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bob's lame
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robertpelloni



Joined: 11 Aug 2008

PostPosted: Tue Aug 12, 2008 3:12 am    Post subject: bob's lame    Reply with quote

Hey, I'm not sure if this is more relevant here or in the Indie Game section, but my game is neither in-progress nor looking for help, so I'm putting it here where I can get more feedback.

http://www.bobsgame.com

Direct YouTube with annotations:
http://www.youtube.com/watch?v=KrAYDSTkXgQ

I worked on this game for Nintendo DS for 15,000 hours over 5 years, basically locked in a room the whole time, and this is first time I've shown anything.

Keep in mind it's just an asset demo, I'm trying to get some publishers interested with the fact that the whole thing is done, without putting up anything really revealing about gameplay.

I did obsess over the thing for five years, so just trust me when I say there's a lot of cool stuff I don't think has been done before, and I'm also pretty paranoid about getting ripped off, after having worked so hard on it.
I've heard a lot of horror stories about publishers, and the developers I've talked to have told me that the "it won't happen, don't worry about it" attitude is naive and exactly what they use to screw you over, etc.

I'm not sure whether to push it as self-promoting or not.
I do know that it's very possible that this is the largest single-handedly made game ever, which makes it quite relevant and a unique point of interest.
On the other hand, people who either don't know or care that this is relevant seem to get defensive towards this point and say "don't talk yourself up, you sound like you think you're so great."

For me, it's really about the passion I have for it, I'm proud of it, and I did what I did because I think too many cooks spoil the broth and all the good games are the ones designed by one guy with a vision.
In this case, it can't be any more pure or true than that.

So who knows. I'm trying to keep a middle ground.
I'll stick around in this thread and answer any questions people have, but I'd like you to check it out.. and Digg me if you have an account, please. :)
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Cycle
just call him badass


Joined: 05 Dec 2006

PostPosted: Tue Aug 12, 2008 3:49 am        Reply with quote

Colour me impressed. I definitely like the look of it. Would be the kind of game I'd play, I think, since I also want to play jRPGs without combat nonsense and a stronger focus on social interactions and such. Of course, I'd have to see if it all holds up as a single piece of work!

I HOPE THERE IS AN ARCADE WITH MINIGAMES, THAT WOULD BE SWEET.
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Broco



Joined: 05 Dec 2006

PostPosted: Tue Aug 12, 2008 3:53 am        Reply with quote

Pure quantity of content seems like exactly the wrong goal for an indie game, you're competing on the very metric you are guaranteed to lose. And it's probably not even true that your game is the largest by a solo author: Yume Nikki and Cave Story are also impressively large (and that's only the ones that are good as well as being big: there are probably countless more huge and shitty RPGMaker and Megazeux games).

I don't think you'll find anyone willing to sell this for money -- adventure games are dead and the artwork isn't professional-looking. You could release it as a homebrew.
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robertpelloni



Joined: 11 Aug 2008

PostPosted: Tue Aug 12, 2008 4:06 am        Reply with quote

Quote:
Pure quantity of content seems like exactly the wrong goal for an indie game, you're competing on the very metric you are guaranteed to lose. And it's probably not even true that your game is the largest by a solo author: Yume Nikki and Cave Story are also impressively large.

I don't think you'll find anyone willing to sell this for money -- adventure games are dead and the artwork isn't professional-looking. You could release it as a homebrew.


I appreciate the feedback. I'm going to debate this.
I've played Doukutsu/Cave Story and my game is quite larger.
Not sure about Yume Nikki, I'll check it out.
I know of a few other "singlehanded" titles as well, and I'm pretty sure I've got them beat as well.
Even so, those games are relevant for a reason..
And AFAIK those people were already professional developers. I was not, I taught myself from scratch.

There's a LOT of shovelware on the DS, and that all got published without an issue. What I've made is at least better than half of that, what kind of budget game are you comparing me to? Nintendo? Square Enix?
I'm flattered. :)
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robertpelloni



Joined: 11 Aug 2008

PostPosted: Tue Aug 12, 2008 4:07 am        Reply with quote

Cycle wrote:
Colour me impressed. I definitely like the look of it. Would be the kind of game I'd play, I think, since I also want to play jRPGs without combat nonsense and a stronger focus on social interactions and such. Of course, I'd have to see if it all holds up as a single piece of work!

