atte

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Posts posted by atte


  1. 21 hours ago, Mythalore said:

    Have you considered foregoing a game this time and just focusing on a set of framed prints or maybe a illustrated storybook? :P

     

    :lol: Well, the game part in this is still very hazy,  this might end up being somekind of a clumsy interactive picturebook where you can talk with puffins and dot gobblers (which would be fine, but I try to cram some action in there too).

     

    Today's stuff:

    ThatsWhyStuff4.thumb.jpg.5fb61438594a81582b45f598e95d4572.jpgThatsWhyStuff3.thumb.jpg.621cd2fd3bde57fca11c90ea79f14e85.jpg


  2. https://atteo.itch.io/and-thats-why

     

    I'm going to update a lot of things (and fix stuff, like fullscreen bugs now) but this is already a late entry so here is this first version.

     

    ---------------------------------------------------------------

     

    And That's Why Skeletons Fart That Way - A fake folktale game infused with some random Thumbs memes and lore. I'm now trying to plan step by step what the story/progression exactly is - after that I guess I have to figure out what the gameplay includes. I think it's going to be somewhat like Bogost in the Shell - light puzzles and interactivity that makes the world feel and look interesting to the player. (Speaking of BitS, with previous wiz jam games I had the opportunity to work full time on them, this time I don't, so I can't do something quite as densely packed).

     

    Without really thinking, the first thing I made was this -

    kingGobb.jpg.99a5b9dbffd75860f0c4b8b30333cd45.jpg

     

    - and here's some more initial sketches.

    ThatsWhyStuff2.thumb.jpg.41b1a8d7b8964bfd4814bb4a9cf252bd.jpg


  3.  

    I uploaded a bunch of newish tracks semi randomly to my soundcloud that I have been neglecting for a long time.

    I really like music creation (I use Reason 5) but it can also be pretty stressful. I don't know much of music theory so sometimes I feel like my lack of knowledge is really limiting my creative potential. Other sillier anxiety is that I love making simple hummable melodies and riffs so I often think 'This melody is so nice and simple it probably exists in a hundred tracks already!'.


  4. This is a cool mix of traditional feeling elements and z_bill weirdness! I also liked seeing your visual style in a higher resolution this time.

    I tried to figure out the game by myself first but had to give up and looked some Wacko gameplay that cleared things up. Even though it's a really simple thing you have to do, I think there could be some kind of a 'Do you want to know how this works?' thing in-game (I later realized there is kind of a gameplay guide right there in the itch game page too).

     

    The furthest I got was level 7. It's quite harsh that dying sends you to the very beginning. But that difficulty also fits this style of an arcade game and I really wanted to try again as I felt I was getting better at it. But then I had this crash twice. I think it was level 7 both times and I was playing the new 1.3 version. I definitely want to come back and try to reach the ending at some point.

     

    goblinCrash.jpg

     

     


  5. 6 hours ago, theschap said:

    You saying that makes me wonder if I should fix it or not. Right now the coloring is a result of the material not exporting correctly.

     

    I was wondering about the scythes. I'd like to see them fixed to make the visuals more cohesive - I like how the whole scene with these harvesting skeletons feels like this strange, haunting medieval painting come to life. Great, very fitting music too, reminded me of the gorgeus 'To Zanarkand' from FFX.

     

    One small thing: When a round ends there is just the 'play again' option, it's not hard for the player to exit the game otherwise of course, but I feel like a 'quit'/'back to start' button is missing there.


  6. https://onepixelmonster.itch.io/data-complete-a-gun-that-shoots-enemies

    ^ You should put the itch link here for people who are looking through the games just in the forums.

     

    The combination of generic 90s FPS look (and I mean that as a positive thing) and some quirkier stuff like the health cocktail and Gobbler boxes create a fun style and mood.

    The size of the levels and the amount of different stuff, like robots and props, in them is impressive.

     

    Being able to change the mouse controls in game is a nice detail. At first my view kept drifting to one direction and for a second, because of the drink, I thought my character was just drunk. I think the problem went away when I plugged (or unplugged?) my controller.

     


  7. On 27.11.2016 at 7:15 AM, RubixsQube said:

    I am thinking that maybe if Batman gets the parallelogram into the goal zone, he gets points that go up, but the Penguin can either get the parallelogram in his own goal zone for like, 3/4ths of the points that Batman does, or he can chase after and touch Batman (I'm currently working on little hearts to animate on a touch between Batman and parallelogram, or Batman and Penguin) for points also. I do like the idea that the Penguin player has two potential points-scoring conditions.

     

    Having this kind of asymmetric scoring system/ different goals for the players in a really simple arcade game is really interesting!

    + A chip version of the moody Batman theme melody was a fun idea.


