Adventure Game Studio

Community => Adventure Related Talk & Chat => Topic started by: Baron on Thu 21/04/2011 04:58:20

Title: Swarm Development: Postmortem
Post by: Baron on Thu 21/04/2011 04:58:20
April 30 Edit:

For those of you just joining the discussion a quick summary is appropriate.  The thread started out theoretically discussing how many AGSers could each make very small contributions to quickly create a finished adventure game, kind of like how a hive of bees will each pitch in their small part to create a hive (page 1).  Then we decided to run a small experiment to test the feasibility of breaking the game development process into one-hour increments of relatively self-directed development time (page 2).  We then spent a while brainstorming lead-sprites (roughly page 3-5) before settling on a composite sprite that fit well with our background styles (page 6).  From there we began divvying up work (originally page 6, now later in this post for organizational purposes), and the rest of the thread is people claiming that work, executing it and discussing it.  
   Project Crowd-venture (our working title, appropriately created in less than an hour by a self-directed volunteer), will be a short game that will hopefully take about 60 hours to develop.  We are therefore currently looking for approximately 60 volunteers to offer one hour each.  Volunteers will be provided with loose guidelines from previous contributors and then encouraged to finish their task using their best judgement or creative whimsy.  The result will be an organic game that will be nothing like what any individual could have come up with on their own.  Read on if you are intrigued, look below in this post for our current requirements or see our Recruit a Team (http://www.adventuregamestudio.co.uk/yabb/index.php?topic=36479.msg576954#msg576954) advertisement if you are interested in participating in the project.  

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May 15 Edit:  The following is an updated version of post #104 that details finalized guidelines and work in progress.  For organizational purposes it has been moved to the first post.

So moving on -let's SWARM! Please refer back to the Plot Document Post (http://www.adventuregamestudio.co.uk/yabb/index.php?topic=43340.msg578001#msg578001) for background requirements and the Stylistic Guidelines Post (http://www.adventuregamestudio.co.uk/yabb/index.php?topic=43340.msg577450#msg577450) for style guidance when drawing background art/objects.  Recall that our Merrick sprite is roughly 50px in height (see below for finalized version) -please use it for scaling purposes (doorways, furniture, other characters, etc.).  I'm going to list all available jobs and people can choose what to spend their hour (ish) working on.  Please claim the job by posting so that we minimize people working on the same thing, and then edit that post to show off your work (and remember to look through to see if anyone is already working on something you're interested in!).

Available jobs:

BACKGROUNDS -background art is priority, do "extras" (colouring, textures, objects...) only if time:
1) LAB BACKGROUND (completed by Grim)
2) HALLWAY BACKGROUND (completed by Scarab)
3) ROBOT LAB BACKGROUND (completed by Corby)
4) EXERCISE YARD (completed by Yarooze)
5) GUARDROOM (completed by Crimson Wizard)
6) Intro Cutscene (completed by Selmiak)
7)Exit Cutscene (completed by Secret Fawful)
8 ) Exit Cutscene 2 (robot monster interior behind talking vampire twins)
9) TITLE SCREEN
10) Crash screen (completed by Secret Fawful)
11) Blast screen (completed by Buckethead)


OBJECTS
1) Objects for Lab (restraining chair, mirror, fridge, magnets, crucifix)(completed by anian)
2) Laser control console (please play rough build (http://www.adventuregamestudio.co.uk/yabb/index.php?topic=43340.msg583191#msg583191) to get a feeling for what we need)
3) Fridge Magnets (completed by Ghost)

CHARACTER DESIGN -use Merrick style/size for style
1) Military Doctor (completed by abstauber)
2) Scientists (2) in robot lab (one completed by Yarooze, other completed by Tabata)
3) Preoccupied guard on exercise yard catwalk (completed by Ali)
4) Guards dying in firefight in guardroom (3-4) more or less copies of each other (one completed by Jared (http://www.adventuregamestudio.co.uk/yabb/index.php?topic=43340.msg581677#msg581677))
5) Giant (100-150px) Robo Monster  (completed by Pinback)
6) Vampire twins (completed by JackPumpkinHead)
7) We need a convincing "back" view of Merrick.(completed by Baron)
8 ) Robot Probe (completed by Studio 3)
9) Vampire twin close-ups for final cutscene(completed by Secret Fawful)
10) Scientist closeups for final cutscene (to be based on Yarooze & Tabata's in-game sprites)
11) Cockroaches (completed by Tabata)

ANIMATION -use my robot arm in military colour experiment (page 4, below) for mechanical arm ideas
 -use this basic sprite to work from: try to preserve frames (or frame size) for ease of importing
(http://www.vanwijst.com/games/swarm/merrick_basic.PNG)
1) Merrick side walk cycle (complete by scarab)
2) Merrick front walk cycle ( ' ' )
3) Merrick side level take (reach out) (hopefully we can script it that only side views are necessary)
4) Merrick side high take (reach out)
5) Merrick side low take (bend & reach -NOT FOR FIRST TIMERS)
6) Talking animation (sides & front -just bobbing head with open mouth) (completed by Baron)
7) Biting animation (completed by Ghost)
8 ) Merrick back walkcycle (completed by Baron)
9) Scientists idle and being bitten (completed by Tabata)
10) guards being bitten (see page 20)
11) scientist climbing on cabinet and waving broom at vampire (extra characterization for now, to be done if time)

Writing
1) Doctor's intro cutscene rant (completed by Hudders)
2) Merrick exchange with Scientists as he bites them (so that Merrick understands fire resistant properties of pine cones and/or survival capacity of cockroaches)
3) Puzzle design -someone to examine the feasibility of creating an interesting probe repair puzzle for the robot lab.  This would also require writing dialog/messages that would flag the puzzle for the player appropriately cut for time being due to lack of time/interest
      ...more to come.

Interface Design
1) Quick mock up for GUI for the swarm to discuss. (one completed by Studio3).  (We're looking for a one-pane GUI that will pop up when a button or character is clicked (yet to be determined). GUI must have the following buttons: save, load, quit, about and OK (for inventory selection).  Must also have inventory window and character speed slider).
2) Cursor Design (completed by Cat/Tabata/Scarab)
3) Inventory Cursors (completed by Baron)


Music Director
1) Not really my strength, but I foresee the need for someone to direct other musicians to create short loops (MIDI?  OGG?) to suit the various scenes.  Remember the musicians should each only spend an hour, and will probably need some sort of theme/genre to guide them.

AGS Importing
1) Someone to import existing assets into AGS (two backgrounds, three partial characters) so that we can start a GIP thread. (in progress, by Baron)

That's all I can think of for now, but more will drip out over the coming days.  Good luck and have fun!

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Original Post:

I figure it will take me another 1000 hours to finish my game.  Then I got to thinking, if I could only amass a swarm of 1000 fellow AGSers then we could knock the whole thing off in just 1 hour.  To summarize:

        Man-Hours for Project  |  Number of Men  |  Hours to Project Completion
-----------------------------------------------------------------------------------------------------
               1000                      |              1           |               1000
-----------------------------------------------------------------------------------------------------
               1000                      |          1000         |                  1
-----------------------------------------------------------------------------------------------------

We all know that collaboration makes it possible to do vastly more than an individual ever could.   But I'm not interested in "typical" collaboration here.  What I'm interested in is the theoretical underpinnings of a new way to create an adventure game: not a collaboration as much as a swarming.  I envisage AGSers scurrying through the artistic and programmatical equivalents of bee-hives and ant tunnels in some sort of wondrously self-organized mass event. One hundred of our finest writers scripting for 500 of our finest artists to the tune of 50 of our finest composers and the code of 200 of our finest programmers (etc. for the smaller jobs).  Think about it!  A full-sized game created in an hour!  Consider the possibilities!

Obviously some thought would have to be put into co-ordination:  we just can't rely on our instincts and hormonal signals (..... or can we???  What might a "spontaneous" project look like with a little polish here and there?).  How might you co-ordinate tasks with mutual dependency on each other -tasks that could take days to play-out in the conventional game-development paradigm -so that they can take place all at once?  Does anyone know if this has ever been tried?  What obstacles do you foresee, and what thoughts do you have to overcome them?

Please bear in mind this is a theoretical discussion for the time being: I'm well aware of the logistical issues of focusing 1000 minds on a single task.  For now I just want to flesh out the idea some more.
Title: Re: Swarm Development
Post by: 2ma2 on Thu 21/04/2011 08:41:54
Instead of fighting the obvious dilemma with coordination, you could use the fact that 1000 people work with the exact same thing - such as massive limitations, forcing each individual to work within a confined space, and encourage them to bend that space as much as possible. It could be conceptual, visual or technical boundaries.
Title: Re: Swarm Development
Post by: Radiant on Thu 21/04/2011 13:54:51
Quote from: Baron on Thu 21/04/2011 04:58:20
         Man-Hours for Project  |  Number of Men  |  Hours to Project Completion
-----------------------------------------------------------------------------------------------------
                1000                      |              1           |               1000
-----------------------------------------------------------------------------------------------------
                1000                      |          1000         |               5000
-----------------------------------------------------------------------------------------------------