I HOPE THERE IS AN ARCADE WITH MINIGAMES, THAT WOULD BE SWEET.


Thank you.

As for the arcade... ;) Who knows?
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Broco



Joined: 05 Dec 2006

PostPosted: Tue Aug 12, 2008 4:19 am        Reply with quote

robertpelloni wrote:
There's a LOT of shovelware on the DS, and that all got published without an issue.


Said shovelware is either A) licensed, B) carefully targeted to a demographic (Barbie's Shovel-Nosed Ponies, guaranteed to sell to girls 7-10).
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sawtooth
heh


Joined: 04 Dec 2006
Location: flashback

PostPosted: Tue Aug 12, 2008 4:20 am        Reply with quote

broco why are you so determined to crush dreams

maybe



you had

dreams





of your own

once
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Victor



Joined: 07 Dec 2006

PostPosted: Tue Aug 12, 2008 4:22 am        Reply with quote

This looks really neat and awesome.

Last edited by Victor on Tue Aug 12, 2008 4:53 am; edited 1 time in total
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sawtooth
heh


Joined: 04 Dec 2006
Location: flashback

PostPosted: Tue Aug 12, 2008 4:29 am        Reply with quote

bob — what is the highest point you can reach in the game world: also, what is the highest speed you can attain in the game world?
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manmachine plays jazz



Joined: 01 May 2008
Location: on computers profusely

PostPosted: Tue Aug 12, 2008 4:31 am        Reply with quote

i like the music
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rujiel17
1 year ago
wow, what a douchebag. and I mean the guy who made this video, haha. weed owns, though.


Last edited by manmachine plays jazz on Tue Aug 12, 2008 4:33 am; edited 1 time in total
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Focus



Joined: 04 Dec 2006

PostPosted: Tue Aug 12, 2008 4:32 am        Reply with quote

is there any chance you can upload a .nds file of the game?
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Vikram Ray



Joined: 06 Dec 2006
Location: lil wall street

PostPosted: Tue Aug 12, 2008 4:32 am        Reply with quote

Victor wrote:
This look really neat and awesome.


agreed. it also sounds really beautiful. this looks like a game I would love to play.
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robertpelloni



Joined: 11 Aug 2008

PostPosted: Tue Aug 12, 2008 4:35 am        Reply with quote

sawtooth wrote:
bob — what is the highest point you can reach in the game world: also, what is the highest speed you can attain in the game world?


Once you defeat the nightmare burning legendary demon gatekeeper of infinite suffering, you unlock the super-mega-ultra-turbo-hyper-quantum-golden-sparking-shining-diamond-mode suit and rip the space time continuum inside out, traveling faster than the speed of light, therefore there is no time and distance becomes irrelevant.

What?
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sawtooth
heh


Joined: 04 Dec 2006
Location: flashback

PostPosted: Tue Aug 12, 2008 4:36 am        Reply with quote

that's sort of disappointing in a way
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Dark Age Iron Savior



Joined: 06 Dec 2006
Location: At the intersection of fantasy, reality and madness

PostPosted: Tue Aug 12, 2008 4:36 am        Reply with quote

sawtooth is making fun of you.

Focus wrote:
is there any chance you can upload a .nds file of the game?


focus is as well, although I doubt he knows it.
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sawtooth
heh


Joined: 04 Dec 2006
Location: flashback

PostPosted: Tue Aug 12, 2008 4:43 am        Reply with quote

Dark Age Iron Savior wrote:
sawtooth is making fun of you.


if i got the answer i was expecting it would actually make me a lot more interested in the game.
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robertpelloni



Joined: 11 Aug 2008

PostPosted: Tue Aug 12, 2008 4:45 am        Reply with quote

sawtooth wrote:
Dark Age Iron Savior wrote:
sawtooth is making fun of you.


if i got the answer i was expecting it would actually make me a lot more interested in the game.


