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dessgeega damaged

Joined: 05 Dec 2006
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Posted: Sat Aug 16, 2008 10:01 pm |
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| robertpelloni wrote: |
| dessgeega wrote: |
| i'm more alarmed by the time to first fetch quest. |
Actually, I'm not sure if it counts, exactly.
Think outside of the box. |
take the batteries out of the nintendo ds and give them to your mother. _________________
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robertpelloni
Joined: 11 Aug 2008
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Posted: Sat Aug 16, 2008 10:06 pm |
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| dessgeega wrote: |
| robertpelloni wrote: |
| dessgeega wrote: |
| i'm more alarmed by the time to first fetch quest. |
Actually, I'm not sure if it counts, exactly.
Think outside of the box. |
take the batteries out of the nintendo ds and give them to your mother. |
Good guess, actually. (Not correct though.) |
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Harveyjames

Joined: 11 Dec 2006
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Posted: Sat Aug 16, 2008 10:27 pm |
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Well, you can't blame me for being skeptical! Good luck with the game, by the way, it looks great :P _________________
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robertpelloni
Joined: 11 Aug 2008
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Posted: Sat Aug 16, 2008 10:35 pm |
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| extrabastardformula wrote: |
| extrabastardformula wrote: |
| Hi bob. |
takes a drink |
Hi, extrabastardformula. :) |
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robertpelloni
Joined: 11 Aug 2008
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Posted: Sat Aug 16, 2008 10:38 pm |
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| oligophagy wrote: |
| robertpelloni wrote: |
I've got spirals, if that's what you meant.
Or other angles? |
like, when panning from A to B, rather than going northeast until lined up vertically then east until lined up horizontally, just follow the straight line from A to B (the angle being the arc tangent of delta y over delta x). would look nicer to me. |
I'll do this. Thank you. |
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robertpelloni
Joined: 11 Aug 2008
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Posted: Sat Aug 16, 2008 10:57 pm |
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| Harveyjames wrote: |
Well, you can't blame me for being skeptical! Good luck with the game, by the way, it looks great :P |
Not at all, it's good to be skeptical.
I'm trying to learn to not take it so personally.
It probably does sound pretty crazy, I can't really see myself from the outside.
Thank you :) |
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Mr. Mechanical ontological terrorist

Joined: 04 Dec 2006 Location: Scare Room 99
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Posted: Sat Aug 16, 2008 11:05 pm |
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That was a nice video, Bob. I enjoyed it. I would even be ok with the game just being a series of fetch quests where you talk to someone, they ask for something, and then you go find it for them. Just so long as the context and the situations in which you fetch these items is interesting and fresh, I honestly wouldn't have much problem with it. After all, what else is there to do in an RPG without battles? Either way, good luck. _________________
| internisus wrote: |
| You are a pretty fucked up guy. |
True Doom Murder Junkies - Updated On Occasion |
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XORDYH

Joined: 01 Jun 2007
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Posted: Sun Aug 17, 2008 12:08 am |
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Is there a reason why all the text on your website is one big image? |
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Greng

Joined: 27 Sep 2007 Location: Leeds, West Yorkshire, Engerland
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Posted: Sun Aug 17, 2008 12:10 am |
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block images and it magically appears as text... how neat _________________
Steam ~ Be Preying | Resident Evil.net ~ ElSpank |
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XORDYH

Joined: 01 Jun 2007
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Posted: Sun Aug 17, 2008 12:45 am |
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| Only for the very last part, he just put an alt tag on that image. All the news bits are image only, which makes it a pain in the ass to visit any of the websites he lists. |
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Kipple

Joined: 05 Dec 2006
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Posted: Sun Aug 17, 2008 2:35 am |
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| robertpelloni wrote: |
| dessgeega wrote: |
| i'm more alarmed by the time to first fetch quest. |
Actually, I'm not sure if it counts, exactly.
Think outside of the box. |
a circuit breaker box is visible in the basement. the kid throws the breaker, thus shutting off his asshole brother's video game. then claims the batteries. right? doesn't seem like a big mystery. it's an adventure game puzzle. very lucas-artsy.
by the way, having players search the 15 or so boxes in the basement before getting frustrated enough to go talk to the mother again makes it seem like you hate your players. i hope you understand that the adventure game genre died for a reason.
on the other hand, you may have decided it was necessary that you instruct the player to go downstairs, so he/she sees where the circuit breaker is located and can put the pieces together. i guess i can respect that, although i still don't like the intentional misdirection... but i don't think i'm your target market, anymore. _________________
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eskaibo

Joined: 26 Jul 2008 Location: no!! my body
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Posted: Sun Aug 17, 2008 5:40 am |
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| The irrelevant-info-not-stopping-the-game thing's nice. |
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robertpelloni
Joined: 11 Aug 2008
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Posted: Sun Aug 17, 2008 7:53 am |
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| Kipple wrote: |
| robertpelloni wrote: |
| dessgeega wrote: |
| i'm more alarmed by the time to first fetch quest. |
Actually, I'm not sure if it counts, exactly.
Think outside of the box. |
a circuit breaker box is visible in the basement. the kid throws the breaker, thus shutting off his asshole brother's video game. then claims the batteries. right? doesn't seem like a big mystery. it's an adventure game puzzle. very lucas-artsy.
by the way, having players search the 15 or so boxes in the basement before getting frustrated enough to go talk to the mother again makes it seem like you hate your players. i hope you understand that the adventure game genre died for a reason.
on the other hand, you may have decided it was necessary that you instruct the player to go downstairs, so he/she sees where the circuit breaker is located and can put the pieces together. i guess i can respect that, although i still don't like the intentional misdirection... but i don't think i'm your target market, anymore. |
I'll take out some of the boxes, they're used to demonstrate how the captions make this sort of thing go quickly.
The quest is specifically there to confine the player to a small area at the very beginning, in contrast with the very large outside area.
Last edited by robertpelloni on Sun Aug 17, 2008 7:45 pm; edited 2 times in total |
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Kimani

Joined: 30 Sep 2007
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Posted: Sun Aug 17, 2008 7:54 am |
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So it's an adventure game. Unlike Lucasarts style adventure games, though, this seems to be set in a large-scale, living city, with - from what I can tell and guess from the first video - lots of NPCs living in what I'm guessing will be night-day life cycles. A more dynamic world like that could make for interesting adventure game gameplay. Has that been done before?
I'm thinking that one Majora's Mask quest. You know the one. But a whole game like it.
Game has potential if it's going to be like that. Especially if he pulls it off well. If he intentionally made the player go into the basement to come across the circuit breaker, that's the right way to go - guiding the player towards the answer, yet letting them figure it out. As opposed to making the circuit breaker handle shiny and flashing and making it obvious or something. |
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robertpelloni
Joined: 11 Aug 2008
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Posted: Sun Aug 17, 2008 7:55 am |
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| ssj-xordyh wrote: |
Is there a reason why all the text on your website is one big image? |
The font on the webpage is the same font I created for the game, that's why it has to be an image.
I'll fix the links, that is indeed a problem. Thanks! |
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robertpelloni
Joined: 11 Aug 2008
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Posted: Sun Aug 17, 2008 8:00 am |
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| Kimani wrote: |
So it's an adventure game. Unlike Lucasarts style adventure games, though, this seems to be set in a large-scale, living city, with - from what I can tell and guess from the first video - lots of NPCs living in what I'm guessing will be night-day life cycles. A more dynamic world like that could make for interesting adventure game gameplay. Has that been done before?
I'm thinking that one Majora's Mask quest. You know the one. But a whole game like it.
Game has potential if it's going to be like that. Especially if he pulls it off well. If he intentionally made the player go into the basement to come across the circuit breaker, that's the right way to go - guiding the player towards the answer, yet letting them figure it out. As opposed to making the circuit breaker handle shiny and flashing and making it obvious or something. |
You guys are awesome.
Last edited by robertpelloni on Sun Aug 17, 2008 7:43 pm; edited 1 time in total |
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bleak wizard life

Joined: 31 Jul 2007
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Posted: Sun Aug 17, 2008 8:04 am |
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| eskaibo wrote: |
| The irrelevant-info-not-stopping-the-game thing's nice. |
I dunno. THere's somethnig extremely cathartic about walking up to plants in Suikoden II and seeing if they're healthy, or checking a pot to see if it's full of salt or ashes or whatever. _________________
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Kappuru forum bishonen

Joined: 05 Dec 2006
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Posted: Sun Aug 17, 2008 8:25 am |
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| Kimani wrote: |
| So it's an adventure game. Unlike Lucasarts style adventure games, though, this seems to be set in a large-scale, living city, with - from what I can tell and guess from the first video - lots of NPCs living in what I'm guessing will be night-day life cycles. A more dynamic world like that could make for interesting adventure game gameplay. Has that been done before? |
SHENMUE
Jesus Christ SB! _________________
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XORDYH

Joined: 01 Jun 2007
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Posted: Sun Aug 17, 2008 9:27 am |
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| robertpelloni wrote: |
| ssj-xordyh wrote: |
Is there a reason why all the text on your website is one big image? |
The font on the webpage is the same font I created for the game, that's why it has to be an image.
I'll fix the links, that is indeed a problem. Thanks! |
I figured that was the reason why.
That font may look especially pretty on the DS, and you have the advantage of knowing that it will look the same on every DS. Websites, on the other hand, are viewed from a whole bunch of different devices. That font is hard as hell to read on my high resolution desktop monitor, and ridiculously oversized and hard to manage on my small, portable devices.
Leave the assets designed for the DS on the DS, and use regular text on the website, like every other sensible person out there. |
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robertpelloni
Joined: 11 Aug 2008
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Posted: Sun Aug 17, 2008 9:30 am |
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| ssj-xordyh wrote: |
Leave the assets designed for the DS on the DS, and use regular text on the website, like every other sensible person out there. |
Clearly I'm not a very sensible person. :)
I've only viewed it on an iPhone and it looks ok there.
I really wanted to use the pixelfont, but it doesn't scale- it's only tiny, huge, or anti-aliased and no longer pixelfont.
I'll do this. Thank you. |
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schild

Joined: 05 Dec 2006
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Posted: Sun Aug 17, 2008 9:44 am |
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In all seriousness, why don't you port it to the iphone and publish it there?
And on that note: How serious are you about getting published on the DS? Do you have any companies you want to work with? Do you need contact information? If you need the latter, shoot me an email, schild AT f13.net - what the hell, I can be a good samaritan every now and then. |
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robertpelloni
Joined: 11 Aug 2008
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Posted: Sun Aug 17, 2008 12:38 pm |
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| schild wrote: |
In all seriousness, why don't you port it to the iphone and publish it there?
And on that note: How serious are you about getting published on the DS? Do you have any companies you want to work with? Do you need contact information? If you need the latter, shoot me an email, schild AT f13.net - what the hell, I can be a good samaritan every now and then. |
I'm working on an iPhone port, as well as Symbian/PocketPC/Android.
All the hardware access is abstracted in a stub file, so it's fairly simple if there's a decent API available.
I want to get published on the DS mainly because of the satisfaction of having it manufactured. I know it's not the most profitable medium.
I'll make $1 or $2 a copy, instead of the $5 or $10 I could make online.
There's just something about seeing something I worked on for so long in a shrinkwrapped box, even if it's buried in a bargain bin at Wal-Mart or in a junk box at a garage sale. It's important to me, because it's the original goal of really having that little chunk of magic plastic I wanted when I was a kid glued to my GameBoy.
There's a few publishers that I'd especially like to be involved with who haven't left traffic on the site. It doesn't mean they haven't seen it, since the hits I get are probably developers on a lunch break anyway.
Konami, Capcom, and SquareEnix come to mind, though I don't see those as a realistic possibility. I think Ubisoft or Atlus are slightly more plausible[;] no word from them yet.
:)
Last edited by robertpelloni on Sun Aug 17, 2008 7:14 pm; edited 1 time in total |
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108 fairy godmilf

Joined: 05 Dec 2006 Location: oakland, california
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Posted: Sun Aug 17, 2008 1:16 pm |
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| robertpelloni wrote: |
| I think Ubisoft or Atlus are slightly more plausible[;] no word from them yet. |
. . . _________________
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manmachine plays jazz Guest
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Posted: Sun Aug 17, 2008 5:10 pm |
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| oh, so this is shenmue with cute graphics. |
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sarsamis

Joined: 17 Feb 2007
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Posted: Sun Aug 17, 2008 5:30 pm |
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It looks like one of those games I'd buy because it's just so damn charming and hip, but then regret doing so later when I realize that it's just not fun.
As charming and detailed as it is, I sort of dislike that aesthetic when it's been the whole damn point from the get-go. Like, I'm the kind of guy who can become engrossed in video game grass, but it bothers me when I know that developer expects that of me. Rather than noticing on my own how beautiful a tree is, I'd just feel like I'm inspecting it because you told me to, and the whole thing comes off as a mundane chore. It's like how house cats get excited when they find random water, eventhough they've always had it in their dish. |
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Ratoslov

