count which the game will have (maybe I'll add some intermediate story levels, or I add more tutorials levels), but currently I can say I'm around in 2/3 of level count. In fact, when I will have all puzzle levels (baseline gameplay content of RTG), I will consider game to be in just 50% of development. Remaining 50% is the rest (story readable in terminals, sound, music, algorithm optimization and looot of things which for sure will yet come along the way). I think Ramos knows for sure, what it is working on last 10-20% of the game. Smiley

@Ramos:

I'm aiming for something like at least 45 minutes speed-run. So, if ignoring story, no terminal readings, you know in every level directly what you have to do, it should take that time to beat the game. Of course, real players facing those puzzles for the first time, with interest in story, it will take much longer. I hope for at least 4-5 hours of normal playthrough, but it's yet to see (depends on puzzles difficulty).

Regarding bonuses. In fact, JobLeonard already touched that in some of his previous posts. One of his ideas, stuck to me. Having some story level to which you'll return throughout the game several times (and this level will evolve every time, more and more things will be unlocked, ideally accompanied by some nice RT FX). This can give player sense of progression. To not have just multitude of puzzle levels in row and that's it. I'm thinking about adding some uber-terminal to such level where more options will get accessible every time you re-visit that level or more texts will unlock. This I have to brainstorm properly yet, but my mind is still revolving around such idea.
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Ramos
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« Reply #193 on: January 16, 2022, 12:46:03 AM »

Thank you two!

@Ramos:

I'm aiming for something like at least 45 minutes speed-run. So, if ignoring story, no terminal readings, you know in every level directly what you have to do, it should take that time to beat the game. Of course, real players facing those puzzles for the first time, with interest in story, it will take much longer. I hope for at least 4-5 hours of normal playthrough, but it's yet to see (depends on puzzles difficulty).

Regarding bonuses. In fact, JobLeonard already touched that in some of his previous posts. One of his ideas, stuck to me. Having some story level to which you'll return throughout the game several times (and this level will evolve every time, more and more things will be unlocked, ideally accompanied by some nice RT FX). This can give player sense of progression. To not have just multitude of puzzle levels in row and that's it. I'm thinking about adding some uber-terminal to such level where more options will get accessible every time you re-visit that level or more texts will unlock. This I have to brainstorm properly yet, but my mind is still revolving around such idea.

4-5 hours of gameplay on the first run is good, I was asking because of the Steam refund policy for under 3 hours gameplay and for people judging the game price in relation to the gameplay time. It is good to be aware of these things.

And yes, as JobLeonard suggested having the environment show progress rather than the character is a solid pillar, I actually think if this is executed well it can boost the uniques personality of your project.



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