What answer were you expecting?
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wasted potential



Joined: 19 Jul 2007

PostPosted: Tue Aug 12, 2008 4:51 am        Reply with quote

how vital is the touch screen to the game.

also,
do you use the microphone at all?
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sawtooth
heh


Joined: 04 Dec 2006
Location: flashback

PostPosted: Tue Aug 12, 2008 4:52 am        Reply with quote

bob ,something like "2 miles high in in-game units, 50 feet/second in in-game units, 50+(square root of 50) feet/second while moving diagonally"
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Toptube
Anti-cabbage Party Candidate


Joined: 23 Apr 2007
Location: rocking the low end

PostPosted: Tue Aug 12, 2008 4:59 am        Reply with quote

I like the camera, makes the game nice to watch.
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robertpelloni



Joined: 11 Aug 2008

PostPosted: Tue Aug 12, 2008 5:01 am        Reply with quote

wasted potential wrote:
how vital is the touch screen to the game.

also,
do you use the microphone at all?


The touchscreen is not "vital" necessarily, but it's extremely handy, more so than most games.
That will be shown in the next demo.

Microphone support is minimal. It's used a few times, but the mic is pretty awful IMO.


Last edited by robertpelloni on Tue Aug 12, 2008 5:06 am; edited 1 time in total
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plumcarrot



Joined: 25 Dec 2006

PostPosted: Tue Aug 12, 2008 5:04 am        Reply with quote

i am not making fun of you. i would like to play this.
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robertpelloni



Joined: 11 Aug 2008

PostPosted: Tue Aug 12, 2008 5:05 am        Reply with quote

sawtooth wrote:
bob ,something like "2 miles high in in-game units, 50 feet/second in in-game units, 50+(square root of 50) feet/second while moving diagonally"


Oh.
There is no height, you're always stuck to the ground.
The movement speed is adjustable in the settings. There's a separate speed for walk and run.
I'm not sure what the maximum pixels/second velocity would be.
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robertpelloni



Joined: 11 Aug 2008

PostPosted: Tue Aug 12, 2008 5:17 am        Reply with quote

Quote:
i like the music


Quote:
agreed. it also sounds really beautiful. this looks like a game I would love to play.


Quote:
I like the camera, makes the game nice to watch.


Quote:
i am not making fun of you. i would like to play this.


Thank you, guys. :)
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oligophagy



Joined: 05 Dec 2006

PostPosted: Tue Aug 12, 2008 5:20 am    Post subject: Re: bob's game    Reply with quote

robertpelloni wrote:
I do know that it's very possible that this is the largest single-handedly made game ever, which makes it quite relevant and a unique point of interest.


How do you measure a game's size? I am curious.
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Lurky



Joined: 06 Dec 2006
Location: Canada

PostPosted: Tue Aug 12, 2008 5:21 am    Post subject: Re: bob's game    Reply with quote

robertpelloni wrote:

Direct YouTube with annotations:
http://www.youtube.com/watch?v=KrAYDSTkXgQ


:)

:)

:)

:)

Charming.
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alice
not nana komatsu


Joined: 05 Dec 2006

PostPosted: Tue Aug 12, 2008 5:22 am        Reply with quote

You're being awfully egotistic for a video that's purely technical. Frankly, no one cares that you custom sampled all your music and sound or that there are seamless transitions. They care about how everything comes together to make the final product. You're pushing this game like it's the greatest thing the community has ever seen. It's a cute marketing gimmick that frankly works but in this case you're giving us nothing to hype over except for a generic looking rpg with painfully smooth scrolling and some mildly entertaining AI driving cars that don't understand the laws of physics.

Also don't say stuff like "I do know that it's very possible that this is the largest single-handedly made game ever". If you're gonna say something, say it IS the largest single-handedly made game ever even if it isn't. Otherwise don't.

Also, completely ignore what I just said. I don't really like people who don't understand humility. Part of the reason why everyone loves pixel so much is because he is humble. He made a game out of his own passion for us to enjoy and never tried to substitute fun for words. It's the model of game development that I strive for :).

Also, completely ignore what I just said if you're trying to market the game because if you're silent about it, everyone is just going to ignore you :).
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CubaLibre



Joined: 02 Mar 2007
Location: The District

PostPosted: Tue Aug 12, 2008 5:23 am        Reply with quote

The look and feel is nice enough, but personally I need to know what kind of a game there is there, which seems to be precisely what you won't tell us (for fear of having your ideas stolen).