This is probably a more reasonable estimate. What you're looking at is the Mythical Man Month anti-pattern, i.e. that putting twice as much people on a project by no means makes it twice as fast.
Title: Re: Swarm Development
Post by: Ryan Timothy B on Thu 21/04/2011 17:58:38
Quote from: Radiant on Thu 21/04/2011 13:54:51
What you're looking at is the Mythical Man Month anti-pattern, i.e. that putting twice as much people on a project by no means makes it twice as fast.
It depends on the project. One man building a house could take him 10 days. Two men building a house will take them 5 days. Three men might take 3-4 days.
Of course if these men aren't self thinkers and motivated, you're spending most of your time baby sitting and teaching them to build the house rather than just building it individually and not waiting for the other worker to catch up to you. (I know this because my brother builds houses)

Surely an AGS game would be much different mostly because everyone can't work on the same thing at once. You can't have 1000 people working with the same game files at the same time. And the programmer is waiting for the animators to finish their work frame by frame. All the production bottle necks to the AGS side of things.
Title: Re: Swarm Development
Post by: Ali on Thu 21/04/2011 19:20:44
If it worked, I think this would end up producing an epic, chaotic version of the storytelling game where each person writes one word/sentence.

That said, it might be fun to play a chain-game where different people designed each room.
Title: Re: Swarm Development
Post by: Khris on Thu 21/04/2011 19:56:26
This could work well if the "engine" part of the game is created in the traditional way and the swarm designs levels or quests.
Imagine an open RPG where the swarm members only choose how far up the XP ladder their quest is going to be, then design it using some kind of quest designer provided by the programmers.

The main game will then provide access to all the quests as soon as the character is leveled up appropriately.
If this is implemented well, people could keep adding quests to the game.
Title: Re: Swarm Development
Post by: Jim Reed on Thu 21/04/2011 20:07:12
Well, not that I'm an expert on game making, but having a lot of people working on a game should speed up things...if there's a good system that makes it into a complete whole.

IMO, riping off and modifying a system that is used by big game companies could be a good start.
But on the other hand, we're not talking about normal game making, but this new "revolutionary" way of swarm game developing. Ha!

I'll concentrate on the graphic side a bit here, as that's what I think I do better than other stuff related to game making.

While I'm dreaming of this perfect way of doing things, I will also imagine I have a complete list of all the characters, rooms, GUIs and stuff, along with any requirements for size, colour depth, preferred style (a bunch of reference pictures for that) , and any other requirements the story makers wish for (like crude sketches of what rooms should look like and so).

I would then proceed to start all the graphics simultaneously, and release the horde of artist on them. Or to keep it manageable, organize the artists into "chains" so each gfx part goes through each artists hands once. Each artist would then draw some of the required graphics, and pass it on to the next guy down the chain. The last guy gives it to the quality control guy, who then decides if it is good enough to be put into the game, or rejects it, appends his critique, and sends it to the beginning of the chain again.
In practice, I imagine one guy outlining a room (for example), one guy picking colours and flood filling it, the next guy shading it, and the last guy applying touch ups. Yes, it could be broken down even further, but it's just an example so you can understand what I'm trying to say.
As an artist, you just do your part on one piece, then go to the next one, while the old piece is being worked on by someone else.

Of course, if there's a way you could find so many artist that would draw on a similar level, and produce at least average quality stuff, you'd still need to find a way to move all those sprites between people, track who has what and where, keep them all motivated so they don't bog down the process,and store all the versions of all the gfx in case of accidents and stuff that might need re editing. Yes, pretty simple isn't it? =P

Not to mention that you could try to find out which artist is best for particular fields of drawing so you can arrange the chains to produce better quality art.

And what happens if one artist goes away for some reason? I think it would bee good to have backup artist to jump in if that happens, so the drawing continues regardless of it, maybe.
The more I think about it, the more complicated it gets.

Anyway, it's all theoretical , I doubt anyone will ever implement it anyway.
Title: Re: Swarm Development
Post by: Scarab on Thu 21/04/2011 20:35:13
Quote from: Khris on Thu 21/04/2011 19:56:26
This could work well if the "engine" part of the game is created in the traditional way and the swarm designs levels or quests.
Imagine an open RPG where the swarm members only choose how far up the XP ladder their quest is going to be, then design it using some kind of quest designer provided by the programmers.

The main game will then provide access to all the quests as soon as the character is leveled up appropriately.
If this is implemented well, people could keep adding quests to the game.

In fact, using the RunAGSGame() feature, it wouldn't be difficult at all to organise an Eternally Us-esque linear game.

If 10-20 (which is perhaps a more reasonable number,) people each were given a fully animated character and were tasked with creating a 1-room game with a specific setting/theme, and one weekend to do it. If you then strung all of them together, you could have a reasonable length game completed in 48 hours.