Joined: 05 Dec 2006
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Posted: Sun Aug 17, 2008 5:39 pm |
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| There are companies that can make a custom game cartridge out of a rom. I reccomend contacting one of them to fulfill your chunk-of-plastic needs, and selling the game digitally, rather than waiting for a big-name company to pick up your game. In all probability, they won't. |
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Harveyjames

Joined: 11 Dec 2006
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Posted: Sun Aug 17, 2008 8:24 pm |
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Yeah, don't WAIT for it to happen. You have to H-U-S-T-L-E, bro! I work as a freelance illustrator and I have a website to showcase my stuff, but ALL my work comes from me getting my ass out and promoting myself in the real world, and even just ringing companies up. It seems like a daunting thing to do at first, but once you've done it a few times it becomes like second nature.
Here, hopefully this song will get you in the right mindset. http://kr.youtube.com/watch?v=0gLbV6WDX60 _________________
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robertpelloni
Joined: 11 Aug 2008
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Posted: Sun Aug 17, 2008 8:45 pm |
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| Ratoslov wrote: |
| rather than waiting for a big-name company to pick up your game. In all probability, they won't. |
I've already been contacted by a few.
Do you mean they won't publish it?
I might do the online distro thing, though. :)
Last edited by robertpelloni on Sun Aug 17, 2008 10:10 pm; edited 1 time in total |
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Kappuru forum bishonen

Joined: 05 Dec 2006
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Posted: Sun Aug 17, 2008 8:56 pm |
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What's your website? How's freelancing? I'm thinking about doing more of it. _________________
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Dark Age Iron Savior king of finders

Joined: 06 Dec 2006 Location: Spacecraft, Juanelia Country
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Posted: Sun Aug 17, 2008 9:09 pm |
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It just occurred to me that I was wondering a little while ago how you could make a good sandbox game on the DS.
I'm not so sure this is it, much as I admire the effort put into it.
| Mr. Mechanical wrote: |
| After all, what else is there to do in an RPG without battles? |
Ask Ultima VII. _________________
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monaco

Joined: 11 Jun 2007 Location: metrosexual, metrovania
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Posted: Sun Aug 17, 2008 9:27 pm |
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Some fonts are ugly, as the enlarged sprites in textboxes, but damn that's a clean engine. _________________
fbk . skp . ggl
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extrabastardformula millmuck holecutter

Joined: 01 Jan 2007 Location: The Nearest Faraway Place
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Posted: Sun Aug 17, 2008 10:25 pm |
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Don't sign a statement of intent. _________________
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Mr. Mechanical ontological terrorist

Joined: 04 Dec 2006 Location: Scare Room 99
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Posted: Sun Aug 17, 2008 10:41 pm |
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| Dark Age Iron Savior wrote: |
| Mr. Mechanical wrote: |
| After all, what else is there to do in an RPG without battles? |
Ask Ultima VII. |
I never played Ultima VII. Educate me! I assume there's a lot of talking to people and such. _________________
| internisus wrote: |
| You are a pretty fucked up guy. |
True Doom Murder Junkies - Updated On Occasion |
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robertpelloni
Joined: 11 Aug 2008
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Posted: Sun Aug 17, 2008 10:56 pm |
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| extrabastardformula wrote: |
| Don't sign a statement of intent. |
What does this mean in the game industry? |
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Moogs
Joined: 06 Dec 2006
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Posted: Mon Aug 18, 2008 1:19 am |
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"What? Are Yuu stupid or something? Can't you see I'm on the last level?"
Is there significance to this or just some gross oversight and you really intend to replace "you" with "Yuu" for the entire game? That might not be such a good idea if that's the case.
And you might want to nix having the camera move to each person when they talk, I don't think it's necessary and it might just get irritating to see the screen snapping around under the text bubbles.
And uhhh... how about a different sound effect for button confirmation? or none at all. This is important. High-pitches tones cause fatigue and no one will want to play the game for lengthy periods of time.
I think it looks promising, personally. Like, I dunno... a melding of Animal Crossing and Earthbound. |
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robertpelloni
Joined: 11 Aug 2008
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Posted: Mon Aug 18, 2008 1:56 am |
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| Moogs wrote: |
"What? Are Yuu stupid or something? Can't you see I'm on the last level?"
Is there significance to this or just some gross oversight and you really intend to replace "you" with "Yuu" for the entire game? That might not be such a good idea if that's the case.
And you might want to nix having the camera move to each person when they talk, I don't think it's necessary and it might just get irritating to see the screen snapping around under the text bubbles.
And uhhh... how about a different sound effect for button confirmation? or none at all. This is important. High-pitches tones cause fatigue and no one will want to play the game for lengthy periods of time.
I think it looks promising, personally. Like, I dunno... a melding of Animal Crossing and Earthbound. |
That was actually an oversight. (The brother's conversation.)
I'm putting a selectable tone for the button confirmation, as well as the speech noise.
This is also recorded from line-out, which sounds very different from the speakers. I did this because people complained about hearing the button presses on the first video.
If I had recorded from the speakers, this probably wouldn't have been an issue- but of course it's still an issue for headphones, so it's good to have the options.
The camera is actually necessary. Often there are conversations with several people in an area larger than the screen.
Thank you. :) |
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shnozlak