I say, get the thing released one way or another.
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robertpelloni



Joined: 11 Aug 2008

PostPosted: Tue Aug 12, 2008 5:23 am    Post subject: Re: bob's game    Reply with quote

oligophagy wrote:
robertpelloni wrote:
I do know that it's very possible that this is the largest single-handedly made game ever, which makes it quite relevant and a unique point of interest.


How do you measure a game's size? I am curious.


I'm going by the amount of assets, unique areas to explore, and gameplay length.
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robertpelloni



Joined: 11 Aug 2008

PostPosted: Tue Aug 12, 2008 5:36 am        Reply with quote

alice wrote:
You're being awfully egotistic for a video that's purely technical. Frankly, no one cares that you custom sampled all your music and sound or that there are seamless transitions. They care about how everything comes together to make the final product. You're pushing this game like it's the greatest thing the community has ever seen. It's a cute marketing gimmick that frankly works but in this case you're giving us nothing to hype over except for a generic looking rpg with painfully smooth scrolling and some mildly entertaining AI driving cars that don't understand the laws of physics.

Also don't say stuff like "I do know that it's very possible that this is the largest single-handedly made game ever". If you're gonna say something, say it IS the largest single-handedly made game ever even if it isn't. Otherwise don't.

Also, completely ignore what I just said. I don't really like people who don't understand humility. Part of the reason why everyone loves pixel so much is because he is humble. He made a game out of his own passion for us to enjoy and never tried to substitute fun for words. It's the model of game development that I strive for :).

Also, completely ignore what I just said if you're trying to market the game because if you're silent about it, everyone is just going to ignore you :).



Quote:
Keep in mind it's just an asset demo, I'm trying to get some publishers interested with the fact that the whole thing is done, without putting up anything really revealing about gameplay.

I'm not sure whether to push it as self-promoting or not.
I do know that it's very possible that this is the largest single-handedly made game ever, which makes it quite relevant and a unique point of interest.
On the other hand, people who either don't know or care that this is relevant seem to get defensive towards this point and say "don't talk yourself up, you sound like you think you're so great."



I definitely will not read or reply to this post. Thank you, I think.
I might fix the cars that may or may not be broken as well, perhaps.
This post is awesome and you should feel awesome.
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robertpelloni



Joined: 11 Aug 2008

PostPosted: Tue Aug 12, 2008 5:50 am        Reply with quote

Oh wow... just saw this.

http://www.dsfanboy.com/2008/08/11/five-years-of-work-bobs-game/

I'll be releasing a real gameplay video soon, I'll check back in here when it's out.
Should take care of everybody's complaints, I know you guys want to see it.
I want to see if I can get some interest from a publisher first with what I have, but I'll at least put out another tech demo showing touchscreen stuff.

I mean, my best friends don't even know the story. I want it to be a surprise for everyone, I worked really hard on it and I know it's well made.

Given this, there's nobody who can go out there and say "it's really awesome" except for me, and I'm stuck between a rock and a hard place because if I do, I'm a jerk. :)
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dessgeega
damaged


Joined: 05 Dec 2006

PostPosted: Tue Aug 12, 2008 5:53 am        Reply with quote

so you havn't had anyone play the game besides yourself?
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Focus



Joined: 04 Dec 2006

PostPosted: Tue Aug 12, 2008 5:54 am        Reply with quote

Dark Age Iron Savior wrote:
sawtooth is making fun of you.

Focus wrote:
is there any chance you can upload a .nds file of the game?


focus is as well, although I doubt he knows it.


no, i want to play his game. plain and simple.
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robertpelloni



Joined: 11 Aug 2008

PostPosted: Tue Aug 12, 2008 6:04 am        Reply with quote

dessgeega wrote:
so you havn't had anyone play the game besides yourself?


Nope. I have had many people playtest the controls and engine mechanics to make sure those things "feel" right, but the actual story has not been played through completely by anyone but me.
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robertpelloni



Joined: 11 Aug 2008

PostPosted: Tue Aug 12, 2008 6:12 am        Reply with quote

Focus wrote:
no, i want to play his game. plain and simple.


