brendonsmall

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Everything posted by brendonsmall

  1. [Released] A Thousand Dormant Machines

    Things are getting serious over here. Working on speccing out machines and such And got some sample Unity goo going as well. Figuring out the mechanics of all this stuff will be tricky, but I am exciting we're trying to make this thing happen
  2. [Released] A Thousand Dormant Machines

    That's so nice of you to say, Henke!
  3. WIZARD JAM 8 // Welcome Thread

    I did another splash thing: https://github.com/whilefun/FreeUnityScripts/tree/master/WizardJam8SplashScreen
  4. [Released] A Thousand Dormant Machines

    I think we are going to have some fun here
  5. [Dev Log] "Terrible" Jason Voorhees

    Maybe you could incorporate some kind of auto-movement for the walking with some rhythm or timing-based slashing action. So still minimal controls, but emphasis on the well timed machete swipes to kill them camp teens good.
  6. [Released] A Thousand Dormant Machines

    This is a great idea. I do want to eventually have simulated distaster-like events, and this is super on theme.
  7. WIZARD JAM 8 // Welcome Thread

    Yessssssssssssss
  8. Idle Thumbs Hiatus

    So I just stumbled on this gem once again. That's so nice
  9. Idle Thumbs Hiatus

    I find my myself wondering if there will be some kind of "fall/winter holidays 2018" one-off pod to please the masses, if the gang is back in or around the same area of the country or all get some period of time off from work obligations for a long enough time to get together. I reckon their respective video game production schedules, moves, etc., have been taxing and the logistics are probably super complicated. Internet in Canada can be really slow, too, eh, which makes a remote "Nick on screen" pod even more difficult. In any case, I miss listening to the casts and am looking forward to any possible return
  10. [RELEASED] The Octopus Affair

    Oh man, thanks for the tip! Sorry I missed that!
  11. [RELEASED] The Octopus Affair

    This is a fun octopus swimming around thing. I do wish there was an "invert camera Y" option, though. Even though there's no real gameplay systems in place yet, it feels fun to just boop around the aquarium with the fishes. Something oddly satisfying about going through the cave tunnels
  12. [RELEASED] The Convergence Compulsion

    This is a good idea! I also want to add a "low toss" or "slide" throw type so it's easier to be precise at close distances. Sort of like the grenade roll in HL2 or something like that.
  13. Double Update: Found a game-breaking bug where if you use the hacking tool, then press escape, sometimes you fall out of the level. You need to restart the game to fix it, though just press "continue game" to keep going where you left off! I will be fixing this ASAP. Released an new version with some fixes: -Added "sonic dome" visualization to throwable noise makers to make their effective radius more clear -Fixed game-breaking "hacking then press escape twice then stop hacking" bug -Made tool selection menu stay on screen a bit longer when selecting via number keys (does not delay when you can use tool) Update: The game is out: https://itch.io/jam/wizard-jam-7/rate/271712 And here's a spoilery youtube video of the game, if you're keen: Hi all, For Wizard Jam 7, I am going with "The Convergence Compulsion" (Important If True Episode 5: https://www.idlethumbs.net/importantiftrue/episodes/the-convergence-compulsion). The game will be some kind of first person walky/puzzly thing involving basic rooms to solve. I chose this episode because 1) Future-Dystopian Robot Garbage and 2) This game idea is sort of a convergence of a lot of games and idea parts into one glued together video game. My core goal of the jam is to prototype the basic mechanics of the game. By that I mean: Build the tutorial levels and see if this is anything at all. This is a game I want to make into a Real Thing™ in the near future, so this will basically be a 2-week proof of concept. I am hoping for some play testing feedback to validate the design and general feel. I want to decide if this idea is something or is it nothing. I want the game to have: Robots and Robotics (because organic things are hard for me to make) Some hacking, bit-jacking, signal-jamming, mainframey hollywood computer stuff Mild stealth elements (distract robots, line of sight basics, etc. Not a full hide in the dark and be quiet Thief system) Smallish, puzzle-driven rooms (get from start to finish in each room, accommodate quick play sessions). Quick Retry (see Hotline Miami, Quadrilateral Cowboy, surely many others) Sliding Scale failure (see https://www.pentadact.com/2015-09-13-things-about-metal-gear-solid-v-spoiler-free/) Sort of like a very lightweight version of Portal (see: Puzzle Rooms) with some Quadrilateral Cowboy-esque quasi-hacking and puzzle solving. With some of the "recon->plan->execute" feel from other games like Far Cries, Ghost Recon, etc. The genesis of this idea is my love for meta-game content in many games such as Far Cry 2 and 3's "Capture the outpost" type stuff, along with some action/tactical/strategy planning feelings from games like Ghost Recon and Rainbow Six. I want to allow the player to look at each room all they want, plan their approach, then try their plan. I want a small amount of RNG/Chaos so that plans can never be absolutely perfect, and have some sliding scale failure modes so that even when your plan goes to hell you might still laugh and have fun. I also want the game to be *just* this stuff. So instead of a 100 hour AAA open world shooter with really great meta game content, I want to just focus on the meta game content. Is this even a real thing? Does it makes sense? I don't know. Some sample intro/tutorial/scenario stuff I've thought about so far: You start in a room. You can see the exit ahead. There is a robotic turret between you and the exit, facing away from you. You have one [distraction device]. Throw the device to the left so the turret looks at it. Run past the turret to the exit. You start in a small hallway in a room and there is a turret looking at you, it begins to shoot at you, but hits the bullet proof glass (hey cool, there's bullet proof glass in this game). You learn that 1) Robots will shoot you if they see you 2) They can see you through glass 3) They cannot shoot through the glass. You move behind a solid wall to get into the main part of the room, and the robot stops shooting. You learn that robots won't shoot you if they can't see you. You get a [hacking device]. You approach a turret from the back so it can't see you, and hack into it, locking its aim at another robot. You undock from the turret and alert it to your presence, it starts to fire. It can't turn, so it shoots the other robot. I've been paper prototyping the levels and "guys" on graph paper with some generic board game bits. I hope to have something to show for it at the end of the 2 weeks. It won't be polished, but I hope it's fun. At the very least I want to know if this idea is worth investing more time into. We'll see!
  14. [(Somewhat) Released] Build the Nublar Evolved

