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Stuart444

Member
Oct 25, 2017
9,068
Thank you, what's the secret of images? :)

I upload the image to imgur, once it's uploaded, you see the thing at the top right image that allows you to copy it, I copy that url, put it in a new tab and then right click image -> Open Image in a new tab.

Not as simple as it used to be but it always works for me. After that, just use the usual image button on here and done :)
 

GMM

Member
Oct 27, 2017
5,484
I'm not sure that covers what I want... let me explain in a bit more detail.
I want a completely normal VR setup, except for being able to override a few very specific things. Meaning I want to respect the IPD settings from the HMD, head tracking and positional tracking, etc. Me creating and placing 2 cameras on my own would seemingly go against this.
My main goal isn't to cull differently on each camera/eye.
The difference between what I want and a standard VR setup is that I want to be able to control each camera's transform individually (specifically rotation, position overriding isn't needed in my case).

Essentially, like a chameleon which can look at 2 different places at the same time, 1 place with each eye. Except for the look-at point (or rotation, in my case), which would be non-standard, everything else would follow the normal VR/HMD setup.

As far as I've understood, I can grab the HMD camera nodes in Unity, and potentially tweak them as I want. But since I don't have HMD active, the VR camera mode defaults to None, which makes it impossible for me to test/simulate what I'm trying to do. At least having 2 instances of the Game view active, with each instance set to different eyes lead to identical output, see attached picture. Were it correct, I would expect to see the default offset her and slightly different angles.

https://imgur.com/a/lwp6lNN
EDIT: Halp, can't get the picture to show up properly.
lwp6lNN
Having two cameras does not break anything, it's the best way to control what each eye sees/behaves from what i'm aware of, generally my Unity VR player pawn would follow a structure like this:

capturexqe0e.png


Where i would have scripts assigning the transform of the head and hands, the IPD should automatically be queried and assigned from whatever VR SDK you are using. I do not believe Unity would create multiple cameras if you are using the "Both" eye target, it would just render both views from the position of the main camera currently in your scene so it seems like much more work not using two cameras to accomplish what you are doing. With this structure you can do all the testing you want and even have it set a fake IPD if you have no HMD attached.

PS: Fix your shaders :)
 

LuckyLactose

Member
Mar 28, 2018
161
I upload the image to imgur, once it's uploaded, you see the thing at the top right image that allows you to copy it, I copy that url, put it in a new tab and then right click image -> Open Image in a new tab.

Not as simple as it used to be but it always works for me. After that, just use the usual image button on here and done :)
Thanks, now I know :)
 

Raide

Banned
Oct 31, 2017
16,596
Unreal Engine will give you a bad time, Unity is much more manageable to use. If you want hard mode you should try using either on a 2015 MacBook Pro :)
Hmm.. I think I either need to get a meatier laptop or use my desktop. Hmm... Would prefer to have it more mobile so I can work on the go.
 

LuckyLactose

Member
Mar 28, 2018
161
Where i would have scripts assigning the transform of the head and hands, the IPD should automatically be queried and assigned from whatever VR SDK you are using. I do not believe Unity would create multiple cameras if you are using the "Both" eye target, it would just render both views from the position of the main camera currently in your scene so it seems like much more work not using two cameras to accomplish what you are doing. With this structure you can do all the testing you want and even have it set a fake IPD if you have no HMD attached.

PS: Fix your shaders :)
Hm, I guess I'll just have to test it and see. I don't understand how this would work correctly/synchronize with the data from the HMD, but it might just be a part of the behind-the-scenes magic that Unity does on its own. I'll at least set it up similar to what you've suggested -- even if I need to change things later on it will give me something to test with for now. Thanks for the input :)

And yeah, pinkness is due to a Unity preview package being a bit too previewy, will be sorted out later on =) Not that fancy shaders or interesting environments is a requirement for my project, luckily!
 

Sean Noonan

Lead Level Designer at Splash Damage
Verified
Oct 26, 2017
384
UK
Jack B. Nimble is out now - launch week sale too. Tired. Got a day or two before I go on holiday. Need it.



 

Jintor

Saw the truth behind the copied door
Member
Oct 25, 2017
32,427
a naked guy with a giant camera for a head is some suda51 shit let me tell you
 
Dec 18, 2017
3
Hi all, I am currently helping create an indie game, and we have just released the demo version.

QH9aM42.jpg

Some legends refuse to die.

