Swarm Development: Postmortem

Started by Baron, Thu 21/04/2011 04:58:20

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Jackpumpkinhead

here is the finished theme music

MIDI:
http://www.mediafire.com/?e7puwrr0tc2ryo5

MP3:
http://www.mediafire.com/?1r9v4tu71q6nssp

i know that it is only 58 seconds but it is something.
if anyone wants to lengthen it modify it...ect
then please feel free to do so
i hope you all enjoy it and thanx for being patient

Tabata

@ProgZmax:
The recording has a strong noise (the first 20 seconds I can barely hear the soft tones)!?
The chosen instruments are fitting very well in style to the game. I like it for the game, only without the last very fast tones (they are a bit too hectic, like for a running sequence). The faster tones beginning at about 1:30 would be fast enough for action-parts of the game for my taste.
So I prefer the classical part for during the game.

@Jackpumpkinhead:
I still like it. Let's say for the intro and the first room â€" the "awakening" and "getting started" (about ralising what has been done to the char. and during decision/start to let the char get out of there as fast as possible).

just my

Shane 'ProgZmax' Stevens

I went for an old recording type approach so the noise is actually a filter.  I could always increase the volume of the other parts to compensate.  Like I said, it's rough :).

Jackpumpkinhead

@Tabata: I can lengthen it a bit and i may modify the song slightly

@ProgZmax: I am trying to keep the music as old MIDI style as possible. I like your style i just think it is to realistic for the style of the game

Baron


Icey

just wondering is the last thing that the game needs is music?

Ghost

Quote from: Studio3 on Mon 18/07/2011 07:23:11
just wondering is the last thing that the game needs is music?

The Swarm also needs a lot more love. And can we have some sammiches now?
Seriously, judging from the last beta- Baron, how are we hour-wise? Did you theory work out?

Baron

Quote from: Ghost on Mon 18/07/2011 16:12:22

Seriously, judging from the last beta- Baron, how are we hour-wise? Did you theory work out?

I don't know: I need to hear from Scarab.  I don't think we'll make the 60 man hour mark, though: I utterly failed to plan for the time required to coordinate contributors and trouble shoot (programming, compatibility issues, etc.).  However, that knowledge itself is progress.

As for the music, I like elements of both contributions.  I do like the argument for that "MIDI sound", since we're going ultra low-res, but the constraints it might impose may discourage some of our musician volunteers.  What does everyone else think?

Crimson Wizard

Hey, I am wondering, is there anything I can help with futher?
I don't usually write music though; all I can do is write short MIDI compositions. Sometimes they are nice, but usually aren't ;)

I can help with scripting since I am quite proficient with it, and with testing ofcourse, if that is needed.

BTW, where can I get that "last beta" people speak about? I suddenly realized I haven't seen the game itself yet.

Tabata

Quote from: Crimson Wizard on Tue 19/07/2011 17:04:47
... BTW, where can I get that "last beta" people speak about? I suddenly realized I haven't seen the game itself yet.
You are searching for this post ;)

Jackpumpkinhead


Tabata



Wyz

I haven't followed this project for a while and get the impression not much is going on.
Could someone be so kind and give me a status report. ;)
No really I like this project, is there anything I can do? I could help out with music and scripting but I don't know exactly what's needed.
Life is like an adventure without the pixel hunts.

Icey

Maybe if Baron makes another demo then we could see how everything is looking.

Baron

Quote from: Studio3 on Tue 26/07/2011 02:08:43
Maybe if Baron makes another demo then we could see how everything is looking.

Yes, that would be easiest.  Except if you happen to be Baron....  ;)

In all seriousness, I am juggling projects and am currently hugely focused on Curses & Castles.  Scarab has returned the Draculator game files to me and it is entirely my fault for not getting back to the swarm with a status report.  Basically you would be correct in assuming that not much has happened on the Draculator II front for the past month.  I know this developmental pause has been frustrating for everyone who has committed time and energy to the project, especially in light of the fact that even a month ago the finish line seemed to be in sight.  The factors contributing to this slow down are myriad and sundry, but mostly it was my vacation away from the internet and complete focus on my other project that has put the brakes on.

