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Polynaut

Member
Oct 27, 2017
697
Thanks for that! The B&W highlights it quite well. I've tried to indicate "colidable"terrain by giving it a white inner-highlight, but it looks like it is getting a bit lost when its next to backgrounds that are using white as a highlight for shading purposes. If I switch to colour for the BGs, I most likely won't use any white at all.

When you say "Messing with the values", what do you mean exactly? Making things lighter/darker? On the background, foreground, or both?
When I say mess with values, I meant on all the layers yeah! It may be a somewhat subjective thing, but I think you can get your collisions walls and your characters to stand out more by adjusting the values as a whole. Here is a quick mockup I did to show what I mean.

kwcJvQO.png


See how it gets darker as it goes back into the distance? With the foreground/colliable objects and character being the lightest in value to help them stand out.

Here it is in B+W:
1SaYto1.jpg


This is just one possibility tho! You could have it getting lighter as it goes back in space as another solution, with your character and foreground being the darkest overall. Whats most important probably just making sure that the collision areas stand out from the background since that seems to be a big part of the game :)

Overall I'm liking the look of your art! Its nice and clean and reminds me of Super Mario World in some ways (thats a good thing!).
 
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Oct 26, 2017
3,915
When I say mess with values, I meant on all the layers yeah! It may be a somewhat subjective thing, but I think you can get your collisions walls and your characters to stand out more by adjusting the values as a whole. Here is a quick mockup I did to show what I mean.

kwcJvQO.png


See how it gets darker as it goes back into the distance? With the foreground/colliable objects and character being the lightest in value to help them stand out.

Here it is in B+W:
1SaYto1.jpg


This is just one possibility tho! You could have it getting lighter as it goes back in space as another solution, with your character and foreground being the darkest overall. Whats most important probably just making sure that the collision areas stand out from the background since that seems to be a big part of the game :)

Overall I'm liking the look of your art! Its nice and clean and reminds me of Super Mario World in some ways (thats a good thing!).

Interesting stuff! I might mess around with it and see what I can do. I want to try and keep things bright and vibrant though, so I'm a little hesitant about darkening the BG for distance (Lightening it might be a good alternative). I guess I can reserve next week's work for playing about with colours and seeing what works. Thanks very much for taking the time to make these examples, and thanks for the kind words too!

missile, thanks! :)
 
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OllyOllyBennett

BizDev & PR at Cardboard Sword
Verified
Nov 10, 2017
40
North East, UK
I would also recommend setting up Twitch streams where you showcase some bits of the game and answer people's questions.
We've been doing this already for a while now. We get a very modest number of people watching, but it's still good. We then turn them into YouTube videos, and get a modest number of hits on those too. So I would recommend this to others also.
I would also try to contact youtubers who usually enjoy games similar to yours (not just metroidvanias, any games similar in terms of setting, mechanics or narrative), especially those with niche/smaller channels. See if you can get them playing your game and give you some feedback. A lot of developers make the mistake of seeing youtubers as 'tools' for getting exposure, when they're actually a valuable resource to get feedback which you can use to improve your game, as they're more likely to give you informed and in-depth criticism.
This is a great suggestion. I'll definitely consider this, cheers.
After years of noodling with prototypes then dropping them for various reasons, I've gotten to a playable point with Roobound, a first person platforming game where you pilot a robot kangaroo (roobot!) across procedurally generated levels filled with enemy robots based on the critters of Australia.

It's kind of Jumping Flash x Spelunky x Arms x Kratt's Creatures :D

I'm a designer, not a trained artist, but here's where I'm going with it:
Some really nice high-level concept ideas in this. Good luck with the project.
I wonder if indie devs, large or small, do any kind of market research before deciding to work on a game for years. I know I certainly haven't, and I probably should've. But I didn't plan to be working on the same game for 2+ years either hehe.
We fell into doing The Siege and the Sandfox, as the artists had just been making the assets as a hobby project, so we shelved our 3D project, adopted them, and started work on the game.

Part of why we all went indie (we're all from AAA backgrounds with around 10-15 years' experience each) was so we weren't beholden to market trends and pushy business departments. However, after we started the project, I've certainly been doing market research.