:) We'll see. I'll probably end up doing an iPhone/PDA/Symbian/Android port, and I'm thinking about releasing a playable PC demo for PC with a DS "simulator" wrapper around and SDL port.

Thank you, good sir.
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negativedge



Joined: 04 Dec 2006
Location: I GAVE YOU MY BEST YEARS! I COULD HAVE BEEN AN ARTIST

PostPosted: Tue Aug 12, 2008 6:24 am        Reply with quote

I don't think you're emphasizing the right things in this video. No one cares how many directions you can move in or what the character's speed is. I say this because the game actually does look interesting and probably would've benefited from some actual information and promotion rather than just being holed up in a room for five years. The indie game community is vibrant and could have been used to your advantage.

I am impressed with what I've seen here, but I hope your attention was in the right places.
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108
fairy godmilf


Joined: 05 Dec 2006
Location: tokyo

PostPosted: Tue Aug 12, 2008 6:45 am        Reply with quote

alice wrote:
Also, completely ignore what I just said if you're trying to market the game because if you're silent about it, everyone is just going to ignore you :).


Yeah.

Last I heard, Pixel -- demigod though he may be -- warn't no billionaire.

Mister Robert Pelloni: your videogame has the kind of atmosphere I don't hate.

Send it to me; I will play it; if it's truly excellent, I'll see about some business for you.

You can email me at 108 (at) actionbutton dot net.
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Cossix
submersible administrator


Joined: 21 Dec 2006
Location: San Jose

PostPosted: Tue Aug 12, 2008 6:47 am        Reply with quote

robertpelloni wrote:
dessgeega wrote:
so you havn't had anyone play the game besides yourself?


Nope. I have had many people playtest the controls and engine mechanics to make sure those things "feel" right, but the actual story has not been played through completely by anyone but me.


It'd be a real good idea to probably get a group of your close friends to go through the game and sanity check it for you. Probably more people outside of that too, honestly. You could have some ideas you think are totally bitchin' but instead they wind up being pretty terrible, and you'll get a lot of feedback on what works and what doesn't.

Game design can't really be done in a vacuum :( Well it can but the odds of it turning out well go way up when you can get some feedback on things.
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robertpelloni



Joined: 11 Aug 2008

PostPosted: Tue Aug 12, 2008 6:49 am        Reply with quote

negativedge wrote:
I don't think you're emphasizing the right things in this video. No one cares how many directions you can move in or what the character's speed is. I say this because the game actually does look interesting and probably would've benefited from some actual information and promotion rather than just being holed up in a room for five years. The indie game community is vibrant and could have been used to your advantage.

I am impressed with what I've seen here, but I hope your attention was in the right places.


I'm working on putting up a gameplay video pretty soon.
This video is to show assets and features, such as movement and speed, something I'm emphasizing because they are problems that plague the whole 2D genre. "I fixed the obvious problems that everybody hates, horay!"

Thanks for the feedback :)
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robertpelloni



Joined: 11 Aug 2008

PostPosted: Tue Aug 12, 2008 6:59 am        Reply with quote

Here's my stance on many of the issues disputed, here and elsewhere:


This is kind of one of those cases where there are two conflicting viewpoints, neither necessarily wrong.
Both have benefits, and both have disadvantages.

I think you have a point, but on the other hand maybe the insanity is something that turns out to be the best part.
I think the more extreme something is, the more people become opinionated over it. I'm fine with it if half of the players absolutely hate a section, and the other half says it makes the game.

I don't mean to sound cocky, but I don't think a lot of people are really seeing the point here- it's "bob's game."
Every detail of the game has been created the way I think it should have been.

That being said, I don't think your criticism is wrong at all, and I appreciate the feedback.

People have already pointed out several things that I'll be fixing or improving, but I'm keeping it under wraps because if I had gotten advice the whole way through, it wouldn't be the same game that it is.
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Schwere Viper



Joined: 14 Feb 2007
Location: Western Australia

PostPosted: Tue Aug 12, 2008 7:14 am        Reply with quote

It looks very nicely put together, certainly! Is what we're seeing in the video essentially the finished product? Given it's just you making this, did the game go through many forms before looking like this?
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