Joined: 05 Dec 2006 Location: pushing crates in the sewer level
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Posted: Mon Aug 18, 2008 2:16 am |
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Text boxes take up a lot of real-estate and lack boarders.
Engine looks really solid I like the snap to talking person feature but it makes the in text box picture of the speaker kind of redundant. _________________ Mixtapes galore ~ VG MUSIC
ᕦ(ò_óˇ)ᕤ http://phantom-photon.tumblr.com/ |
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| BLUE | BLACK | PURPLE | true doom murderhead

Joined: 17 May 2008 Location: Austria
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Posted: Mon Aug 18, 2008 3:14 am |
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| Moogs wrote: |
And you might want to nix having the camera move to each person when they talk, I don't think it's necessary and it might just get irritating to see the screen snapping around under the text bubbles. |
Dropping in to say that I liked the camera movement. Very much so! I also liked the cinematic feeling of going from fullscreen to a pseudo-letterbox under the text bubbles. I'm all for being cinematic in cutscenes! I like that much better than everything being static during dialog. In the same vein, it's cool that the mother keeps moving around as she talks. I'm again impressed by how slick and smooth this game feels. Also, take a look at the text when Yuu talks to his brother. The text doesn't wait for the camera to move to the other person; the text appears as soon as the camera starts moving. That's good! The motion of the camera doesn't interrupt the flow. Rather, it adds momentum, gives flow to the dialog. Bob's got a feeling for flow, apparently. It could as well extend to the game as a whole!
I also like that you start out in your new house, with the boxes and everything. That's a nice beginning. New house, new neighbourhood, new friends. It's got potential. It's a good starting point for a story.
EDIT:
| shnozlak wrote: |
Text boxes take up a lot of real-estate and lack boarders.
Engine looks really solid I like the snap to talking person feature but it makes the in text box picture of the speaker kind of redundant. |
Huh? You're not seeing this as reminiscent of letterboxed cutscenes? I find it a good idea to trade "real-estate" for focus during a conversation. There's no need for lush scenery. Rather there'd be need for a zoom.
The picture of the speaker in the text box can be a bigger picture than the actual in-game character. That's a plus; you can see the speaker in greater detail. |
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parker a wolf adventuring

Joined: 31 May 2007 Location: suplex city
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Posted: Mon Aug 18, 2008 9:24 am |
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| Mr. Mechanical wrote: |
| Dark Age Iron Savior wrote: |
| Mr. Mechanical wrote: |
| After all, what else is there to do in an RPG without battles? |
Ask Ultima VII. |
I never played Ultima VII. Educate me! I assume there's a lot of talking to people and such. |
You investigate a murder at the beginning of the game to get out of the first town, sort of a tutorial type deal. At the next town you can investigate a theft. You talk to people, call them on their bullshit, examine crime scenes for clues etc. I wouldn't mind a whole game as an Ultima policeman. _________________
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Koji

Joined: 04 Dec 2006
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Posted: Mon Aug 18, 2008 10:58 am |
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Hey Bob, nice work. I like the engine, it does have some nice improvements over the typical JRPG bullshit. I hope you put that amount of thought into the gameplay and plot as well. _________________ The Ants Parade. |
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Daphaknee a whole shitload of class
Joined: 31 Jan 2007 Location: nickel dime
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Posted: Mon Aug 18, 2008 11:44 am |
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it is like shenmue mixed with touch detective _________________
the internet's |
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