I have a database of all titles similar to ours in some way or another - already out and in development - with details about their Metacritic score, release date, platforms, launch price, players, owners (taken before Steamspy went down), and more.

There is a freedom and joy to making what you want, and as trends are so rapid to change, and games so long to make, it's very hard to research pre pre-production and get any data that will be reliable come completion of the game.
 

WishyWaters

Member
Oct 26, 2017
94
I wonder if indie devs, large or small, do any kind of market research before deciding to work on a game for years. I know I certainly haven't, and I probably should've. But I didn't plan to be working on the same game for 2+ years either hehe.
I wanted to chime in on this. I have done market research, but only after I decided what I wanted to make. Doing some research and creating some predictions for income has helped me figure out how long I want to spend on my game. I have an understanding of my floor and what's most likely, which leads me to how much time I want to pour into creation. For me it really helped highlight that going past 2 years of development just isn't worth the ROI.

I love my project and I could develop on it for fun for years. Finding a way to put myself on a clock has really helped me tone down the project and focus on what matters. It is the ultimate scope creep killer.
 

Rolento

Member
Oct 25, 2017
2,522
This is just oozing with style, nice!
awesome! thanks!

I'm considering putting effort in starting an Indie Dev Meetup in my area... I have resources where I can make it happen so people can showcase their games, maybe have an open panel or something, and more, but I was wondering if anyone here has some input.
 

DNAbro

Member
Oct 25, 2017
25,875
The Ludum Dare theme is "2 incompatible genres"

I'm busy with other work yet I'm very tempted to try something.
 

Minamu

Member
Nov 18, 2017
1,900
Sweden
Good theme for LD, for sure. I won't be creating something unfortunately, I'm gonna have my hands full with work (and my ongoing Unreal course).
 

Camille_

Member
Oct 26, 2017
224
Angoulême, France
Screenshot Saturday? Screenshot Saturday! I (hopefully) don't spam those here too often anymore since, let's be honest, it gets kind of repetitive after a while (and no one feels this more than I do at the moment), but I see the light at the end of the tunnel, finally... if everything goes well, I should be done with cleaning anim at the end of the month. Fingers crossed!

For now, here's the weekly recap:

TidyGlamorousBronco.gif
 

jahasaja

Banned
Oct 26, 2017
793
Sweden
I wanted to chime in on this. I have done market research, but only after I decided what I wanted to make. Doing some research and creating some predictions for income has helped me figure out how long I want to spend on my game. I have an understanding of my floor and what's most likely, which leads me to how much time I want to pour into creation. For me it really helped highlight that going past 2 years of development just isn't worth the ROI.

I love my project and I could develop on it for fun for years. Finding a way to put myself on a clock has really helped me tone down the project and focus on what matters. It is the ultimate scope creep killer.

I have not done any market research and I still have not started to market my game (already worked on it for 2+ years). The market is also changing quickly so I do not know if it is helpful to do research on a 2+ year project.

Edit: sorry my point was to say that there is I guess not a correct way to do it. I think a lot of us except for making a great game, also needs some luck to be able to get attention.
 
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SweetSark

Banned
Nov 29, 2017
3,640
Screenshot Saturday? Screenshot Saturday! I (hopefully) don't spam those here too often anymore since, let's be honest, it gets kind of repetitive after a while (and no one feels this more than I do at the moment), but I see the light at the end of the tunnel, finally... if everything goes well, I should be done with cleaning anim at the end of the month. Fingers crossed!

For now, here's the weekly recap:

TidyGlamorousBronco.gif

It seems from your gift you posted, the protagonist will be able to pet the animals which get defeated by her.
Also I see an animation which I guess she look something big/beautiful to the horizon.
An animation which show the hero get alerted before a fight get started. Like a cutscene, but happens on each fight if she get surrounded.
Finally an animation which she opens or activate something by hitting her mace to the ground?

How much close I am?
 