If the game used RON-style graphics then most people would be able to handle maintaining the style. Or even better, if the theme revolved around alternate dimensions, that could explain any graphical inconsistencies (and make it easier to manufacture creative scenarios for puzzles).

Furthermore, each contributor could submit any music additional animations necessary for their room for use by the others, and thus creating a swifter work flow for all and better cohesion from room to room.

Quote from: Jim Reed on Thu 21/04/2011 20:07:12
Anyway, it's all theoretical , I doubt anyone will ever implement it anyway.
It's still fun to talk about  ;D
Title: Re: Swarm Development
Post by: Khris on Thu 21/04/2011 20:51:45
This was done in the German Maniac Mansion Mania forum; it was called Maniac Dungeon. There are about 20 one room games so far and it's still going afaik.

I almost killed it when I signed up for room 6 and failed to finish it though :=
Title: Re: Swarm Development
Post by: Mr Jake on Fri 22/04/2011 03:54:27
Adding 1000 to a 1000 man hour project doesn't make it require only 1 hour :P

There is a limit at which adding more people becomes detrimental. It's called Brooks' Law (http://en.wikipedia.org/wiki/Brooks's_law)
Title: Re: Swarm Development
Post by: Igor Hardy on Fri 22/04/2011 10:18:46
I think the correct equation for estimating the number of hours you need to do a 1-man 1000 hour project with a much larger team is raising the number of hours (for 1 person) to the power of the number of people on the team.
Title: Re: Swarm Development
Post by: straydogstrut on Fri 22/04/2011 11:07:45
Quote from: Scarab on Thu 21/04/2011 20:35:13
In fact, using the RunAGSGame() feature, it wouldn't be difficult at all to organise an Eternally Us-esque linear game.

If 10-20 (which is perhaps a more reasonable number,) people each were given a fully animated character and were tasked with creating a 1-room game with a specific setting/theme, and one weekend to do it. If you then strung all of them together, you could have a reasonable length game completed in 48 hours.

...

Furthermore, each contributor could submit any music additional animations necessary for their room for use by the others, and thus creating a swifter work flow for all and better cohesion from room to room.

That sounds like a lot of fun and a MAGS could easily be adapted to give it a trial run. You could go the linear route and stipulate that each room must have 1-2 exits to fit with the rest (or more if you want a branching world), or everyone could make escape the room games and join them together box within a box within a box a la Futurama=)
Title: Re: Swarm Development
Post by: Scarab on Fri 22/04/2011 11:46:53
Quote from: straydogstrut on Fri 22/04/2011 11:07:45
Quote from: Scarab on Thu 21/04/2011 20:35:13
...

That sounds like a lot of fun and a MAGS could easily be adapted to give it a trial run. You could go the linear route and stipulate that each room must have 1-2 exits to fit with the rest (or more if you want a branching world), or everyone could make escape the room games and join them together box within a box within a box a la Futurama=)

Although I feel that the key to making this theoretically possible is to bring the scale down as low as possible, so rather than having something to the effect of 'Everyone make a short game and combine to make a medium-full length game' I would suggest having 'everyone make a tiny game and combine them to make a short-medium length game'

Otherwise you're more likely to have people drop out because they don't have time/ lose motivation in their idea/ were too ambitious, etc.

I don't think it's too much to assume that people can maintain productivity/drive for 8-10 hours to produce a room and a couple of puzzles, especially when they have access to each others music/animation.
Title: Re: Swarm Development
Post by: Radiant on Fri 22/04/2011 12:22:05
I think it would be funny to have a combined effort where everybody makes one room for a game. Sure, the style and story would be all over the place, but it would be interesting to see how it would turn out.
Title: Re: Swarm Development
Post by: Snarky on Fri 22/04/2011 12:27:35
Quote from: Radiant on Thu 21/04/2011 13:54:51
This is probably a more reasonable estimate. What you're looking at is the Mythical Man Month anti-pattern, i.e. that putting twice as much people on a project by no means makes it twice as fast.

Hmmm... I was going to read The Mythical Man-Month, but it seemed like it was taking too long, so instead I hired 100 people to read a page each. That way we finished the book in less than five minutes!
Title: Re: Swarm Development
Post by: Baron on Fri 22/04/2011 15:01:24
Interesting thoughts so far.

Quote from: Radiant on Thu 21/04/2011 13:54:51
This is probably a more reasonable estimate. What you're looking at is the Mythical Man Month anti-pattern, i.e. that putting twice as much people on a project by no means makes it twice as fast.

