Ben X

Phaedrus' Street Crew
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Posts posted by Ben X


  1. 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!


  2. 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!

     

     

     


  3. 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!


  4. 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!


  5. 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...

     


  6. 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.


  7. 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.


  8. 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/


  9. This thread is for folks seeking a team to work with! If you have a particular set of skills and want to contribute to someone else's game, post in this thread, preferably in the below format. If you find a team, please edit your post and note that.

    If you're looking to recruit members for a team, and there's no one here who fits the bill, you can pimp your team in the team recruiting thread.

    And everyone can join the #wizardjam channel on the Idle Thumbs Slack channel for team-building, advice or just live chit-chat while we're working on our games!

     

    Format:

    What I'm Doing: What you're able to contribute and your experience level

    Contact Info: Your contact info (PM, email, whatever)

    And optionally:
    Time Zone: It's probably easier to work with people who aren't 12 hours off from you? But maybe it's fine.
    Portfolio: A link to your portfolio / website / whatever if you have one, so people can check your style.

    [Then whatever else you want.]

     

    Example:

    What I'm Doing:

    Programming; I'm a web developer and don't know any game engines but would like to learn.

    Contact info:

    PM me on the forums or message me on the Idle Thumbs Slack

    Time Zone: 
    EST (UTC -5) but I'm usually up late

    Portfolio:

    I've never made a video game but here's my website! www.puffin.biz

     

    I've been programming for a long time and am a terrible artist, I'd like to team up with someone who has a little Unity experience that can help teach me and also do art. Willing to work 24 hours a day for 2 weeks straight and my cat can do a perfect Wario impression.

     

    Template:

     

    What I'm doing: 

    Contact Info: 
    Time Zone:
    Portfolio:

     

    Thanks to those who came before me and created this thread format. I am standing on the shoulders of giants.


  10. This thread is for recruiting team members! If you have a game idea and need help from a reader with a particular set of skills, post in this thread, preferably in the below format to make it easy for people to find you. Once you have enough members, please edit your post and note that.

    If you're an individual looking for a team to join, and there's nothing here that suits, you can pimp your skills in the team-seeking thread.

    And everyone can join the #wizardjam channel on the Idle Thumbs Slack channel for team-building, advice or just live chit-chat while we're working on our games!

     

    Format:

    Pitch: Game Pitch (Try and keep this to one or two sentences!)

    What I need: What you need (Artist, programmer, writer, etc)

    What I'm doing: What you're contributing

    Contact Info: Your contact info (PM, email, whatever)

    And optionally:
    Time Zone: It's probably easier to work with people who aren't 12 hours off from you? But maybe it's fine.
    Portfolio: A link to your portfolio / website / whatever if you have one, so people can check your style.

    [Then whatever else you want]

     

    Example:

    Pitch: I wanna make 'You, Fisher', a 3D stealth fishing game about casting lines without being spotted by security, and catching as many fish as possible before sunrise. I want to learn UE4 and C++

    What I Need:

    3D artist who can animate some fish (and help with design!)

    Audio person to make some sneaky music and fish noises. Smoky jazz?

    What I'm doing:

    Programming in UE4, Sam Fisher impressions

    Contact info:

    PM me on the forums or message me on the Idle Thumbs Slack

    Time Zone: 
    EST (UTC -5) but I'm usually up late

    Portfolio:

    Here's my website with some gifs of other games I've made! www.puffin.biz 

     

    I've been a fan of Splinter Cell since first seeing screenshots of their dynamic shadows in ~2005 and I have a Sam Fisher bust above my fireplace. I'd like the game to have a light stealth system, fully rigged realistic humanoid characters, and a dynamic music system that's entirely early-2000s style drum and bass but made exclusively out of samples of water splashing and seagull noises.

     

    Template:

     

    Pitch:

    What I need:

    What I'm doing: 

    Contact Info: 
    Time Zone:
    Portfolio:

     

    Thanks to those who came before me and created this thread format. I am standing on the shoulders of giants.


  11. My thoughts on ROS (for context, I've never been a huge SW fan. I really enjoy New Hope, the rest of the franchise I more admire than out-and-out love):

     

    (hidden for full spoilers and for people who get upset reading negative opinions of stuff they love)
     

    Spoiler

     

    I didn't come out infuriated like I did with TLJ, rather a weird mix of overwhelmed and bored. The film makes some of the big mistakes the other ST movies did - far too complicated story-wise (too many moving parts, too many characters); too much telling-not-showing; I don't really care about most of the characters in it; the same old destroy-the-planet-killer-climax.
    Yet again, I found myself wishing they'd focused on Ben and Rey primarily, with a handful of other characters tied into them (so, Palpatine and Leia would be the big hitters in this movie, you could really get rid of all the others and not lose anything). The whole thing with Richard E Grant is utterly pointless, Poe's love interest and Finn's new ex-Stormtrooper friend are so crammed in it feels like they're backdoor piloting new tv shows.


    There was a lot of stuff that would have been much cooler if it had time to breathe (and, for some of them, if they had been planned for/introduced in the previous two). Two examples:
    - the 'light-jump-skip' sequence. This is a really cool idea but it came right in the middle of an incredibly rushed montage of a million different set-ups. Would have been great if this had some more time to have them jump into a quiet bit of space, for the TIE fighters to need a few seconds to calculate the trajectory and follow them, maybe even being a little more cautious about where they pop out so you get the beats of the Falcon arriving at a new location, reacting, then the TIEs arriving and making their way back to the Falcon etc. Done better, this could have been the climactic action scene - better that than another (surprisingly badly directed) space battle between the same old ships.
    - Palpatine. His return is revealed in the opening crawl, we never get to hear his message, in that same bewildering opening montage Ren tracks him down, he's revealed, his previous plans are explained, his new plan is set-up. It's all so fast and there's no craft to it, no drama. Then he doesn't do much through the movie, then Rey gets to him and he does more explaining then his plan changes and he explains his NEW new new plan. If your character is having to describe things happening as they happen, you've fucked up.


    Overall, I wish Kathleen Kennedy had a) planned some stuff through a bit more, and sunglasses) had the mantra "simplify, slow down, show don't tell" drilled into everyone's heads. I think in ten years time,  out of the PT OT & ST, the ST is going to be the trilogy I least want to re-watch. It's kind of embarrassing that the PT avoided some of the big mistakes that the ST made over and over.

     

     


  12. I'm holding off on that (and all these "showrunner walks us through the latest amazing twist" articles) until the series has finished, as they tend to hint at what might be coming up in the next episode or two. But I'm looking forward to listening to all of them, Lindelof's LOST podcast that he did with Cuse (which I also waited to binge once the show had finished) was always fun and thoughtful.


  13. We already briefly discussed good trailers for (not universally thought of as) bad movies in the Ep 8 thread, where I mentioned Watchmen and Sin City. I often wish there were some way studios could monetise making amazing trailers for non-existent adaptations of comic books etc, because the trailers are often better and really all you need - you get to see what all your favourite bits of the property would look like in live-action and what the general vibe might be, but you don't have to watch two hours of bad decisions.

     

    On a tangent, as someone who hasn't played any of the games, I liked the Silent Hill movie! It really felt like being trapped in someone's disturbed mind (I'm sure the games did a lot of the prep work there). The only stuff I didn't like was the pointless Sean Bean subplot, which it turns out was forced into the movie by studio execs who didn't want a film with no male roles in it. :fart: