coughlinjon

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Posts posted by coughlinjon


  1. Alright, this is officially a dev log :)

     

    We're making The Eyes of Virtual Boy. It will be a 3D game rendered in the VB palette. You will play as the judge of a match of Mario Tennis. I'm hoping to make it Google Cardboard VR optional, as well. The gameplay will be simple, gaze and click, and there will be Nintendo characters. I am breaking my Luigi voice back out :)


  2. I'm hoping to do Wizard Jam again. I'll be mashing titles together so I can make another "Eyes of" game. Here are some of the titles that are on my mind:

     

    • The Eyes of Virtual Boy
    • The Eyes of Great Play Dad

     

    I've got some fun ideas for Virtual Boy - including making it a Google Cardboard (optional) game. I'm really jazzed about VR right now, and I feel like my narrative-heavy, mechanically-light style might fit VR well, lol.

     

    This jam cannot last more than 2 weeks for me, so I'm restricting myself to a single room. I'm also going to leverage the asset store for the first time - I've always tried to code things from scratch with the intent of learning Unity, but I'm finally pretty good at Unity and I'd like to spend my time designing a tight experience.

     

    I love working on a team, so if you're not feeling up to make a full game alone, or you just want to pitch in, shoot me a message or leave a reply :)

     

    I ALWAYS need help on art. I'm hoping to do low-poly 3D art again (here's my last game: https://coughlinjon.itch.io/the-eyes-of-cheatin-hitman).

     

    WIIIIIIIZZZZAAARRRDDDDDDDD JAAAAAAAAMMMMMMMM!!!


  3. 8 hours ago, Archduke said:

    Hahaha, love it. A very delightful interaction.

    lolz, check it out now:

     

    popBalloonGlitchConAd.gif.cc85402fc583f5e491ead9ae76ca0546.gif

     

    I have a slight problem with this addition in that I now allow the player to carry a sharp, throwable object around. Do I code interactions for when they throw it at NPCs? This is a hitman game, after all, and that's something you can do a lot of, 


  4. 4 minutes ago, infamous space turtle said:

    This sweet sweet laffy daffy game. Unfortunately my computer had a moment and crashed during the send in the clowns song so iv got to go back and finish it but I really like what I saw so far. The blendo esque cuts are so effective, I laughed during waiter bathroom sequence. Out of curiousity how did you do the cutscene stuff? Within unity? Or rendered in blender/maya/maxetc?
    Also there were a few bugs: a green orb was ever present in the middle bottom of the screen which I dont think was intentional and I had a lot of lighting issues (which im sure is specific to my computer). Really though I dig your creativity with this thing.

     

    I'm glad you like the Blendo cuts! that's one area I'm targeting to make more effective - I'm going to try and start the music a second or two before the cut to help smooth the experience since lots of folks unfamiliar with Blendo find them jarring :sad:

     

    The cutscenes are all rendered in real-time with a spline-based camera cart tool I created for the same purpose and the Unity animator. If you ever stop by my twitch channel and want to see, just shout out and I'll walk you though :) Here is a gif of the opening mission briefing track, though:

    camspline.gif.a53f974f5488d11471ee242f337210d3.gif

     

    The green orb is your clown nose ;) I need to do a better job telegraphing that - I'm planning to add an animation to left mouse click that honks the nose with the player hand each click when the hand has no prop.

     

    Thank you for playing! and thanks for the feedback


  5. I'll track my to-do list here :)

     

    GlitchCon To-Do List

     

    Features

    • End-Game Credits Interaction
    • More interaction in all rooms
    • Add more distance to sewer tunnel
    • Finish balloon machine
    • Make Balloons pop
    • "Blend-in" activities
    • Pause control on grab, force look

     

    Polish

    • Intro fishing
      • Rescale fish
      • Speed up
      • Add jumping fish?
      • Attach fish animations
    • Fix waiter barks
    • Remove unconscious waiter from ballroom after bathroom sequence
    • Smooth waiter zoom
    • Remove lateral motion while on unicycle
    • Bake bathroom lights, stop flickering
    • Convert axe to new click system
    • Connect new click axe to game state manager
    • FPE controller
      • fix jerky rotation at end of FPcam override
      • fix fishing hands at end of intro sequence
    • Audio leveling object to prioritize essential dialog
    • Audio
      • Clean, equalize all vocal tracks
      • Add sound effects
      •  