This is a definite problem.  The more people added to the typical collaboration team, the more management/communication/training/in-fighting required.  The problem mostly stems from the "control" aspect, however.  If all the autonomous agents were left to regulate themselves (quality, content, etc.) within loose parameters, and everyone was aware of this fact from the beginning so that expectations of the final product could be adjusted accordingly, I think a lot of the "overhead" in the process could be reduced.  Obviously there will be quality issues, but they may well be substantially offset by the magic of serendipitous creativity in a less-structured environment.  Perhaps afterwards a smaller team can spend more time making the "happy accidents" more prominent and editing out the flops.

Quote from: Khris on Thu 21/04/2011 19:56:26
This could work well if the "engine" part of the game is created in the traditional way and the swarm designs levels or quests.
Imagine an open RPG where the swarm members only choose how far up the XP ladder their quest is going to be, then design it using some kind of quest designer provided by the programmers.

Using modular design is a really good idea for consistency.  It would take a lot of prep work, true, but it would definitely solve a lot of compatability issues.

Quote from: Jim Reed on Thu 21/04/2011 20:07:12
I would then proceed to start all the graphics simultaneously, and release the horde of artist on them. Or to keep it manageable, organize the artists into "chains" so each gfx part goes through each artists hands once. Each artist would then draw some of the required graphics, and pass it on to the next guy down the chain. The last guy gives it to the quality control guy, who then decides if it is good enough to be put into the game, or rejects it, appends his critique, and sends it to the beginning of the chain again.

These "chains" of artists each specializing in one very limited aspect of development reminds me of a factory system of mass production.  With scale this would definitely be more efficient, but it's a bit of a departure from the swarm idea.

Quote from: Scarab on Fri 22/04/2011 11:46:53
I don't think it's too much to assume that people can maintain productivity/drive for 8-10 hours to produce a room and a couple of puzzles, especially when they have access to each others music/animation.

I guess 1 hour might be a bit ambitious, but the idea is to minimize drop-outs (i.e. lost man hours).  The shorter the commitment period, the less likely people will lose focus, have real-life issues, or begin to despair that their efforts will never bear fruit.  The swarm model allows for near instant gratification, which should be good for motivation.

You've all given me a lot to think about.  For practical reasons it really does seem necessary to do a considerable amount of prep work in advance, have the mass event, and then have a polishing period at the end.  This makes it more like raising a straw-bale house than a true self-coordinated swarming, but without those hive/colony instincts of certain social insects I do concede it would be very difficult to get a mass of AGSers to behave that way.  Definitely a smaller scale event involving 10-20 as Khris suggests would be a better place to start from for experimental purposes.  Based on the results you could try to scale-up the project and streamline the inefficiencies.

Thanks for all the ideas -keep them coming! 
   
Title: Re: Swarm Development
Post by: Wyz on Fri 22/04/2011 15:39:30
Interesting subject! Bees in a hive all have a predefined function which they can execute independently. The only thing that needs to be mutual exclusive is the entering and departing of the hive. For tasks that are almost completely independent the first table would work, but making games has a lot of things that need to happen subsequently.

When I compare it to swarm computing there is still a way to arrange something like this, but it will need a system. Operation systems that support multi-threading actually have such system.
One of the things that will definitely work is as JimReed explained what in parallel computing is usually called a pipeline. You divide a certain task, like drawing a character sprite in to several smaller but trivial tasks that need to happen subsequently. Then you let a number of people execute those concurrently and let them pass on to the next person. As long as nobody falls behind it can be very efficient.

Not everything can be pipelined however so there is another system: queueing.
This is eligible for simple tasks that don't need to happen in a particular order mostly but might have dependencies. Let's say implementing puzzles. There would be 5 programmers at ready, and 10 puzzles not to be implemented. The ten puzzles are put on the queue, each programmer picks a puzzle from the queue and starts working on it. If it is finished the programmer picks the next puzzle on the queue. At any point there might be a dependency and the programmer must wait for something to be finished. There are two options: either he waits, or he put's the puzzle back on the queue and picks another item from the queue to work on. It actually would matter which of the two options he'd pick. Switching tasks will take some extra time because he needs to read into the new task, it might have been something another programmer left and he'll need to get up to speed. On the other hand waiting might take a very long time, in which the programmer is not doing anything useful. The trick is to estimate on for hand which dependencies are bound to take not a lot of time, and you choose to just wait for those.