Trailer:


Characters:
oms8eCd.png
7diyFyR.png

VvO1YR5.png
JCd5mF7.png

Controls:
Directional Attack(8-way): Attack + Direction
Dash: Down + Jump
Directional Special Attack: Special + Direction (Dorin only)
Crouch Walk: Down-Diagonal​

Download links:

Social Media Links:


Jnw688X.jpg


Feel free to send any and all feedback directly to me. We also have a few title screen entered modifier codes that change various things about how the game is played, PM me if you are interested in them.

Don't feel like playing?
You are in luck, you can find videos of people trying out the demo on youtube and twitch. Just search for Carpathian Night on whichever platform you prefer.​
 

Arebours

Member
Oct 27, 2017
2,656
anyone here have experience with procedurally generating 3d tile maps? Think old school top down tile sets but in full 3d. I'm currently using marching squares but I'm a bit worried about how well it will scale and work with more tile types like diagonals and multi-tile-height cliffs. Is there an established solution for this kind of stuff?
Thinking about it the 3d part probably doesn't matter except that height is a factor(which is true for many top down 2d games as well).
 
Last edited:

Minamu

Member
Nov 18, 2017
1,900
Sweden
It's probably not the same thing as you're looking for but one of the teams I'm in used connector cubes in doorways with a direction variable (up, down, left, right) and these cubes would interlock by overlapping at their origin points. Up could of course only match with down and so on. A bunch of ray casts made sure that each 3d room prefab was of an appropriate size so odd shapes wouldn't stick through walls into other rooms. Height via staircases fixed itself automatically thanks to the cubes since we placed them manually in each room.
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
Hi all, I am currently helping create an indie game, and we have just released the demo version.

QH9aM42.jpg

Some legends refuse to die.

Trailer:


Characters:
oms8eCd.png
7diyFyR.png

VvO1YR5.png
JCd5mF7.png

Controls:
Directional Attack(8-way): Attack + Direction
Dash: Down + Jump
Directional Special Attack: Special + Direction (Dorin only)
Crouch Walk: Down-Diagonal​

Download links:

Social Media Links:


Jnw688X.jpg


Feel free to send any and all feedback directly to me. We also have a few title screen entered modifier codes that change various things about how the game is played, PM me if you are interested in them.

Don't feel like playing?
You are in luck, you can find videos of people trying out the demo on youtube and twitch. Just search for Carpathian Night on whichever platform you prefer.​


This looks fantastic. It's inspired by Castlevania: Bloodlines, right? (the Sega Genesis one where one of the characters wields a spear). I'll be sure to give it a try later alongside Sean Noonan's game.
 

Arebours

Member
Oct 27, 2017
2,656
It's probably not the same thing as you're looking for but one of the teams I'm in used connector cubes in doorways with a direction variable (up, down, left, right) and these cubes would interlock by overlapping at their origin points. Up could of course only match with down and so on. A bunch of ray casts made sure that each 3d room prefab was of an appropriate size so odd shapes wouldn't stick through walls into other rooms. Height via staircases fixed itself automatically thanks to the cubes since we placed them manually in each room.
yeah this is a different issue. What I want to do is to basically translate a height map into a tile map. I'm actually planning to hand craft the map for the actual game but I want a procedural, random system to assist with developing and testing the tile engine/tech, tile set assets and various decoration systems. Marching squares work fine with only the cardinal directions and corners but I'm a bit lost on how to do diagonals and cliffs that are taller than one tile unit in height. I'm sure I can figure it out without too much trouble but was hoping that maybe someone had already done the work for me :)
 

Bjones

Member
Oct 30, 2017
5,622
yeah this is a different issue. What I want to do is to basically translate a height map into a tile map. I'm actually planning to hand craft the map for the actual game but I want a procedural, random system to assist with developing and testing the tile engine/tech, tile set assets and various decoration systems. Marching squares work fine with only the cardinal directions and corners but I'm a bit lost on how to do diagonals and cliffs that are taller than one tile unit in height. I'm sure I can figure it out without too much trouble but was hoping that maybe someone had already done the work for me :)

Ehh basically you need to assign all sides of the tile a height and a "isPassable" flag in the tile data. That way you can find matching sides.

If you are not using uniform single tiles then you need to add more data like slope, width, and position of your area exits.
 

Arebours

Member
Oct 27, 2017
2,656
Ehh basically you need to assign all sides of the tile a height and a "isPassable" flag in the tile data. That way you can find matching sides.

