Ash_NR

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Everything posted by Ash_NR

  1. [Dev Log] Build The Nublar

    I think that is totally fine though. Pick a goal that is doable, learn something new, that's all I want from jams.
  2. [Dev Log] Build The Nublar

    That looks incredible. I am such a fan of good scoping in jams, and I think that scope of this is just perfect! Plus Olly's droolworthy art! I was hoping for a sun-drenched Goldblum resting on a gurney in the background.
  3. [RELEASE] With Free Monster Samples

    So late in updating the forum post. Getting sick during the jam wasn't great, so I wasn't able to concentrate on making some dodgy sprites to reflect being a door-to-door salesperson. But game is done and can be found here: https://ash-nr.itch.io/with-free-monster-samples I'll work on getting some gifs of the game in action. Basically the player has to get rid of their Monster energy drink samples by tapping on the doors of people in the skyscraper. The occupant responds with an emoticon and the player has to match with the correct tap. There are 4 tiers of emoticons, so the longest "morse" string will be 4 taps long. At the moment I've set the game to only randomly select from the first 2 tiers of emoticons, so 6 potential options to input. If I get a second I'll add an instructions screen and an input to select for Easy, Medium, Hard. Instructions are on the itch.io page. Hope you enjoy it, and I'm looking forward to giving all the games a whirl!
  4. [RELEASE] With Free Monster Samples

    Thanks, I hope there is a somewhat logical progression throughout them. Tomorrow after work is going to be visualising the input buffer code.
  5. [RELEASE] With Free Monster Samples

    Alrighty! Spent most of today and last night working on 30 emoticons to use for the game. Turns out it was more outputs than I thought. And I think I'll need to had a difficulty switch because I think that diving in with 30 potentials options is far too hard. But basically like nkornek suggested, a maximum of four inputs, with 2 different states per input. Not all 4 inputs need to be used. So a single dot or dash in morse will result in an answer. I felt it was important that any input was valid and not that there was a "code" to figure out. So each of the 4 inputs correspond to a different element in a smiley emoticon, 3 of them are physical differences, and the final one is a more abstract concept. A dot (short tap) is a negative or 0 input, and dash (longer tap) corresponds to a positive or input of 1. I hope to elaborate a little in the game what those 4 categories are to help people catalogue what each input does. I hope that there is enough of a indicator in the to show progression down a tree of outputs.
  6. The game over screen has to be Losin' surely!
  7. [RELEASE] Rigid Body Rat King

    Yay, a Rigid Body Rat King! You're right, I thought there would be a lot of these! It's looking good but I think you're game is lacking a " : Ratamari Damacy"
  8. [RELEASE] With Free Monster Samples

    Hmmm, I was thinking about some sort of foreign or derived language but I figured that would be too vague or confusing to the player. But it would certainly be more interesting than a stale greeting. I'll mull over it while I work on the input buffer today. Thanks!
  9. [Dev Log] Build the Nublar

    Those pens man, real nice! My son will be keen to see this project.
  10. [Release] World of Blanks

    That episode conveys the gameplay so perfectly! An idea that I had is the enemy sprite's arm is always locked to the player's direction and their body will respond to physics as if that everyone has been told to respond to impacts with John Woo like dives. Man world of blanks, so good!
  11. The emptiness of the sky really contributes to the bleakness of the rest of the level. Looking really good!
  12. [RELEASE] With Free Monster Samples