When using queues and pipelines, and splitting up the tasks wisely (using code by contract is one very elegant way) there still is a problem not everything can be done concurrently. If you take all the things that need to happen subsequently and divide the time you would like to spend by it you can calculate how long each task should take; or make a estimate roughly. I know one person can make a game in one hour, but it depends all on the communication and transfer overhead if 1000 people can make a game in one hour. The question remains: does that game equals in quality as a game made by a single person with the same man hours. I doubt that, but it would be a fun experiment!!! :D
Title: Re: Swarm Development
Post by: theo on Sat 23/04/2011 21:34:01
Man I'd love to see this in action. Or rather, I'd love to see the results.
Title: Re: Swarm Development
Post by: blueskirt on Sun 24/04/2011 19:46:38
Using the same logic, 1000 men could hammer a nail in 1 nano second if they nailed it together. ;)

I don't believe this will change the way games are created but it could result with a funny game, if somewhat inconsistent in every aspects.
Title: Re: Swarm Development
Post by: Radiant on Sun 24/04/2011 21:16:34
Quote from: Baron on Fri 22/04/2011 15:01:24
If all the autonomous agents were left to regulate themselves (quality, content, etc.) within loose parameters, and everyone was aware of this fact from the beginning so that expectations of the final product could be adjusted accordingly, I think a lot of the "overhead" in the process could be reduced.

I would suggest you volunteer on Wikipedia for a month to see how well that works out in practice. Large groups of people do not self-regulate well.
Title: Re: Swarm Development
Post by: Baron on Tue 26/04/2011 02:40:03
Millions of people get up every morning, feed themselves, and get themselves off to school or work.  People can self-regulate.  Now if you put a lot of constraints on the process, for example everyone had to get up at 6:13 am and make waffles from scratch just the way you like them, then ride a bicycle using no hands to get to school or work; well, then you'd start to run into problems.  The swarm would by necessity have to work by instinct (or the wisdom of each individual's accumulated AGS experience, in our case), which precludes micro-management.  The end result would certainly in no way resemble any pre-conceived game, just as an unmoderated Wikipedia would in no way resemble the authoritative encyclopedia it pretends to be.  But both would result in something interesting and, arguably, something that could not be created through even the most meticulous planning.  Now whether that interesting something would make for a good game is debatable....

Title: Re: Swarm Development
Post by: Wyz on Tue 26/04/2011 13:16:19
So when are you going to start this? :D
Title: Re: Swarm Development
Post by: Baron on Wed 27/04/2011 02:38:55
Quote from: Wyz on Tue 26/04/2011 13:16:19
So when are you going to start this? :D

   Alright, fine, let's go through an exercise and see how it turns out.  The best case scenario is that we'll change game making forever, and the worse case scenario is that Radiant will end up saying "I told you so!"  In all likelihood we'll end up somewhere in the middle: maybe he'll just say "I told you....", I don't know.  

   So to get the ball rolling I'm going to create a character.  He's a vampire, for no better reason than people want more vampire games to play.  No, he's a ROBOT vampire!  That would be cool.  He's some sort of army experiment that brings him back to his (human) senses, only now he is doomed to obsess over (as well as hunt down and destroy) his lost love, a sexy vixen who seduced him into becoming a vampire in the first place.  They can never be together now, but there's this platonic love thing (at least from his end).  To make things a little disorienting, maybe he's just woken up after the cyborg operation (thus accounting for weird perception difficulties as he moves between rooms with different styles).  Here I leave the torch, since no doubt I will sink well over an hour stitching together contributions, but from here in I want all contributors to exercise enough discipline to only spend ONE HOUR on the project.

   What I am looking for now:

   1) Sprite designer for the main character.  Resolution will be 320x200 to minimize effort, and characters should take up about 25% of this space (so roughly 50 pixels, give or take).  Design means draw forward and side shot (back too, if possible given time constraints).  Something easy to animate would be a good idea, but we'll work with what we get.

   2) Writers, approximately 3.  I need a very BASIC plot and very quick puzzle ideas.  Thinking up some special "power" for the robot vampire would be helpful -otherwise it would be a waste to have such a cool main character.  Maybe he can fly, or see infrared or slow down time or something.  Plot can lead to a suspenseful ending -doesn't have to wind up.  Plot should involve no more than two settings (ie rooms).  For now I'll combine the most compatible ideas into this project resulting in about a 5 room game.  Feel free to write in other compelling characters (with descriptions) and potential dialog snippets (we'll try to get other writers to stitch them in during the wind-up phase!).

 3) Art director (1): All you have to do is come up with a short list of stylistic guidelines for background artists, maybe with a sketch or two (indoor & outdoor).  Remember all backgrounds will be completed in an hour, so limit "style" to drawing and maybe palette: if feasible we'll get other artists to worry about lighting and shading.  Be specific about detail required, so there's not too much inconsistency between artists.  Remember "rough" style is probably better, since we might need quick paint-overs for compatibility reasons.