If you are not using uniform single tiles then you need to add more data like slope, width, and position of your area exits.
So something like a tile rule set? I thought about that especially for painting(for manual map making) tiles when I get to that but it still seems to me that I would have to do a lot matching neighbors to patterns which is a pain. But I guess if I think of the height data as a series of long strokes it might seem less annoying to deal with :)
The graph based approach of using marching squares really makes that part painless and stupidly simple when generating from height maps though. Maybe I'm not quite understanding what it is that you are suggesting.

All my tiles are uniform as in they are constricted to a 1x1x1 volume and no "half-steps" or other height variations are allowed, but some tiles like the diagonals have special corner tiles that lead into the diagonal then continue with alternating inner and outer segments(seems to me this is the only way to make tiling diagonals work in 3d) that need to match up throughout the diagonal - which complicates things a bit.
 
Last edited:

F-Pina

Nerd Monkeys
Verified
Nov 3, 2017
233
Lisbon
Hey!
I am doing a massive pixel-art Post-Mortem @Polycount about the Detective Case and Clown Bot games -> https://bit.ly/2NJQVbU
Already finished the post on the first game, going to the second. Here are some images of some time-lapses I put together to show how the sets were built.

hotellisbon_room_anime1.gif
restaurant_anime.gif


More stuff on character design, animation and many other things. Enjoy!

manel.gif
 

Bjones

Member
Oct 30, 2017
5,622
So something like a tile rule set? I thought about that especially for painting(for manual map making) tiles when I get to that but it still seems to me that I would have to do a lot matching neighbors to patterns which is a pain. But I guess if I think of the height data as a series of long strokes it might seem less annoying to deal with :)
The graph based approach of using marching squares really makes that part painless and stupidly simple when generating from height maps though. Maybe I'm not quite understanding what it is that you are suggesting.

All my tiles are uniform as in they are constricted to a 1x1x1 volume and no "half-steps" or other height variations are allowed, but some tiles like the diagonals have special corner tiles that lead into the diagonal then continue with alternating inner and outer segments(seems to me this is the only way to make tiling diagonals work in 3d) that need to match up throughout the diagonal - which complicates things a bit.

That's all your matching algorithm. Like I said you need slope data if you want to randomly match angles , but A lot of procedurally generated games make transitions like that a "set" or one piece for simplicity.

But procedural generation isn't simple :)
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
Hey there, Polygon published this article and I wonder if it's worthy? I'm not from US so I don't know how good this place is but the offer looks great:

https://www.polygon.com/ad/17564500/you-can-get-a-lifetime-of-game-design-training-for-just-59

It's probably worth noting that this is not an article but actually advertising:

"Advertiser content from StackMedia"
"This advertising content was produced in collaboration between Vox Media Commerce and our sponsor."

Also, if you're told that something is normally worth 6 grand, but that you can get it today for the low, low price of 60$, then of course it seems like an amazing deal. This is called anchoring. :)

(I'm not passing any judgement as to the actual worth of the offer itself; just pointing out two potential red flags).
 

MegaSackman

Member
Oct 27, 2017
17,753
Argentina
It's probably worth noting that this is not an article but actually advertising:

"Advertiser content from StackMedia"
"This advertising content was produced in collaboration between Vox Media Commerce and our sponsor."

Also, if you're told that something is normally worth 6 grand, but that you can get it today for the low, low price of 60$, then of course it seems like an amazing deal. This is called anchoring. :)

(I'm not passing any judgement as to the actual worth of the offer itself; just pointing out two potential red flags).

You're right, at the moment I posted I thought it was an article and yeah, it's weird that by searching a little I found that this "offer" it's been advertised almost every month so, I'm gonna stick with tutorials and practicing.

Thx for the response!
 

Randoboy

Member
Oct 31, 2017
36
UK
Thank you as well :-)

And awesome to hear it's going well on your end too! Out of curiosity, how has the itch release been going for you? Do you have any numbers to share (if you want to)? How has player reception been so far?

We're doing alright! We've sold over 400 copies so far, which definitely won't mean any of the team can work full time yet, but I think it's been a decent way to build up a community and improve the game in a controlled environment. Itch is a great place to learn how to soft-launch a game and interact with an audience (and so much more of a pleasure to use than Steam) but it's clearly a small platform and we feel like we're starting to exhaust the reach we have to attract new players. We've got a nice discord community going and lots of wishlists on Steam, so we're just ironing out some more kinks before we plan to bring it over to there and other storefronts!

Reception has been really, really, positive. Everybody seems to be really enjoying it, much better than our initial expectations tbh. So we feel like we've got a really good game in our hands...just gotta find the wider audience now!
 