    Wow, What Hath God Wrought? is great! Yeah I was thinking of utilising the Downwell border on either side of the main level to display the cheat sheet. Maybe even grey out the invalid letters for the current challenge.
  13. See I was thinking Ray Wise. But the still that OK Bob has put up is making me think otherwise.
  14. Man how did I blank on Gordon? I don't think I'd ever consider him to be part of the creepy part of Twin Peaks. Just the swirling absurdity outside of it. It definitely does look like him.
  15. Teaser trailer just got . Can't tell if the trailer is evoking a behind the scenes look with a Michael Horse, or if it is meant to be Hawk spouting some Native American "lore" about what a place embodies. The creepy cut, I imagine is supposed to be Ray Wise. But I guess it could potentially be the Tremond boy (no longer a boy)? Wild speculation away!
  16. Echoing everyone on how great Sheryl Lee was in this FWWM, just incredible. A couple things that stood out for me in the movie. First one, is seeing where Little Lynch's (aka Tremond boy) downward finger snap relates to was kind of gross, and still throws me and what the hell the Tremonds have to do with the mythology of Twin Peaks. The other thing is something my partner suggested after seeing BOB clean Leland of the blood stains in the Black Lodge at the end of FWWM. She suggested that BOB wipes Leland of his involvement with Laura. Because as obvious as as it is during the show I was still surprised that Leland turned out to be the murderer,because of how traumatised he was after her death (Oh and as Chris and Jake mentioned during Rest in Pain, how gross did it make the coffin scene). My partner then suggested that BOB left Leland's body to die with the memories, just to torture this now worthless host. This felt rather nice in how sadistic BOB engaged in his consuming of fear/garmonbozia. Just like he says in the train car: "I never knew you knew it was me", he wanted her to see Leland's face as he raped her. Those two lines by BOB and Leland were just so so disgusting in their meaning.
  17. So the game is done, linkie to Itchio. I am pretty happy with what I have. Got all the features in that I would've liked. But I did get to make enough content for the messages panel that functions as a tutorial/witty remark emitter. But I got to experiment with the new Unity UI which I hadn't tried, and also a Save/Load feature that I had never worked on by myself. I would've liked to try and improve visibility of new messages and workers, I only got around to tinting their icons late into development. But otherwise, I'm really happy with what I have. INITIAL POST: Been working on this since the start and mostly keeping to the hashtag. But I'm far enough along to start posting up my progress so far. So I originally picked Lacks Restraint to work off of. I had an idea for a box packing game, where you played as the person who was packing the box of a recently fired employee and when you lost you'd lose your job and be given a reason for your being fired, one of them being "lacks restraint". Anyway that idea I felt was going to be too art heavy to do on my own. So I randomed onto Piercing the Fourth Dimension, and remembered the great chat Danielle, Sean and Chris had about ethics in journalism (pre GG). I've been playing quite a bit of AdVenture Capitalist, the Cookie Clicker clone. I don't know why, I know that they are devoid of anything but progression, but the idea of trying to optimise my income is strangely tantalising. So I thought I'd try using the Wizard Jam as a way to build on the formula but try and add something more to the game. Using the main thrust of the episode I've decided to make a news/blogging site themed cookie clicker game. Firstly, I want the game to have a fail state, or even better, a "return to square one" state. Which leads to the resources in the game. The main one is still clicks. Clicks represent hits to your site, and blog posts that you make will create a handful of clicks for you. Reach enough clicks and Bloggers will want to write for you, automating clicks and generating a small amount of money for you (besides an initial cost, you won't need to pay for them, exposure is enough for them). As you progress you'll be able to hire better writers that will allow to build more money and clicks. Clicks also represent the life of your site, they will decay over time and proper worker management will be needed to make sure that your site survives. Falling beneath certain thresholds will see the higher skilled workers leaving the site and you may see your income source plummet. This is the next thing I want to implement. The game allows you to generate clicks & money by selecting from several types of blog posts, accumulate enough of those resources and you can hire workers. What I want to do also is work on creating specialty posts. These are special tasks that require X amount of workers of a minimum level to create a single big post. These posts have cooldowns and can't be spammed all the time. More importantly they grant huge advantages and disadvantages. For instance, a big advertising campaign will provide a huge amount of money but will also increase the rate at which your clicks decay (representing people not returning to your site). Or a feature article that represents lot of time and journalisming , will be costly but provide lot of clicks to bump you up to the next tier of worker. Anyway, that is enough text for now. I'd love it if anyone had any criticism or ideas for humourous descriptions or worker types. Edit: Oh and if anyone knows a good place to find license appropriate art for the worker and clicker boxes that would be awesome!
  18. Thanks Reverend! Yeah I don't necessarily enjoy play these sorts of games, although I do get sucked into them quite a bit. I'm glad you like the presentation, my primary reason for making a clicker game was to get used to the new Unity UI which I hadn't tried before. Turns out it is pretty good ! If you are keen to try out some other clicker games I would go with Dinosaursssssss suggestion of A Dark Room. It expands in ways that is completely unexpected and actually in many ways it is not a game you can just sit and leave as your numbers get bigger.
  19. I am willing to assume that a game world is presenting a far more than the mundane I deal with day-to-day. But I went into it role playing as the player character. And there were times that I felt like I was being conned, so I went with a sceptical answer. I'm glad that you offered that scepticism throughout.
  20. A Dark Room is really great at expanding the world and always adding systems that seem to keep that feeling of "I've optimised this, I've mastered it" out of reach. Same with Candy Box, but the tone in that doesn't make you feel oppressed like A Dark Room. I've never tried The Monolith, which I'll try as soon as I finish this. I agree with writer types having an effect. I wanted to have a posts requiring a certain quality/tier of to be automated (or perhaps at optimum speeds). But I was running out of time to 1. Make a neat implementation within the data type and 2. convey that simply to the player. Originally I wanted to have an advertising multiplier that would boost the output of money generating posts but it would come at the cost of a huge decay in clicks (users leaving the site). My thinking there was that you couldn't maintain these ad campaigns consistently so you would use the sporadically to boost cash to get to that next writer purchase. I scrapped it again because conveying that to the player seemed like it would clutter the UI without adding some new functionality like a damage number count display. And also that perhaps that it isn't very fun maintaining a peak and trough cycle of gaining clicks and then gaining money. I was treading water (woof) for a few days trying to come up with an elegant way to deal with that before pulling it all together. But yeah I agree with you. Candy Box and Dark Room are far more interesting experiences than straight Cookie Clicker. And I think it could be done here with this theme. Adding in events to the messages screen perhaps. eg: A new survival game gets released and you need to tailor your posts to a certain type (more Let's Plays) to maximise your output from that event.
  21. Updated with link to game.
  22. I enjoyed the shift of tone in this. Didn't get to replay, but I did feel that the game branched somewhat from my choices. And I really felt the voice of Steve Jobs/Gaynor.... Jaynor, Gabs, Jobnor... Anyways, I liked the incredulity of the phrases I could pick, it was fun and playful when it should've been and serious and bewildered when necessary.
  23. Really, really enjoyed this. I know you were concerned with the scope. But everything that you did get it in just felt so good. Animations, the battle system and the dialogue were a pleasure to experience!
  24. Oh crap I missed the submission time when I went to grab lunch. Mine is here if anyone wants to check it out.
  25. [No time :(] On Blade

    Seeing how good this looks glosses over my memory of actually using the blades. I know we are all keen try out your simulator that combines our two favourite loves, groceries and US presidents.