   Also, if someone wants to co-chair the "co-ordination committee" (ie help me out trying to organize things) that'd be swell.  I'm going to copy this post into the RAT thread and see who I can get to contribute an hour to the project.  Any and all help welcome!
Title: Re: Swarm Development
Post by: Radiant on Wed 27/04/2011 17:39:50
I told you so!  ;D
Title: Re: Swarm Development
Post by: Baron on Thu 28/04/2011 03:26:04
Quote from: Radiant on Wed 27/04/2011 17:39:50
I told you so!  ;D

Well, I was goaded into it, wasn't I?

Upon re-reading my above post I notice I've not explained very well how I envisage the swarm organizing itself, so I'll try to rectify that here:

   To start the project we need a basic idea, like the one I suggested above.  From there we need plot ideas, a sprite designer and an art director (all described in my last post) to each put in one hour creating what essentially amounts to a basic game design document.  Once those tasks are complete, more swarm members can contribute their hour of effort as informed by the work of the tier before them: background artists use plot, character scale and loose design guidelines to draw rooms, for example, and animators draw actions necessary to the plot.  Based on their work more can move forward, etc., until the bulk of the project is done.  Then the pyramid begins to shrink as editors bring it all together.  At no point does one mind control how the game will develop: it will be an organic venture that will depend on the development instincts of each swarm member at each stage -only the rough guidance of the plot outline and art style will be provided.  So for example an animator might have one hour to make the main character sprite reach out to grab something.  He/she would be provided with the main character sprite from the previous stage.  It would then be entirely up to the animator to decide what the reaching might look like.  Or another example: the plot calls for a secondary character.  A sprite designer would be given the plot outline for the character and the main character basic sprite for scaling/style guidance, and the rest would be left up to him/her.  Again: program a simple puzzle.  The programmer would be given the game files (by that point) and the plot outline, and any relevant variable information.  Then he simply scripts the result and communicates variables for the next programmer to use.

Maybe this works better visually:
(http://www.vanwijst.com/games/swarm_concept.png)
I concede that someone -probably me- is going to have to spend several hours breaking work down into manageable chunks and polishing the game in the end (especially if there are bugs it doesn't make any sense for new people to try to figure the whole script out).  But I contend that the vast majority of the work for this project can be done in one hour chunks by autonomous agents with minimal direction.  That is the experimental part, though.

Overall, I envisage the experiment running to a MAGS game length, eating up something like 60 man hours (the vast bulk of which would be one-hour contributions).  There won't be anything radical in terms of gameplay that would require a lot of focus of one mind.  Just a simple point & click.

Anyway, I notice everyone got awfully quiet when this became less a theoretical discussion and more of an actual experiment (well, except for Radiant.... :) ).  Thoughts?  Suggestions?  Volunteers?
Title: Re: Swarm Development
Post by: Babar on Thu 28/04/2011 06:10:34
When you originally spoke of it, I thought you meant simultaneous man-hours, which would have been more troublesome (and probably more hilarious) to organise. The way you've got it now, it seems that one person would have to do one bit in the chain while the others in that chain wait for it to become their turn.
Title: Re: Swarm Development
Post by: TomatoesInTheHead on Thu 28/04/2011 08:53:38
QuoteThen the pyramid begins to shrink as editors bring it all together.
A pyramid that grows and shrinks is more a diamond than a pyramid :=

I think room scripting could be started in parallel to all the graphical stuff for rooms: as soon as you know what exits and objects etc. there are, you can script it with some dummy sprites. When the room is finished, the script can be polished in terms of coordiantes, walkable areas etc.

From what I get, the process is currently pretty much centered around the plot-writers. A dialog-writer cannot include something about rooms, objects and NPCs that don't exist, a designer cannot make objects that are not used for a puzzle, a room-scripting person cannot include puzzles that need inventory items where he can't be sure the player has them, and so on... so the plot and puzzles must be very detailed from the start.
But let's see how this first experiment turns out, then we can try to take it one step further and see how we can make the process more parallel and remove as much dependencies as possible.

Oh, and you should give that project a fancy name so it can make its way to the list of crowdsourcing projects (http://en.wikipedia.org/wiki/List_of_crowdsourcing_projects) eventually. :D
Title: Re: Swarm Development
Post by: Wyz on Thu 28/04/2011 16:05:20
Well, I'm in for it (obvious from my "So when are you going to start this?" remark). ;) Just to be sure: each of us will only be doing one hour of work right?

