Ben X

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Posts posted by Ben X


  1. This looks and feels great - I love the visual style, especially when it gets extra trippy, and it's very satisfying when you get into the flow. I did sometimes feel like I was just fluking my way through rather than having an 'ah ha' moment and figuring out a tactic, but I made it to the end without using invincibility!


  2. This is coming on leaps and bounds, but we're probably going to take advantage of Wizard Jam's legendary flexibility, and not release until Showcase Weekend. Even though we were mindful of scope in the initial design stages, we still ended up taking on a pretty big project!


  3. I remember seeing that Gremlins 2 trailer in the cinema, it got 10-year-old me really excited! I think I'd seen the first one by that point, but for a while it was too scary for me because I never made it past the relatively straight horror stuff at the start to find out that it gets pretty silly by the end, so this trailer's mix of horror and comedy vibes really clicked with me.

     

    Back To The Future II's trailer has almost 30 seconds of clips from the first movie at the top to serve as a recap!

     

     

     


  4. Almost at the halfway point now, and we're making a fair amount of progress. The game structure is: opening area with a small puzzle - main space with one small puzzle then opening up into four or so solve-in-any-order puzzles that, once completed, lead you to the end confrontation. The design for all the puzzles have been nailed down except the end confrontation, plus we've got 4 characters with first-draft dialogue and some modelling done. There will be at least 3 more characters, then we'll see how much time we have to add in any more. Plus we'd like to add more optional content in the main space, but we'll see how it goes.

     

    Time to show off some work! We've got a game logo (edited into the top of this thread), and a team logo:

     

    Team_Logo_1.png

     

    The main space is going to be a mix of cyber and fantasy, so we're testing out some looks for the terrain:

    unknown.png

     

    And we've got some models and animation going:

     

    sprite_float.gif

     

    All very exciting!


  5. 3 hours ago, z_bill said:

     

      Hide contents

    The radical jump puzzle was already solved by you it sounds like. Basically you had to click & drag the player out of the mass of barriers a couple times to float yourself over them. 

    Now you need to find a means to match exactly the faint white patterns. How do you get 4 barrier obstacles on screen at once?

     

     

    Hmm, interesting! I managed to

     

    Spoiler

    get two onscreen at once a few times, but I can't quite remember how. Hmm, perhaps to get 4, I need to place them as far right as possible to start with, then adjust...

     

    Thanks for the hint!


  6. This is great, but I got stuck pretty early on, at Enemy Phase.

     

    Spoiler

    I whacked all the leftmost enemies and created a blood-splattered arrow, but can't figure out what to do next. I've tried following the arrow, standing where it points and hitting all my buttons. Now I'm stumped!

     

    Okay, immediately figured it out! I assumed that:

     

    Spoiler

    mouse/keyboard controls were either/or!

     

    Okay, now I'm definitely stuck at Press [redacted] To [redacted]

     

    Spoiler

    (Press Pause To Jump.) If I press space, I can move my character and the pink wizard things around, and there are pale spaces for them to go into. It feels like I'm supposed to be putting them both in the right spaces so I can 'cheat' a jump, but no combination seems to do anything...

     


  7. Quick update:

     

    The dev team has grown by two: Phill has joined our art dept, and Ganz is now our audio dept! There are now 6 of us, which is the biggest dev team I've ever worked with!

     

    We're still feeling our way around how everything will be put together. We've designed the first couple of puzzles and characters, to implement as a tester for our design structure and workflow - hopefully if there are any big issues we'll spot them at this early stage and adjust accordingly. Currently the big questions are around player death, level size and character models.

     

    The overall structure is taking shape nicely, though - you start off in a small real-world location, quickly enter the cyber-world, have a linear encounter or two and then the world opens up, requiring you to complete a few non-linear objectives before confronting The Wizard and completing the game.


  8. Released!

    https://warlockpreserve.itch.io/alpha-magus

     

    Alpha_Magus_Logo.png

     

    @Brett E, @Mythalore @Travis @phill @Ganz and I are making Alpha Magus,

    a first-person-explorer where you travel into a fantasy-themed cyber-realm ruled over by a rogue AI called The Wizard.

     

    We've nailed down some basic design in preparation, and we're trying to keep it modular so we can add or remove elements like characters or puzzles as we go, without having to rework everything else.


  9. Pitch: @Brett E, @Mythalore @Travis and I are making a First Person Explorer where you travel through different cyber-realms, each with a different theme.

    What we need: people to help us make assets. Most important is audio, but help with graphical assets would be great too. If no one is available, we'll scope so that we can manage it on our own, but it would be great to get the production values as high as possible by increasing the amount of av content. Anyone helping us with these assets may also be invited to fill out the environmental storytelling by writing books etc to be found and read by the player, though this isn't 100% yet.

    What we're doing: art, coding and design.

    Contact Info: PM us on here or tag any of us in the WizJam channel on the Slack
    Time Zone: GMT
    Portfolios: https://samrium.com/ , http://www.bretteveleigh.co.uk/,  https://timegentleman.itch.io/