So, what's to be done?  I am still determined to dedicate most of my spare time to Curses & Castles, since that is where the momentum is for me at the moment.  That doesn't mean I won't have any time for D2, but not nearly as much as in May/early June.  I can delegate to another "game builder", if someone is eager to take up the torch (post here if you're interested!), or I can putter away at D2 when I'm not otherwise occupied (the next "window" of opportunity looks like it will be Thursday).  Provided I am still leading the project, I'll get back to everyone in a couple of days with a more detailed status update.

Tabata

Quote from: Baron on Wed 27/07/2011 02:15:38
...  Provided I am still leading the project...

Daddy won't give away his sweet little baby, because: "You are a good daddy, swarm queen..." !!!

Quote from: Baron on Wed 27/07/2011 02:15:38
... (the next "window" of opportunity looks like it will be Thursday).  ... I'll get back to everyone in a couple of days with a more detailed status update.
That sounds muuuuuch better to me! 

Baron

So I guess there's only one way I'm getting out of this  :-\ .....completion!

   The latest build: Draculator II July 28 Build.
   There's been some progress, mostly thanks to the heroic efforts of Scarab over the past several weeks, and I've polished a few things up this evening.  You can "play" the game up to *gulp*, but there are several things you can't do yet: bite the scientists, get stopped by light in the exercise yard (but you must use the umbrella or you'll crash the game when you exit the room), defeat the robot monster....  Many other things are lacking total polish: no music (not even some of the experimental tracks, sorry), missing animations, non-robust scripting (heading backwards through the exercise yard will not work), etc.  

   Precisely what we need to move forward is this:

   1) Baron needs more free time!
   2) Merrick's skin needs to be tinted orange from beta carotene overload.  Just the skin mind -I thought about tinting the whole thing too, but that would just look silly. (Completed by Buckethead)
   3) Merrick also needs a side take animation -this should be pretty easy.  Here are the relevant frames:
   4) Merrick needs a BITING animation.  I love Igor to death but I think he's too busy for this gig.  Using the back-facing sprites above Merrick should lift his cape out to the side and dip his head menacingly towards his victim.  This will probably have to happen in both directions (still facing back, but cape-lift/bite left and cape-lift bite right).
   5) The soldiers need to pose better:  Specifically they must face the menace behind the door.  
   6) The soldiers must also collapse after they are bitten.  I envisage a two-three frame fall, starting from their door-facing poses (dependent on #6, above).
   7) From their current positions, the soldiers must also shoot.  This would probably just require a second frame for each of them with a flashing gun-muzzle and the gun inclined slightly: played quickly this should give the desired effect.  Oh, here are the relevant frames all in one place:
   8 ) If someone really wants to do a Merrick fall-and-die this would be your time to shine.
   9) Our small vampire-twins require talking animations.  Just an open-mouthed frame will suffice: (Completed by Buckethead)
   10) Still outstanding is a laser console for the surgery lab
   11) Also still outstanding is a plan for the inventory/menu GUI.
   12) Tabatha must also send some extra cockroach frames to get them implemented (PMed)

  ....and I'm sure there are still a couple things I'm forgetting, but I think the above will pretty much get us to a working beta.  I myself will undertake the light in the exercise yard since it will be finicky (must correspond to shadow coding).  Otherwise please post to tell the world if you are working on something.  

Just one more big push!

Buckethead

I've made Mirreck orange and did a talking animation for the twins. Not sure if they are any good though:




Jackpumpkinhead

Quote from: Baron on Fri 29/07/2011 04:31:39
no music (not even some of the experimental tracks, sorry

Awe Man!!
looking forward to a version with my music
btw i can do more music in MIDI format if that is what the SWARM has decided on  ;D

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