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Reply to topic GDR Forum Index -> Game Developer's Refuge -> Development Log - Nubs' Adventure [IT'S DONE!] Page Previous  1, 2, 3 ... 10, 11, 12, 13  Next
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IMakeGames
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PostPosted: Wed Dec 31, 2014 2:32 am    Post subject: Reply with quote

A Russian gaming site covered the Android release of Nubs' Adventure. Now I get dozens of Russian comments in the Google Play Store. Thank god for Google Translate! :D

Quote:
It looked like you got some pretty good ratings on that early access link, and I saw a few helpful reviews from users.

True! So far, the reception has been really positive! :)
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IMakeGames
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PostPosted: Sat Jan 17, 2015 1:31 am    Post subject: Reply with quote

Been working on new mechanics. First up: the teleporters!


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mikedoty
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PostPosted: Sat Jan 17, 2015 10:10 am    Post subject: Reply with quote

I wonder what else you can send through the teleporters...
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IMakeGames
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PostPosted: Sat Jan 17, 2015 1:01 pm    Post subject: Reply with quote

mikedoty wrote:
I wonder what else you can send through the teleporters...

Crates, mainly ;)
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mikedoty
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PostPosted: Sat Jan 17, 2015 2:07 pm    Post subject: Reply with quote

Moving teleporters, that's what you need too. Can you push this crate through the teleporter at the right time? :)
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Sirocco
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PostPosted: Sat Jan 17, 2015 2:28 pm    Post subject: Reply with quote

I was kinda thinking high explosives, myself.
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0xDB
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PostPosted: Sun Jan 18, 2015 6:53 am    Post subject: Reply with quote

There is no rule in game design which says you can not put high explosives into crates to make everybody happy.
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mikedoty
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PostPosted: Sun Jan 18, 2015 9:34 am    Post subject: Reply with quote

That's an interesting idea. You get to the end of the level, and there are 3 crates. Two of them have explosives in them, and one of them has a health pack in it. The bad guy (final boss on the level) has kidnapped a number of citizens. He starts by tossing one of them off of a cliff, it does not kill him but he loses a lot of HP. He begs you to send him the crate with the health pack in it, but the bad guy begins a shell game, trying to make you lose track of which crate has it. He will eventually begin sending them through teleporters to confuse you even more. You must do your best to save the people he throws off the cliff.
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IMakeGames
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PostPosted: Sun Jan 25, 2015 12:44 pm    Post subject: Reply with quote

I've been adding new puzzles. One involves the fairy and placing shards on pillars:


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mikedoty
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PostPosted: Sun Jan 25, 2015 12:58 pm    Post subject: Reply with quote

I liked the music memory game puzzles in the earlier demos. I wonder if you could add some sort of action element to those, such as bad guys that attack you while you are trying to match the rhythm. And now I hate to say it, but I think you are doing the puzzle wrong on this one. You put the green shard into the blue pillar. It's supposed to go into the red pillar. Looks interesting, though!
Reminds me of those big guys with numbers on them that you had to carry HALFWAY AROUND THE WORLD just to put them in their place!*
*off topic reference

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0xDB
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PostPosted: Mon Jan 26, 2015 2:11 am    Post subject: Reply with quote

mikedoty wrote:
That's an interesting idea. You get to the end of the level, and there are 3 crates. Two of them have explosives in them, and one of them has a health pack in it. The bad guy (final boss on the level) has kidnapped a number of citizens. He starts by tossing one of them off of a cliff, it does not kill him but he loses a lot of HP. He begs you to send him the crate with the health pack in it, but the bad guy begins a shell game, trying to make you lose track of which crate has it. He will eventually begin sending them through teleporters to confuse you even more. You must do your best to save the people he throws off the cliff.
I really like how the bad guy expresses his sadism there... with a game.

Are game developers sadists? Do game developers really just want to be like their own bad guys and make their players suffer? Maybe basing an entire game design on the idea of making the player suffer through all kinds of sadistic challenges would be a lot of fun.
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IMakeGames
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PostPosted: Sat Jan 31, 2015 3:32 am    Post subject: Reply with quote

Started working on a new tileset/region, featuring acid pits, mines and more :)



It's not exactly new, but rather the first tileset I made for the game. But I want to revisit that now and create a new area using that as a starting point. The background for the new area is also not done yet.
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IMakeGames
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PostPosted: Sun Feb 01, 2015 3:32 am    Post subject: Reply with quote

The quest for the new tileset continues:


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Sirocco
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PostPosted: Sun Feb 01, 2015 8:16 am    Post subject: Reply with quote

The orange has a nice contrast with the green acid.
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mikedoty
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PostPosted: Sun Feb 01, 2015 8:40 am    Post subject: Reply with quote

I've been thinking some more. In this acid world, you should have a lot of friendly NPCs scattered on the platforms above the acid, like they got stuck there and they have nowhere to go. You don't have to knock them into the acid, but if you bump into them they will move, and because some of the platforming action doesn't give you much room to work with, you'll probably inevitably end up acidifying more than a couple of friendly NPCs. But, if you can make it through the level while keeping all of them alive, you can unlock an achievement. Does that google play and the other places (?) you release on, they support achievement systems? That would be a great one! :)
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sonrisu
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PostPosted: Sun Feb 01, 2015 1:49 pm    Post subject: Reply with quote

I see that reference, mikedoty. I will not forget it. :]
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IMakeGames
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PostPosted: Sun Feb 08, 2015 2:49 pm    Post subject: Reply with quote

Quote:
I've been thinking some more. In this acid world, you should have a lot of friendly NPCs scattered on the platforms above the acid, like they got stuck there and they have nowhere to go. You don't have to knock them into the acid, but if you bump into them they will move, and because some of the platforming action doesn't give you much room to work with, you'll probably inevitably end up acidifying more than a couple of friendly NPCs. But, if you can make it through the level while keeping all of them alive, you can unlock an achievement. Does that google play and the other places (?) you release on, they support achievement systems? That would be a great one! :)

Man, I wish I could implement half of the things you throw at me! That would make an awesome game! :)

I've been working on loading screens that show how the next sector looks and to make the transition between different areas less abrupt: https://gfycat.com/AlertNippyBream
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sonrisu
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PostPosted: Sun Feb 08, 2015 2:54 pm    Post subject: Reply with quote

Looks awesome, but does it really take that long to load? If I was going back/forth between areas (by accident, or whatever) I feel like that's a long time to wait. :]
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IMakeGames
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PostPosted: Sun Feb 08, 2015 3:14 pm    Post subject: Reply with quote

sonrisu wrote:
Looks awesome, but does it really take that long to load? If I was going back/forth between areas (by accident, or whatever) I feel like that's a long time to wait. :]

I deliberately made it a bit longer but the real loading animation will still take 2-3 seconds. This long fade between the two tilesets will only be shown when you move between two different zones, which is rather rare. When moving inside a zone though, the loading screen will only show as long as it is needed / until the sector is loaded! :)
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mikedoty
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PostPosted: Sun Feb 08, 2015 3:45 pm    Post subject: Reply with quote

The lava looks great, all fiery and ready to be fed with enemies and inconvenient townspeople. I can't wait. Can the player jump while in the loading animation? I look forwrad to the loading animations that have lava pits in them, and if you jump over the pits successfully you get a couple of extra coins to spend for the guy at the table who wants coffee.
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IMakeGames
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PostPosted: Mon Feb 09, 2015 1:19 pm    Post subject: Reply with quote

Been working on new cloud levels:

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IMakeGames
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PostPosted: Wed Feb 11, 2015 12:44 pm    Post subject: Reply with quote

Working on the deus ex machina who rebuilds your house in exchange for diamonds.


As to why this entity wants diamonds... I have no idea! ;)
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Sirocco
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PostPosted: Wed Feb 11, 2015 3:58 pm    Post subject: Reply with quote

Well that was unexpected; still a good idea. Since the baddies get wiped out pretty quickly, I was wondering what the impetus for the player's journey would end up being.
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mikedoty
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PostPosted: Wed Feb 11, 2015 6:22 pm    Post subject: Reply with quote

After playing a lot of Far Cry recently I see those flowers and I want to pick them for syringes! I am suspicious of this diamond-craving entity already. I worry that he will betray the player by the end of the game, thanks to all of these diamonds you would kindly give to him. Maybe the player should have the option to say NO, or to try to pawn off FAKE diamonds to avoid empowering the rebuilder. And if you give him diamonds, what's to stop him from surreptitiously destroying your house again just to extract another payment of diamonds? Now I'm wondering if he masterminded the whole thing where the bad guys destroyed your house...
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IMakeGames
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PostPosted: Thu Feb 12, 2015 12:15 pm    Post subject: Reply with quote

There's an animated version of the new overlord:

https://gfycat.com/SleepyBossyBlackrussianterrier
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