Doc Holliday

Member
Oct 27, 2017
5,815
Hey!
I am doing a massive pixel-art Post-Mortem @Polycount about the Detective Case and Clown Bot games -> https://bit.ly/2NJQVbU
Already finished the post on the first game, going to the second. Here are some images of some time-lapses I put together to show how the sets were built.

hotellisbon_room_anime1.gif
restaurant_anime.gif


More stuff on character design, animation and many other things. Enjoy!

manel.gif

Woah! you worked on this?! Love the look of this game ever since I saw it on the YoYo Games site a while back. Can't wait to get home and read the post mortem.
 

Deleted member 6056

Oct 25, 2017
7,240
Got in on the pixel game maker mv early access. Gonna prototype some physics stuff with shot patterns, ricocheted, pathfinding, projectiles that change speed or properties of other objects and any other physics ideas I can come up with for objects and shots. Will report here and post my settings as I pull off stuff so that once its polished and outta early access folks can have fun with this in projects.
 
OP
OP
Popstar

Popstar

Member
Oct 25, 2017
878
Got in on the pixel game maker mv early access. Gonna prototype some physics stuff with shot patterns, ricocheted, pathfinding, projectiles that change speed or properties of other objects and any other physics ideas I can come up with for objects and shots. Will report here and post my settings as I pull off stuff so that once its polished and outta early access folks can have fun with this in projects.
Cool. I'll be interested to hear what you think of it.

 

Deleted member 6056

Oct 25, 2017
7,240
I may as well cross post my initial impressions and my elaborated hit list of things I'll try to make the engine do that I hope to post setpoints to recreate here.
shaowebb said:
Early Access gonna be like an Early Access I guess. Its got a few crashes and some untranslated stuff. Not a lot but a few notes and menus. Physics editor, tilesetting and all that works good and its fast and you can prototype extremely well so lets focus on the good it has and not just what the early access doesnt deliver on yet I guess.

The witch game proves it has some real power once you get under the hood and tune your physics and logic controllers. Strong potential here, but for an early access it is rather limited in areas. I plan on mainly during access focusing on physics editing objects for different types of weaponry and interactions. That way as things update, and get close to the full release build I'll have my settings polished and some nice tools to throw around. I plan on staying clear of plugins in this early phase so no java editting. Also I see little point in doing sprite work heavily or map creation of assets yet. Mainly I feel like prototyping is the way to go right now.

Things I want to try and make:
  • ricochet weapons with varying speed increase or momentum decay as they bounce around
  • boomerang objects that utilize non linear flight paths or steerable flight paths like a sine wave projectile that returns or PK thunder like ability
  • stretchy objects that will "catch" an object, stretch, and bounce it away with increased force. Ideally I want to make vertical vines and throw a ball into it at different angles and see if I can get it to bounce back with a lot of force for a neat interactible that way
  • create tesla coil type scenarios where you have objects that act as lightning rods and when you place or fire another object it fires beams that connect it to the lightning rods as it travels in bursts. I could make a good weapon using this that is a normal shot on its own but as it passes by placed objects it turns into a bullet that fills the screen with laser beams to hit massive areas for a nice visual thrill
  • projectiles that change momentum. I like fireballs in fighters that come out slow then suddenly jet off quickly after a short period. they bait out jumps too early and tend to throw players off. These would be great to give enemies. Likewise if they fire fast and then suddenly slow down and drift around slowly. I could see making a bubble gun with those sorts of physics
  • attempt to make parries like Street Fighter 3 possible in combat. This could be a fun way to explore hitboxes, hurtboxes, frame timing and logic
  • Projectiles with path finding skills. I'd like to make a projectile fire into a pachinko board like set of moving tiles and home in on a target. If I get this I'd like to combine it with a bullet that splits into more bullets exponentially and create a sort of burst of living bullets crawling around that multiply like some kind of virus that keeps on dividing into more of itself seeking out a host to kill
  • Projectiles that change the physics of other objects. I'd like to test logic out and see if I could get something to change logic either permanently or temporarily upon interacting with a projectile. I'll start with a gravity editor. See if I can't make a bullet that makes objects suddenly float and drift away only to wear off and send them crashing down.
This is my early access prototyping hit list so far. If you can think of other physics challenges hit me up. I'd love to test them.
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
Got in on the pixel game maker mv early access. Gonna prototype some physics stuff with shot patterns, ricocheted, pathfinding, projectiles that change speed or properties of other objects and any other physics ideas I can come up with for objects and shots. Will report here and post my settings as I pull off stuff so that once its polished and outta early access folks can have fun with this in projects.