    This prologue clicker/twine game was good fun. I appreciate the dark humor. Looking forward to the main game release
  15. [RELEASED] - Sim-You-Lation

    I think I stumbled across this as an itchio recommendation, but am not sure if its the same game. You should toss a link to the finished game in the first post of the thread Edit: This is a fun idea. While definitely not a traditional game, it's kind of nice to see a text adventure-style game in the jam I did find a bug when entering the Time for my task. It says (Optional), so I pressed enter, and the program seemed to stop working. I could no longer enter any characters and pressing enter and escape didn't do anything. So I had to restart. BUT, the game remembered my character, which is awesome. I played a few days worth of activities and got a score that I was eventually satisfied with.
  16. [Released-ish] The Fresno Experiment

    This is a really cool start to what could really be a fun walk-'em-up. I really like the humor and signage/props. I could really see playing something like this in a longer form with some more audio and things to discover and a scary or strange mystery to uncover. I hope you make more games like this
  17. [Released] They Came Through the Floor

    it took me a few minutes before I discovered how the orbs worked and what the green/yellow/red status meant, but I figured it out. But despite the punishing difficultly, this game was fun to discover things about through play, and the audio visual presentation is really nice. Those hand-painted backgrounds are especially nice
  18. [RELEASED] In Space

    Once I found the readme contents for placing the various items, this became a lot more interesting. Though, in its current form, the people just sort of fly around really fast so its hard to judge if my object placement is doing something good or bad. I also had the click registration issue. Time between clicks didn't seem to matter, just sometimes I could not place an object in a square no matter how many times I clicked on it. I know it's in a basic form, but with some audio and adjustments for things like simulation speed (and sim pause to build), I think this could be kind of fun. Like a micro sims meets sim city or something.
  19. [Released] George Fan

    Boy howdy, do I appreciate games like this
  20. [released] Our Newest Show - Important Podcast Simulator

    This game is really strange feeling, but pretty cool atmosphere with the music. I also ran into the UI issue the other folks above did. I managed to keep going by clicking the submit button, though the "click target" on the UI button seemed off on that one screen (the same one pdotjpg shows above in the screenshot). I really like the idea of outputting an html record of the story outcomes. I don't think I quite grasped exactly what was going on, as there was a lot of text to read and understand, but I did make a story/episode a couple of times. The general idea of making a podcast episode into a sort of story/rpg kind of thing is really ambitious and unique, I think
  21. [RELEASED] A Wish Upon A Star

    (I was playing the downloaded version)
  22. [Released] Stream Frasier Online Free

    This is so weird and fun and goofy, I loved it.
  23. [RELEASED] A Wish Upon A Star

    This was really nice and engaging! I noticed a small bug where when you skip the intro (it was me restarting the game), it was not clear how to "turn on the screen" (press enter). I also tried pressing escape in case the skip took a few tries to skip dialogue or something, but then the skipped music seemed to go a bit wonky. I restarted the game and pressed escape then enter and all was well. Nice work by the VO and music contributors, too. A charming and fun game
  24. [dev log] A Wish Upon A Star

    This is really well executed and a nice environment to be in while solving complex puzzles. I noticed on some of the levels (rocket ship for example), some camera angles result in blown out highlights like this: As others have mentioned, I also found making lots of clicks to quickly try something by moving a platform was a bit clicky. I tried to do a "click and drag" but it didn't work. That might be a nice compromise though. Would be tricky to get the snapping/elastic feel just right, but might be interesting. I haven't finished yet (got stuck on the first level with "connected" platforms ) but will be coming back to this. Lovely visuals and the music loops are very nice and just weird enough to fit the dream-like world well. The UI is also super satisfying, which is maybe a weird thing to say but it's true. I mouse'd over the main menu buttons left and right a few times before playing