Camille_

Member
Oct 26, 2017
224
Angoulême, France
It seems from your gift you posted, the protagonist will be able to pet the animals which get defeated by her.
Also I see an animation which I guess she look something big/beautiful to the horizon.
An animation which show the hero get alerted before a fight get started. Like a cutscene, but happens on each fight if she get surrounded.
Finally an animation which she opens or activate something by hitting her mace to the ground?

How much close I am?

Wow, very close! You're correct, you'll be able to pet the animals you defeat, and the "look at horizon" and "surprise" are both for cutscenes/small event scenes before bosses, or for narrative impact (since there will be no spoken/written text, I use anims instead to convey what happens in a more theatrical fashion).
The "hit mace on ground" move is her getting her back to a wall to avoid objects coming from above - the mace part is just a byproduct of having to do something with it :-D Still, excellent guesses all around, you've got a good eye!
 

SweetSark

Banned
Nov 29, 2017
3,640
Wow, very close! You're correct, you'll be able to pet the animals you defeat, and the "look at horizon" and "surprise" are both for cutscenes/small event scenes before bosses, or for narrative impact (since there will be no spoken/written text, I use anims instead to convey what happens in a more theatrical fashion).
The "hit mace on ground" move is her getting her back to a wall to avoid objects coming from above - the mace part is just a byproduct of having to do something with it :-D Still, excellent guesses all around, you've got a good eye!

Thank you for the copliments. This was so sweet to hear I was nearly right.
However if your Hero is able to pet the animals, this means you must somehow create a unique pet animation for each type of animal enemy you will have in the game. This sound really difficult. Also make sure to have a joke human character who get defeated by the hero and then get pet like a animal.
Finally because you said the "surprise" animation is from boss fight [I think], this mean she will get locked in a room to fight a Boss.
Or maybe they are 2 Bosses, one for each side the hero look.
 

Camille_

Member
Oct 26, 2017
224
Angoulême, France
Thank you for the copliments. This was so sweet to hear I was nearly right.
However if your Hero is able to pet the animals, this means you must somehow create a unique pet animation for each type of animal enemy you will have in the game. This sound really difficult. Also make sure to have a joke human character who get defeated by the hero and then get pet like a animal.
Finally because you said the "surprise" animation is from boss fight [I think], this mean she will get locked in a room to fight a Boss.
Or maybe they are 2 Bosses, one for each side the hero look.

Yup, there will indeed be unique pet animations for each animal (thankfully not for the character herself). The system is already in place and can be seen in the devlog if you haven't already, like this:

DirectMeekArgusfish-max-14mb.gif

IllustriousAgitatedHuia-max-14mb.gif


- as for how many animations will be required... well, I don't know how much you know about the game already, but I think it's kind of a moot point at this stage :-D

I like the idea of a joke human character, but I'll refrain - apart from Inti herself (which is not even really human in the first place, being a divine avatar). There are no humans to see/interact with in the game, so it'd be a bit out of place, even if I enjoy the idea of the joke itself!

The surprise animation will be for specific scenarios like the one you describe, indeed - or others, but I won't spoil what they'll be :-D
 

DNAbro

Member
Oct 25, 2017
25,875
i was thinking 'text adventure rhythm game'

I was thinking 'rhythm fighter' mostly so I could make title "Dancing in the Street Fighter" work.

But yeah unfortunately they always put this stuff at the end of my semester so I'm usually super busy.

also I just googled rhythm fighter and Rhythm Heaven already did it and it's pretty much exactly what I was thinking lol.
 

SaberVS7

Member
Oct 25, 2017
5,237
Might be a little bit before I get my Screenshot Saturday content ready today, but you can have this in the meantime.

c56ec8.png
 

Veidt

Member
Oct 27, 2017
511
We've been doing this already for a while now. We get a very modest number of people watching, but it's still good. We then turn them into YouTube videos, and get a modest number of hits on those too. So I would recommend this to others also.

This is a great suggestion. I'll definitely consider this, cheers.