I may as well cross post my initial impressions and my elaborated hit list of things I'll try to make the engine do that I hope to post setpoints to recreate here.

I feel like there's some overlap between your project and some of the stuff I've done for mine. I have sort of tesla coils in my game, for example:
https://youtu.be/iumhdXSw5jA?t=128
The lightning coming from the balls starts randomized, but as difficulty increases it actually homes onto the player.

As for homing stuff, I'd probably share an insight that took me quite a while: in my game, unless they're currently not moving, bullets don't home onto the closest enemy, but the enemy they would have to deviate the least to hit. This means the smallest angle between the velocity and the vector from the pursuer to the target:
deviation = Vector2.Angle (projectileVelocity, targetPosition - projectilePosition);

For wall ricochets, as long as the walls are axis-aligned (i.e. vertical or horizontal), calculations are incredibly easy: you just flip the sign of the velocity's x component when hitting a vertical wall, or the y's when hitting an horizontal wall.

For objects bouncing off each other, as long as they have similar masses, you can get away with simply swapping their velocities (billiards ball effect). Optionally you can damp both velocities by a factor.
 

Jintor

Saw the truth behind the copied door
Member
Oct 25, 2017
32,427
i discovered that the code i use to have my player character flicker when hit is spread out over something like 7 different code blocks for some ass-backwards reason i curse past jintor for

like it makes sense and it works but damned it is stupid
 

Deleted member 6056

Oct 25, 2017
7,240
I feel like there's some overlap between your project and some of the stuff I've done for mine. I have sort of tesla coils in my game, for example:
https://youtu.be/iumhdXSw5jA?t=128
The lightning coming from the balls starts randomized, but as difficulty increases it actually homes onto the player.

As for homing stuff, I'd probably share an insight that took me quite a while: in my game, unless they're currently not moving, bullets don't home onto the closest enemy, but the enemy they would have to deviate the least to hit. This means the smallest angle between the velocity and the vector from the pursuer to the target:
deviation = Vector2.Angle (projectileVelocity, targetPosition - projectilePosition);

For wall ricochets, as long as the walls are axis-aligned (i.e. vertical or horizontal), calculations are incredibly easy: you just flip the sign of the velocity's x component when hitting a vertical wall, or the y's when hitting an horizontal wall.

For objects bouncing off each other, as long as they have similar masses, you can get away with simply swapping their velocities (billiards ball effect). Optionally you can damp both velocities by a factor.
Thanks for this. This helps me get goin on a few things easily that I wanted to test and tweak and experiment with. I dont actually have a project though. I've...had to postpone the one thats ate up like 3 years for me for awhile. To pay bills I took an industrial career since animation wasn't paying shit. Now that industrial career has gotten seriously hectic for nearly a year and a half so all my spare time has had to go into trying to stay sane with only small light stuff like mod a stick or do a bit of work here and there on an arcade cabinet that ended up taking over a year when it coulda took a simple week.

My idea is to learn a broad spread of neat things for objects and projectiles to do to make a surplus of fun interactible weapons or objects for potential usage later. I dont know if the fighting game I've pounded stuff at for years will suddenly be scrapped and repurposed into something using its concepts in Pixel Game Maker for anything though. Not even sure if it could do a full fighter any easier than anything else. Asset production was killing me as a one man show was why I had to stop or burnout into oblivion. Art was suffering due to fatigue from work severely as well. Still a metroidvania/physics game style of engine thats wysiwyg is very appealing and I want to relax and experiment a bunch in it. If the stuff I brainstorm turns up useful to anyone else in the meantime then good I saved someone else work.
 

Deleted member 8112

User requested account closure
Banned
Oct 26, 2017
4,101
Started playing around with Unity yesterday and now I have this:


It's not much but I'm really proud of it. Not really used to object oriented programming since I've done nothing but algorithms in C++ during high school so far, but I really like it and want to do more.
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
Nested Prefaaaaaaaaaaabs

Can't go back, can't wait until it's in the standard release so my store assets will get updated to use them

I'm personally waiting until they push it to release because I don't trust them with not breaking a million things; I'd rather wait until they iron all most some of them out. :P
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
Ok putting together kickstarter its not live yet but love some feed back?

here a peek for you all https://www.kickstarter.com/projects/1518739237/121845682?ref=9rlcct&token=b20040e7

My biggest issue with the Kickstarter is that I don't see what's the "hook" of the game, or what makes it unique compared to any other Metroidvania out there. If there's something that only your game does (and hopefully there is?), that should be in the headline and repeated as much as possible in the pitch.
 

