Swarm Development: Postmortem

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

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Hudders


cat


Snarky

Quote from: Baron on Wed 05/10/2011 02:07:59
@SNARKY - Hand?

Yes, soon.

I did an initial version, then realized that in the POV I'd chosen, the hand would be very undramatic. So now I'm going for a proper closeup in profile.

Baron

Quote from: Armageddon on Wed 05/10/2011 04:38:54
I hope you added that inventory icon in the corner. I didn't see it in the last beta.

The inventory gui has been entirely redone, but no there is no icon in the corner.  I know we initially had one, and then a vocal minority agitated for the "click on main character to activate inventory gui" approach that we have since adopted.  I think the strongest argument against the icon is that it clutters the screen, but if enough people want it brought back (and, crucially, if someone designs what it should look like), then re-implementing it won't take much work.  However, I think just being clear in the game thread and readme that inventory is activated by left-clicking on the character should be sufficient.

Armageddon

Quote from: Baron on Wed 05/10/2011 22:57:57
Quote from: Armageddon on Wed 05/10/2011 04:38:54
I hope you added that inventory icon in the corner. I didn't see it in the last beta.

The inventory gui has been entirely redone, but no there is no icon in the corner.  I know we initially had one, and then a vocal minority agitated for the "click on main character to activate inventory gui" approach that we have since adopted.  I think the strongest argument against the icon is that it clutters the screen, but if enough people want it brought back (and, crucially, if someone designs what it should look like), then re-implementing it won't take much work.  However, I think just being clear in the game thread and readme that inventory is activated by left-clicking on the character should be sufficient.
Ever time I've played the beta I always forget to click on the character. And then I turn the game off. :P

Jackpumpkinhead

ooh i get so nervous when this thread sits for to long  :-[

Hudders

I think I'm coming down with a cold, so I've quickly recorded these lines so as to not get into a situation where I physically can't do them.

@Baron: I've numbered them from MAD273 to MAD290; hopefully that fits OK into your scheme.

http://waffleicious.co.uk/ags/MAD_2.zip

Baron

Quote from: Jackpumpkinhead on Fri 07/10/2011 14:27:03
ooh i get so nervous when this thread sits for to long  :-[

Well, it's mostly just a matter of getting the last of the voice-acting in.  I had considered a release without the VA, but it's all so good that it simply wouldn't do the game justice releasing without it.  You've just got to be patient with these things.

@HUDDERS -I'll have a listen and get on implementing that cutscene.

Hudders

Quote from: Jackpumpkinhead on Fri 07/10/2011 14:27:03
ooh i get so nervous when this thread sits for to long  :-[

What? Have you got a different interpretation of time than the rest of us? You posted after the thread had sat for less than a day without a reply, I don't think that's "too long".  :P

Tabata

                 ...       did I hear something in the far distance?       



Uuuuuuh       ...                     ...        let it happen, let it happen, let it   ...

cat

So, what are we still waiting for? Is there still a chance for a Halloween release?

Ghost

This is Halloween, this is Halloween, everybody's waiting for the next surprise!

C'mon, it really would be awesome!

Baron

Quote from: cat on Tue 18/10/2011 08:41:21
Is there still a chance for a Halloween release?

Anything is possible.  The question is whether it is plausible....

In the case of our game, however, both apply.  As I've mentioned before, if you were to put all outstanding files into my hands at this instant I could have the game in final beta-test mode in a matter of hours.  I have assurances from everyone who owes me files that the Oct 31 deadline is feasible.  So a Hallowe'en release is certainly an attainable goal. 

Armageddon

Let's get this thing rolling, we don't have all two weeks.



What else do we need?

EDIT: How is this for an inventory?



I used tomatosinhead's icon since it looks pretty good, made the window myself. Also is there a list of inventory items? I'd really like to try making better looking icons for them.

NickyNyce

I noticed that "credits" is spelled wrong on the main menu

Can't wait to try this project out, and am also a bit sad I didn't get involved.

cat

Quote from: NickyNyce on Wed 19/10/2011 13:13:33
Can't wait to try this project out, and am also a bit sad I didn't get involved.

You could still beta test, once the next release is out.

Tabata

@ all, who still owe some material to the project:
Come on, remind yourself, that you are already draculated!
So you owe it to yourself, too and you want it, need it, you simply have to do it to get back your happiness    


@ rest of the swarm:
Maybe we can animate our brothers and sisters a bit to get them started/finish what they promised!?
Any ideas? â€" Maybe some cheers to motivate them?


btw.
I'm selling these fine leather-jackets voodoo-dolls
 


Quote from: Baron on Wed 05/10/2011 02:07:59
@ARTISTS - I now need a hand holding a phone sprite, and a hand holding a command centre microphone sprite.

Are these the last (not yet taken) sprites to be made? If so, which size is needed?


@ all, who have left a bit of power and the ability:
So there is a maximum of two swarmies to be found to save halloween by doing one sprite each! Where are you hiding?

WAKE UP, PLEASE!     IT'S THE LAST ROUND TO BE DONE TO GET OUR MASTER (AND THE COMMUNITY) PLEASED!                

NickyNyce

Quote from: cat on Wed 19/10/2011 13:17:04
You could still beta test, once the next release is out.

Don't threaten me with a good time  :D

Send when ready

Hudders

Quote from: Tabata on Wed 19/10/2011 19:16:43
Are these the last (not yet taken) sprites to be made? If so, which size is needed?

My assumption is that they would both be additions to the current Mad Scientist sprite. Someone just needs to do a paint-over adding a hand holding a telephone up to his ear and another one with a hand holding a microphone.

For the microphone, I am picturing something like this: http://1.bp.blogspot.com/_ZxWW8sDiFYE/S-HL0wJKzAI/AAAAAAAABVU/-8C-m1Q2oBw/s1600/antique_radio_microphone.jpg

Baron

Hudders is correct, we do need a hand holding a microphone for the Mad Scientist.

Otherwise, the hand emerging from the wreckage is well advanced (although not 100% done) and the voice acting is finally (as of 10 minutes ago) in my possession.  Also, there is a completely new GUI already in-game.  Things we still need:

1) Robot Monster Cockpit background

2) Ruins scene, with debris close up, for hand to emerge from.  However, for scaling purposes this is best left to my hand animator (Snarky) or at least until after the animation is complete.

3) This hasn't really been addressed, but with the new cutscene where the Mad Scientist fleshes out the plot a little more from the control room, we do need some sort of background to stick behind him.  As I see it, we have two options:

        a) We sub in the current lab-scene background (which doesn't really work anyway since it's not a ceiling) and replace the intro cutscene background with a bit of lens flare to give the impression of a strong ceiling light.

        b) Someone undertakes more work and draws something resembling a control room background.  Remember for design purposes that the Mad Scientist will block up to half the background.  If someone produces such a background we'll go with this option, otherwise I'll throw together some quick lens flare and go with option a)

Anyway, I'm hoping to have our last beta -almost certainly missing some of the above but otherwise complete - out by the weekend.

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