You mentioned you signed with a publisher, have they tried any sort of cross-promotional initiatives? For example, getting developers of different games they're publishing (particularly titles targeting a similar target audience) showing up on the same stream, playing/showing their games while having a chat? Seems like a good way to reach out to new people and get different communities engaged, especially when it comes to indie labels and smaller publishers.
 

ninjaboyjohn

Member
Oct 30, 2017
291
California
Yup, there will indeed be unique pet animations for each animal (thankfully not for the character herself). The system is already in place

So cool - I *love* the "pet the animals after you've knocked the evil out of them" concept. Are there gameplay benefits for doing so? Regain a little health, xp, etc? Definitely a good place for achievements - instead of "kill 25 armadillos" it's "pet 25 armadillos"

In Roobound, I'm planning on doing something sorta like when you kill the badniks in a Sonic game - the robot was powered by a real animal "battery" that is now freed after you destroy the robot. Since my game is all about floating platforms, the idea is the battery animal gets a cute parachute and parachutes back to earth.
 

Camille_

Member
Oct 26, 2017
224
Angoulême, France
So cool - I *love* the "pet the animals after you've knocked the evil out of them" concept. Are there gameplay benefits for doing so? Regain a little health, xp, etc? Definitely a good place for achievements - instead of "kill 25 armadillos" it's "pet 25 armadillos"

In Roobound, I'm planning on doing something sorta like when you kill the badniks in a Sonic game - the robot was powered by a real animal "battery" that is now freed after you destroy the robot. Since my game is all about floating platforms, the idea is the battery animal gets a cute parachute and parachutes back to earth.

Many thanks :-D
Regarding any player benefit for petting, no, I'm not planning on any, as I feel that'd "game-ify" the action and be contrary to the intended spirit. I'd like players to pet pecause they want to pet, not because they're aiming to get something from it! Intentional action and aesthetisation of motion is an important part of the project (doing stuff for doing stuff's sake) :-D Also, there is no xp and health auto regenerates, so even if I wanted to give something for it... there'd be very little of interest to give the player in the first place! :-D

Might be a little bit before I get my Screenshot Saturday content ready today, but you can have this in the meantime.

c56ec8.png

Dang, I think this looks so much better! Excellent job!
 

Deleted member 5167

User requested account closure
Banned
Oct 25, 2017
3,114
I was thinking 'rhythm fighter' mostly so I could make title "Dancing in the Street Fighter" work.

But yeah unfortunately they always put this stuff at the end of my semester so I'm usually super busy.

also I just googled rhythm fighter and Rhythm Heaven already did it and it's pretty much exactly what I was thinking lol.

The trick is something you know* you can make in a 48 hour period including all the assets, music, sfx, animations and UI.
I know* I can make flappy bird with some extra bells and whistles...

*"know" lol... hubris is gonna kick my ass as I end up skimping on something or other as per usual
 

jahasaja

Banned
Oct 26, 2017
793
Sweden
Many thanks :-D
Regarding any player benefit for petting, no, I'm not planning on any, as I feel that'd "game-ify" the action and be contrary to the intended spirit. I'd like players to pet pecause they want to pet, not because they're aiming to get something from it! Intentional action and aesthetisation of motion is an important part of the project (doing stuff for doing stuff's sake) :-D Also, there is no xp and health auto regenerates, so even if I wanted to give something for it... there'd be very little of interest to give the player in the first place! :-D



Dang, I think this looks so much better! Excellent job!

Regenerating health in a side-scroller sounds exciting! But are you not worried
it will break the pace of the game? I guess it leads to players just standing still waiting for the health to regenerate. Also, I guess your enemies have to be very mobile otherwise the player can just move away to get back health. Would be interesting to know what you have thought about these issues.
 
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_Rob_

Member
Oct 26, 2017
606
Screenshot Saturday? Screenshot Saturday! I (hopefully) don't spam those here too often anymore since, let's be honest, it gets kind of repetitive after a while (and no one feels this more than I do at the moment), but I see the light at the end of the tunnel, finally... if everything goes well, I should be done with cleaning anim at the end of the month. Fingers crossed!

For now, here's the weekly recap:

TidyGlamorousBronco.gif

The amount of dynamic items, cloth, hair etc on your characters always blows my mind when considering how much extra work having each one causes; bravo!