Pooh

Member
Oct 25, 2017
8,849
The Hundred Acre Wood
Ok putting together kickstarter its not live yet but love some feed back?

here a peek for you all https://www.kickstarter.com/projects/1518739237/121845682?ref=9rlcct&token=b20040e7

Criticism ahead, hope it's useful :)

I don't know how other people feel about this, but I'd put your logo stuff at the end of the video. Any time taken before getting to your game is a waste.
In general, I'd make sharper cuts to your video to keep the momentum up. Don't be afraid to use cuts, or make those wipes go faster.

What is the story of this game? Why should I care about Sophie? You don't have to get super far into the details but, for instance, the opening screen says "Join Sophie on a journey" ... a journey to do what? to go where? why? Hint to this in your trailer.

In your story section, it says this:
"Join Sophie and discover mysteries that have been hidden away in the world of ____, many which were lost and forgotten through time.

While out doing an odd errand for her sister, Sophie gets unwillingly burdened with a task that will lead her to travel through worlds of rain, wind, immense heat and lightning in order to collect ancient relics. But the journey won't be easy, there are plenty of powerful enemies that will stand in your path as well as an Empire that has their own plans in motion."​

This is really wordy for something that really isn't saying much. Also, getting "unwillingly burdened with a task" doesn't sound fun at all. Try to narrow it down but also be more dramatic. Use verbs to tell the player what they're going to DO.

Maybe something like:
"When Sophie's peaceful life is shattered by an ancient curse placed upon her sister Willow, she resolves to find the cure, no matter the cost. Join Sophie as she braves the elements in worlds with everything from violent storms to searing heat. Search ruins and dungeons for precious relics, and master techniques to defeat powerful enemies and deadly bosses. Help Sophie uncover the ancient mysteries that will save Willow's life while changing her own life forever."
What makes me worried reading your Kickstarter is it feels like not enough is nailed down, and it feels unfocused. I don't know what the CORE APPEAL of the game is. Is it the art? The platforming? The combat? The puzzle-solving? It just feels like there's a bunch of ideas but not a lot of examples. Don't feel afraid to "give things away." There could be cool stuff you want players to discover but if they're not interested then it's pointless anyway. Give them a hamburger with a promise of prime rib on the way.

Anyway, just my thoughts.
 

Jump_Button

Member
Oct 27, 2017
1,787
Best not to hold back mhmm, as for unique hooks having to pick what power up and skill you unlock from the start in any order you want, think Zelda link between worlds
 

Super Moorad

Member
Jul 26, 2018
95
Ok putting together kickstarter its not live yet but love some feed back?

here a peek for you all https://www.kickstarter.com/projects/1518739237/121845682?ref=9rlcct&token=b20040e7

I agree with everything Pooh said. It feels way too unfocused and the wording isn't really helping.

I feel like you should add commentary to your video. Get rid of the annotations which I don't think explain all that well what your game is about and tell us with your own voice. I never read the description below if I don't get hooked by the video. And most of the time, I scroll past the wall of texts, straight to the stretch goals.

Speaking of stretch goals, there is a weird disconnect between how much you are asking for your initial goal and the ones for the hidden dungeon and the new location. You are respectively asking for 86.5% and 150% of your initial goal for a single hidden dungeon and a single new location (What is it by the way? What do you do (as a player) in a "location"?). And your last stretch goal sits at 5 times what you initially asked. There is no way you're getting there.
 

SaberVS7

Member
Oct 25, 2017
5,258
The time has come and so have I, for CONTENT:

Finally added proper Inventory Sort&Drag functionality:

2b3cun.gif


mods plz add Facepunch embeds so I can give ERA lossless videos that I upload there.

Also... Forgive my interruption, my fashion is augmented.

KaufmanOutfit2.jpeg


Ok putting together kickstarter its not live yet but love some feed back?

here a peek for you all https://www.kickstarter.com/projects/1518739237/121845682?ref=9rlcct&token=b20040e7

Here's my biggest takeaway I notice noone else has mentioned:

There's so many grammar and spelling errors. That'll turn-off pretty much everyone who finds it by browsing.

1. It makes you look unprofessional

2. That paired with apparently being from the UK makes you look less credible. As in "Hello I am John from Windows and we found a Virus on your computer" Less-Credible.
 
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