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Everything posted by brendonsmall
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Nearly there. Most/all props are now done, core systems done, and just have some UI polish and bits to finish. (Don't mind the shoddy light bake, my test bakes are only set to 2 texels ) Next up I need to make some screenshots, maybe a trailer if I'm feeling like it, and then release this over-scope boy into the world.
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Added Hardcore Mode for any score-chasing, speedrunning type folks: Was going to make it spit out a shredded Gamer Card if you disabled it, but scope and all that.
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Important If True 51: Indistinguishable From The Content
brendonsmall replied to Jake's topic in Important If True Episodes
A couple things came to mind when listening to this episode: 1) Anyone else *really* tempted to do a kickstarter for 100 puzzles, 99 of them with 1000 pieces and 1 with 999 pieces? It would be cheapish to pull off, and ...hilarious to actually do? 2) The special bottle of wine sounded to behave essentially like a normal bottle of wine. I guess the only difference is that after a decade or two, "real life wine" stops getting better every year (depending on the wine, etc., etc., etc.). But like, just wait 5-10 years and drink the magic bottle of wine? *shrug* That's what I would do, anyway. Overall very weird to hear Nick's re-dub. I really kind of wish they never said anything, and just left it seeming sort of uncanny. The few bits of "glitched mic" lines were a nice touch though. -
Did a lot of work on the tutorial sequences today. Here's a short video showing the "rookie jobs" that the player will have to complete to get into the full chaos of the game:
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Update: Not quite done yet, but definitely in the last bits of the project. Working on polishing up the menus and UI transitions, "first job" tutorial/hints, and finalizing some of the sound effects. Also some world space hint graphics, and a nifty little "force player to look at this thing over here" mechanism to guide the player's view during the tutorial a bit:
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Thanks I really wanted to be done by month end, but it might be a bit longer. I am definitely at the point where I am aggressively "killing my darlings" in terms of scope, and figuring out which items I really have to have for it to feel whole. For example, I think I am going to drop the "roof access" second level because it will just take too long and not really have the payoff I want. I still plan on releasing for free, and might do the itchio "pay something if you want" model. This project has become more a proving ground for what The Next (Commercial) Game could be in terms of budget/scope. I hope you like it once it's out!
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Finally added the in-game help/hint system: A service manual that you can read
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Tone Control Season 2 Episode 6: Davey Wreden
brendonsmall replied to Steve's topic in Tone Control Episodes
Hey Steve, Really enjoying this season's episodes so far I noticed that the episodes of Tone Control don't have any ID3 tag info, making it hard to find on a mobile phone or iPod or whatever. Can you start adding artist/title (and ideally episode) info to the new episodes? There's a free program I use called kid3 (https://sourceforge.net/projects/kid3/) that makes this a breeze, though I'm sure Audacity or whichever editing tools you use also allow for this on export. Thanks! -
Starting to round the bend on this project. Made some more props to fill in the gaps of the garage. Next up: Ensure the tutorial works, make sure I didn't break saved games, etc.
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Blocking out a more detailed/final model of "The Cage": And also made a coffee machine:
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Added UI/sfx for the achievements interface. Some funny things in there I hope: Also added a shop radio that you can play and move around:
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Tire dispensing machine is complete:
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Closer to finished with the work order computer system. Jobs are now timed, which can impact score for better or worse. Also working on job score cards. If you go too fast to game the time bonus, you can actually get penalized. If its somewhere in between regular and really fast, you get a bonus, but the computer suspects you.
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Thanks!
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Trying to figure out how to convey a nicer "I am basically inside a 1970s sitcom right now" feel. I started to play around with the post-processing stack a bit. Warm up the color, give it some grain, burn it out a little.
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I wanted to carry forward the tradition of "pathetic robots" from Sit in a Row and Look at the Wall. So here are some sad repurposed robots mounted into security camera turrets, with their heads hooked into a signal processor. Delightful. Short video of them in action: https://twitter.com/whilefun/status/958847037625298944
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[Dev Log] SHADOW of SOMETHING
brendonsmall replied to Dinosaursssssss's topic in Wizard Jam 6 Archive
I love that this is now on steam! So good -
Getting there. More models and textures, etc.
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Also here's a snippet of the main menu screen. I think the Taxi vibe has been captured.
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I know I missed the jam deadline by a country mile, but I am still chipping away at this. Core game loop is there, just working on rounding out the lighting, sounds, and props/interactions. Still have a bit of model and texture work to do as well. Having a lot of fun with this project
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Plate randomization for work orders:
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I think I've reached a solid conclusion regarding gameplay. There will be "rounds" of cars to inspect and fix, based on a work order Clean car Change tire(s) Replace missing Lug nuts Change plate numbers Etc. (?) When you are done, you hand in your work and get an inspection and score card. If you get sick of that, I don't know, take a coffee break, go throw some stuff off the roof and see what happens.
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Hoist controls now working with snazzy lights and sounds.
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Hoist model roughed in, looks a lot better now. Also added ability to make hoist be Midway Hoisted or Fully Hoisted.
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[Released] (A Wish Upon) Some Kind of Star Drifter
brendonsmall replied to Nappi's topic in Wizard Jam 6 Archive
Aha!