An update from my Olga solo post last week, here are both our main Villain Dr Daucus and his right hand woman, Olga Chestycough together!
giphy.gif
 

jahasaja

Banned
Oct 26, 2017
793
Sweden
The amount of dynamic items, cloth, hair etc on your characters always blows my mind when considering how much extra work having each one causes; bravo!

An update from my Olga solo post last week, here are both our main Villain Dr Daucus and his right hand woman, Olga Chestycough together!
giphy.gif

Are we to expect two boss fights? Or one were they work as a team?

Please let it not be a song bird situation :-P.
 

SaberVS7

Member
Oct 25, 2017
5,237

Camille_

Member
Oct 26, 2017
224
Angoulême, France
Regenerating health in a side-scroller sounds exciting! But are you not worried
it will break the pace of the game? I guess it leads to players just standing still waiting for the health to regenerate. Also, I guess your enemies have to be very mobile otherwise the player can just move away to get back health. Would be interesting to know what you have thought about these issues.

Thanks! To be honest, I'm not that worried about the pace of the game, since it's aimed at two main audiences: first one is the newcomers to the genre, for which "hardcore" mechanics such as recoverable health through pickups are a complete turn off (so regenerating health is there to allow them to make mistakes and enjoy the game at their own pace), and speedrunners, who also make their own pace in the opposite direction, and for whom relying on regenerating health is no good, as it'd go against making the best use of time. And indeed, some enemies will be mobile - not all of them, but those you are most "intended to do battle with" (or have more trouble escaping) will follow you around quite a bit, so even regenerating health might not save you from taking too many strong hits :-D All in all, I'm not designing this with a traditional platformer mindset at all, many of the choices are geared with those two audiences primarily in mind, and both tend to make the pace of the game their own, albeit for extremely different reasons!

The amount of dynamic items, cloth, hair etc on your characters always blows my mind when considering how much extra work having each one causes; bravo!

An update from my Olga solo post last week, here are both our main Villain Dr Daucus and his right hand woman, Olga Chestycough together!
giphy.gif

The followup motions are too good to ignore, I can't help myself despite the pain it brings :-D
Those two look like a dastardly pair, I like the contrast between their two attitudes and personal rhythms!
 

jahasaja

Banned
Oct 26, 2017
793
Sweden
Thanks! To be honest, I'm not that worried about the pace of the game, since it's aimed at two main audiences: first one is the newcomers to the genre, for which "hardcore" mechanics such as recoverable health through pickups are a complete turn off (so regenerating health is there to allow them to make mistakes and enjoy the game at their own pace), and speedrunners, who also make their own pace in the opposite direction, and for whom relying on regenerating health is no good, as it'd go against making the best use of time. And indeed, some enemies will be mobile - not all of them, but those you are most "intended to do battle with" (or have more trouble escaping) will follow you around quite a bit, so even regenerating health might not save you from taking too many strong hits :-D All in all, I'm not designing this with a traditional platformer mindset at all, many of the choices are geared with those two audiences primarily in mind, and both tend to make the pace of the game their own, albeit for extremely different reasons!



The followup motions are too good to ignore, I can't help myself despite the pain it brings :-D
Those two look like a dastardly pair, I like the contrast between their two attitudes and personal rhythms!
Wow, that was not the answer I was expecting :-). Very interesting choice of target audiences and I guess it might be hard to design for both at the same time.

Will be very fun to follow your progress as always.
 

ninjaboyjohn

Member
Oct 30, 2017
291
California
I'm not that worried about the pace of the game, since it's aimed at two main audiences: first one is the newcomers to the genre, for which "hardcore" mechanics such as recoverable health through pickups are a complete turn off (so regenerating health is there to allow them to make mistakes and enjoy the game at their own pace), and speedrunners, who also make their own pace in the opposite direction, and for whom relying on regenerating health is no good, as it'd go against making the best use of time.