  8. Thanks for playing and commenting! I will add some audiovisual feedback for the player when they try to figure out what is going on at the start of the arcade. Though it is meant to confuse to some extent: you can't see yourself (expect a tiny dot in the radar) and the commands are in a language you probably don't understand.

     

    On 5.12.2016 at 10:50 PM, Henke said:

    This game's got some SYSTEMS, man. So much complexity packed into such a tiny game.

     

    Making the game, the main goal for me was to have lots of variety and details densely packed in distinct areas. My love of details felt a bit silly at times, like for example when crucial elements of the game were still missing and I felt it was absolutely necessary to make those tiny birds that fly off the BigGod before I can continue.

     

    On 6.12.2016 at 0:56 PM, Ben X said:

    This is gorgeous! Lovely graphics and audio, a rich world, nice cyberpunk presentation and really sweet simple little puzzles.

    My only criticism is that, as far as I can tell, if you mess up with the bottles it's a dead end as they don't replenish.

     

    Although I mainly consider myself as a visuals guy, this time I decided to focus on the audio much more than previously (well, WJ 1 & 2 games had no audio at all). I wanted to make atmospheric scenes and sound of course is a huge part of creating a mood.

    That's a good point about the possibility of missing with the bottles (didn't test that thoroughly as it felt like surely one of them hits). I'll add couple more bottles and/or rearrange them.

     

    15 hours ago, sergiocornaga said:

    This is really good! I managed to get all three endings all by myself, but I seem to be good at games that most people find frustratingly obscure or unwieldy.

     

    That secret ending stuff is nothing huge but I really like how it gives the game a little bit of extra depth and flavour.

     

    Oh and that Bogost tweet was so funny and delightful surprise.


  9. I really like the simplicity and the classic ice hockey game inspiration. I tested this alone so I can't comment how well the 'real game' works but it does feel and look nicely executed. This kind of restricted but analogue movement and aiming is a very interesting concept and I can't quite think of other games that have it like this.


    It would require some finger dexterity and multi tasking from the player but, maybe having the option to move the goalie with L and R triggers while still being able to control the attacker would work. That way you could quickly adjust the goalie position while continuing to move with the attacker.

     

    And this is an almost opposite gameplay thought and it would be quite a different game but... I wonder how this would work if your team was 2 (maybe 3) attackers and a goalie. Attackers couldn't change lanes and L shoulder button for example would switch between them. This would of course demand other changes in the core gameplay too and resemble more that plastic ice hockey game.


    Some visual nitpicking: The seleced option could be highlighted/emphasized more in the menu and the rink background circle texture, even though subtle, was distracting me a bit. Maybe an option to select other styles including a blank(ish) texture.

     


  10. The background audio atmospheres worked really well. I don't know if this is a common thing in IF/ text adventures, but with the soundscapes it felt like I was narrating some kind of a radio drama in my head. The volume levels really varied between the areas (castle loud, labyrinth very quiet) and some audio in the plains (even just a wind) would be nice.

    The length and puzzles felt appropriate and while being a collage of references it still was suprisingly cohesive in the end.

     

    And here's some engine thoughts: The default mouse sensitivity felt too slow so instead of taking a second to change it, I first played through this with keyboard controls which felt a bit cumbersome. But I played again with mouse and increased sensitivity and the unusual navigation worked nicely. The big range of vertical looking felt strange, I kept expecting there was some hidden layers between the three heights, though this was probably mainly because I was using arrow keys at first.


  11. Skeleton of the game is done now, I can play through it from beginning to end but there's endless amount of details and extra stuff I'll start adding now. I'm not going to show/explain much more what the game contains, because it is all about finding and looking at all kinds of different (hopefully sometimes amusing or interesting) lightly interactive stuff. Still here's new street ads (I traced from those source pics).

     

    adScreens.PNG


    ...and speaking of ads:

     

    Make small fake pop-up ads for me!

     

    I have a crowdsourcing idea: I need lots of fake internet ads. These would start to fill up a screen area that is 960 pixels wide and only 124 pixels high. The game's cyberpunk setting could be reflected somehow in the ads ('Hot Scandinavian love bots are waiting for you') but they don't need to be referential or humoristic necessarily (player probably doesn't even have time to see them clearly).

     

    Your contribution could be a rough concept with some text and a image (can be in separate files) or a fully realized ad. I will edit them, if needed, to fit the game. Here's some examples of the type of ads I'm thinking about:

     

    - I make 4000€ in a day. find out how

    - Play discreetly my lord

    - one weird trick...

    - 10 things you didn't know about.

    - online betting, get 500 free credits now

     

    And here's an early example with Mythalore's NatureBitz ad and a banner composed from things dibs sent me. I would like a variety of styles, from flashy neon horrors to plain and boring office aesthetics.

     

    display.PNG

    __

    edit: ok, the ads idea was not that interesting - still, that dibs banner made that idea worth having.