     


  6. The Eyes of Cheatin' Hitman: https://coughlinjon.itch.io/the-eyes-of-cheatin-hitman 

     

    This game started as a WJ4 project, and it evolved into a portfolio piece. I got selected to show it in the Minnecade portion of GlitchCon in Minneapolis March 5-7. I met the GlitchCon people last week at their co-working space and they're really nice :). 

     

    I thought this game was dead, but I've decided to put one last coat of polish on it before the show. I'm going to solicit feedback assessing this project as more than a jam game but also as something experimental (and not for sale). I'll post an updated build later today for anyone interested in helping with criticism :)

     

    camerawave.gif.5cb25a42a0520cae9837e577b99d1b65.gif

     

    Also, I'll be streaming most of my development at http://www.youtube.com/channel/UC3dMURI0ASvjVy7VMp4fzQA/live  


  7. !!! THE DAB UPDATE !!!

    DabUpdatePromotion.png.7f9d3ee8d9ffbf51387acc103e435510.png

     

    It's released! Here is an extra month of work and polish. The updates include:

    • "E" button dabs on command (while not holding props)
    • "Q" button does the AAA on command (while not holding props)
    • Hall of Fame filled with new artwork and descriptions
    • New crowd audio barks and conversations
    • Updated mission briefing
    • Updated cutscenes
    • Fully animated credits sequence
    • Improved lighting and audio
    • Performance optimizations

    I think this is the final version of the game, lol. It's time for me to move onto a new project.


  8. I leave on Train Jam Feb 22. I haven't yet prepared for Train Jam or GDC in general, so I want to push the Dab Update by Saturday Morning. Below is my feature list in order of necessity and the time I expect each of them to take. I hope I get everything done lol :blink:

     

    The Dab Update

     

    Feature Checklist

    1. Credits Sequence (2 hrs) took 4 :(

    2. HOF Details

    3. Mission Briefing Text (4 hrs) took 2.5

    4. Bathroom Animation (1 hr)

    5. Dance Key (1 hr)

    6. New Voice Over (3 hrs) took 3.5 hrs

      1. pardon me's took 2 hrs

      2. control room dialog took 1.5 hrs

    7. Pause screen pauses audio

     

    Wish List

     

    1. Assassination Cinematic Updates (2 hrs)

    2. Jump cut smoothing (smarter music transitions) (4 hrs)

    3. Piano Player

    4. More interactivity (?????) ie eatable cheese?


  9. This game is phenomenal. I used to play the hell out of typing games like this in the basement of my catholic middle school. I would have loved one with an absurd gun sound.

    Great gameplay, great visual design, great contrast between the gun and the calming AV tone.


  10. 1 hour ago, Ben X said:

    I finally played this, and it's fantastic. I've never played a Hitman game (I have Blood Money in my backlog), so I can't directly compare, but I get the feeling that the NPCs discussing clown politics and career paths will feel spot-on for those familiar with the series. I was also surprised and relieved that it was relatively linear and narrative-based; I was not looking forward to struggling with stealth mechanics and fail states to get to the good stuff! The presentation's fantastic, from the abstract briefing layout and the in-game jump-cuts to the voice-acting (hipster clown!) and spectacular clown-assassination painting (cough). The ending was lovely, too.

     

    My only feedback really would be that, as with Eyes Of Luigi, the item-holding/interaction system was a little muddy, and that it would have been nice to have a couple more puzzles in there to match the impressive level of incidental detail.

     

    thanks so much for the feedback :) I'm disappointed in myself for not having dramatically improved the item interactions in my FP games yet - it's something I'm working on for patch #1. 

    Also, I think I will still have limited-to-zero puzzles, but I am hoping to patch in more performative item interaction (I think this will match the tone of my game better).