That's a really cool target audience description, and fascinating what synergies can be found when designing for both of them. I think how Nintendo's designs for Zelda BOTW and Mario Odyssey similarly offer aid to newcomers while providing challenge for speedrunners is a great way of looking at challenge in games - kind of a "beginner" level of basic challenge, with additional elements or dynamics that come out when you're going for time or 100% completion (like Celeste strawberries), etc.
 

ninjaboyjohn

Member
Oct 30, 2017
291
California
Early VR gameplay of Roobound - in this video I'm using a two-handed control scheme and gesture-based punching. The default mode is head-aim with a single targeting reticle, and you can either do punch gestures or press a button to punch, but the two-handed mode offers some more advanced combat (punch in two different directions while looking in another) for higher skilled players or for VR players who hate head aim.

 

Deleted member 5167

User requested account closure
Banned
Oct 25, 2017
3,114
T31yS7V.gif


End of day 1, wasted a bunch of time due to checking for objects via name and forgetting that Unity adds (clone) to everything instantiated.
Just VFX, Modelling, textures, walls, enemy AI, audio and music to go
 

Camille_

Member
Oct 26, 2017
224
Angoulême, France
That's a really cool target audience description, and fascinating what synergies can be found when designing for both of them. I think how Nintendo's designs for Zelda BOTW and Mario Odyssey similarly offer aid to newcomers while providing challenge for speedrunners is a great way of looking at challenge in games - kind of a "beginner" level of basic challenge, with additional elements or dynamics that come out when you're going for time or 100% completion (like Celeste strawberries), etc.

Yes, exactly! Celeste is super interesting to look at in that context, with their assist mode that allows you to bend the rules to suit your needs/wants (much like Even the Ocean did, and AC:O too recently, among others). I'm planning something very similar!
 

SweetSark

Banned
Nov 29, 2017
3,640
Yup, there will indeed be unique pet animations for each animal (thankfully not for the character herself). The system is already in place and can be seen in the devlog if you haven't already, like this:

DirectMeekArgusfish-max-14mb.gif

IllustriousAgitatedHuia-max-14mb.gif


- as for how many animations will be required... well, I don't know how much you know about the game already, but I think it's kind of a moot point at this stage :-D

I like the idea of a joke human character, but I'll refrain - apart from Inti herself (which is not even really human in the first place, being a divine avatar). There are no humans to see/interact with in the game, so it'd be a bit out of place, even if I enjoy the idea of the joke itself!

The surprise animation will be for specific scenarios like the one you describe, indeed - or others, but I won't spoil what they'll be :-D

What do you mean "thankfully not for the character herself"? Like, someone petting the hero?
Also I will confess I don't know the story at all of your game. What kind of story it have?
 

Camille_

Member
Oct 26, 2017
224
Angoulême, France
What do you mean "thankfully not for the character herself"? Like, someone petting the hero?
Also I will confess I don't know the story at all of your game. What kind of story it have?

Ah, no, no, sorry - you were wondering about how many animations would be needed, so I was saying that each enemy would have a specific "being petted" animation, but the character herself would have only one "petting" animation applied to all situations (and not an unique animation for petting each different animal, as that would be overkill!).
Regarding the story, it's fairly simple and you can think of it more as a driving context than a detailed narrative (the game will have no spoken/written dialog or text, only theatrical animations to cnvey emotions and situations, and I'm keeping the overall direction very simple). The game is about the journey of Inti, daughter of the Sun, as she attempts to reclaim her home temple that is being possessed by the spirit of the moon.
If you're interested in the game, I highly recommend you read through the devlog I've linked above (here it is again just in case) as you'll find much more information in much greater detail there :-D
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
For some reason I stopped getting notifications (and I think even seeing the thread highlighted in "followed threads") so I only realized there had been activity here upon seeing it in the front page.

Pehesse's work, as always, is so beautiful I could cry. I can't imagine what it would be to play a game with that level of visuals and animations. Can't wait to find out!

In Roobound, I'm planning on doing something sorta like when you kill the badniks in a Sonic game - the robot was powered by a real animal "battery" that is now freed after you destroy the robot. Since my game is all about floating platforms, the idea is the battery animal gets a cute parachute and parachutes back to earth.

That would go a long way towards making me feel less bad about punching animals in the face, indeed! :D

Many thanks :-D
Regarding any player benefit for petting, no, I'm not planning on any, as I feel that'd "game-ify" the action and be contrary to the intended spirit. I'd like players to pet pecause they want to pet, not because they're aiming to get something from it! Intentional action and aesthetisation of motion is an important part of the project (doing stuff for doing stuff's sake) :-D Also, there is no xp and health auto regenerates, so even if I wanted to give something for it... there'd be very little of interest to give the player in the first place! :-D

So basically like A Boy and his Blob's "hug" button. :) That's so cool, and as an animal lover you get a lot of points for it from me.

T31yS7V.gif


End of day 1, wasted a bunch of time due to checking for objects via name and forgetting that Unity adds (clone) to everything instantiated.
Just VFX, Modelling, textures, walls, enemy AI, audio and music to go

It's looking pretty cool, but I think you need to make the background lighter so that black bullets and the black form of the ship are more visible.
 

SweetSark

Banned
Nov 29, 2017
3,640
Ah, no, no, sorry - you were wondering about how many animations would be needed, so I was saying that each enemy would have a specific "being petted" animation, but the character herself would have only one "petting" animation applied to all situations (and not an unique animation for petting each different animal, as that would be overkill!).
Regarding the story, it's fairly simple and you can think of it more as a driving context than a detailed narrative (the game will have no spoken/written dialog or text, only theatrical animations to cnvey emotions and situations, and I'm keeping the overall direction very simple). The game is about the journey of Inti, daughter of the Sun, as she attempts to reclaim her home temple that is being possessed by the spirit of the moon.
If you're interested in the game, I highly recommend you read through the devlog I've linked above (here it is again just in case) as you'll find much more information in much greater detail there :-D

OH! That remind me a story I read which have the same Theme.
I highly suggest you to read it if you like these kind of stories and maybe get some ideas:

https://www.manataka.org/page2617.html
 

Camille_

Member
Oct 26, 2017
224
Angoulême, France
For some reason I stopped getting notifications (and I think even seeing the thread highlighted in "followed threads") so I only realized there had been activity here upon seeing it in the front page.

Pehesse's work, as always, is so beautiful I could cry. I can't imagine what it would be to play a game with that level of visuals and animations. Can't wait to find out!



That would go a long way towards making me feel less bad about punching animals in the face, indeed! :D



So basically like A Boy and his Blob's "hug" button. :) That's so cool, and as an animal lover you get a lot of points for it from me.



It's looking pretty cool, but I think you need to make the background lighter so that black bullets and the black form of the ship are more visible.

Thanks a ton :-D And yeah, I'll admit, I've never played A Boy and his Blob, but I know of it, and even without having played it it's kind of an inspiration as far as what I understand it does :-D I'm very fond of leaving actions to the player that have "no purpose" except themselves - I see them as a form of self expression... and the game is kind of designed to emphatize that quite a bit, in case it's ever streamed or speedrunned (spedrun?), or something :-D

OH! That remind me a story I read which have the same Theme.
I highly suggest you to read it if you like these kind of stories and maybe get some ideas:

https://www.manataka.org/page2617.html

Oh, thank you kindly, it does look very interesting indeed! I've only skimmed through it before replying but I'll give it a thorough read now, but I appreciate the attention :-D
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
This morning's work: adding a new, almost-foreground layer of buildings to make the city look less sparse:
Before:
f1xBuOB.png


Now (they're the gray buildings right behind the foreground buildings that you can destroy):
p2XFREZ.png

With this I now have six layers of parallax. I didn't want to make that many as I want to emulate older arcades, but I guess this is an area where I can break retro conventions...
 

jahasaja

Banned
Oct 26, 2017
793
Sweden
This morning's work: adding a new, almost-foreground layer of buildings to make the city look less sparse:
Before:
f1xBuOB.png


Now (they're the gray buildings right behind the foreground buildings that you can destroy):
p2XFREZ.png

With this I now have six layers of parallax. I didn't want to make that many as I want to emulate older arcades, but I guess this is an area where I can break retro conventions...

Great progress! Do you want me to have another go?
 
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