That isn't a easy pick but I'm up for writing, music or programming. From my experience with Hourgames I should point out that putting the game together takes an equal amount of time as producing the resources; I guess anyone that is familiar with how AGS works but does not have an obvious talent should enter for the sprite importing, walkables/hotspots importing and interaction writing tasks. Maybe for each room a person that includes finished stuff as it comes, and also codes the interactions. When the room is finished it can be saved as .crm and send to someone who wraps the total game.
The same could be done for characters, they can be saved as an AGS character file. And GUI's could also be stored as a file. That only leaves puzzles, these can not be stored, unless the are contained as a separate room each. Well code by contract could be used: the puzzle designer tell the program what functionality he needs and the programmers write the functions and send in the code as script files.

example: a puzzle that needs certain items (ingredients) added in the right order to from a potion. The puzzle editor calls for a function:


// Order of potion: iFeather, iFrogLeg, iCrowsEye, iCowSpit

int AddIngredient(Inventory *item);
/* Adds an ingredient to the potion:
Returns:
0 - right ingredient, right order
1 - right ingredient but in the wrong order
2 - wrong ingredient
3 - last ingredient, potion is done
(this could actually also be done with an enum but oh well you'll get my drift)
*/

void ResetPotion(); // clears out the mortar


That actually can be used as header of a script file. So there are my suggestions. :)
Title: Re: Swarm Development
Post by: Baron on Fri 29/04/2011 04:41:13
Quote from: Babar on Thu 28/04/2011 06:10:34
When you originally spoke of it, I thought you meant simultaneous man-hours, which would have been more troublesome (and probably more hilarious) to organise. The way you've got it now, it seems that one person would have to do one bit in the chain while the others in that chain wait for it to become their turn.

For experimental purposes we've had to compromise the simultaneous aspect of it, it's true.  But there will be many chains -are already many chains, I should say -in progress.  Trust me: from your point of view on the ground the fog of war will be thick indeed, so it might as well be simultaneous.  The payoff (the finished game), however, will take several weeks to assemble, so alas there won't be the "instant" gratification this time around.  Maybe if we swarmed a pre-existing project and remade it we could do it all simultaneously, but that would cut down on the opportunity for creative discovery which I'm really looking forward to.  If you have any ideas how we can practically speed things up, I'd love to hear them.

Quote from: TomatosInTheHead on Thu 28/04/2011 08:53:38

I think room scripting could be started in parallel to all the graphical stuff for rooms: as soon as you know what exits and objects etc. there are, you can script it with some dummy sprites. When the room is finished, the script can be polished in terms of coordiantes, walkable areas etc.

Yes, I think we can have most of the rooms going at the same time, once their usage has been nailed down.  You are correct that much of the project is dependent on plot writing.  It might be fun to try the writing at the end -a challenge to make a bunch of seemingly unrelated actions make sense! - but I think a lot of contributors would get frustrated drawing/scripting/dialog writing into the void.  A few sentences of guidelines can be very helpful, and I'm having a hard time thinking of how we'd get there without at least some writing first.

Quote from: Wyz on Thu 28/04/2011 16:05:20
Well, I'm in for it (obvious from my "So when are you going to start this?" remark). ;) Just to be sure: each of us will only be doing one hour of work right?

That isn't a easy pick but I'm up for writing, music or programming. From my experience with Hourgames I should point out that putting the game together takes an equal amount of time as producing the resources; I guess anyone that is familiar with how AGS works but does not have an obvious talent should enter for the sprite importing, walkables/hotspots importing and interaction writing tasks. Maybe for each room a person that includes finished stuff as it comes, and also codes the interactions. When the room is finished it can be saved as .crm and send to someone who wraps the total game.
The same could be done for characters, they can be saved as an AGS character file. And GUI's could also be stored as a file. That only leaves puzzles, these can not be stored, unless the are contained as a separate room each. Well code by contract could be used: the puzzle designer tell the program what functionality he needs and the programmers write the functions and send in the code as script files.

Indeed a great deal can be done separately without the cumbersome necessity of one large file being transfered back and forth (a nightmare for version control or a huge bottleneck).  I will try to have rooms and characters developed as separate files so that the maximum number of people can be working simultaneously.  I wasn't aware that separate GUI files could be created, but we might as well experiment with that as well (although a conventional GUI is probably a better idea for such a short project with so many different minds working on it).  Using separate script files is also a good idea: indeed, experienced coders might be asked just to write the code for each puzzle "in theory", and then it can be adapted and implemented by one mind very quickly.  Definitely something to ponder.

Thanks to everyone who has volunteered so far, and to all of you who have spared time to put some thought into how a project like this might work.  The more interest the better!  We're still looking for an art director -just one hour writing up some very vague stylistic guidelines and maybe doing an example sketch or two.  It's a remarkably small investment of time to put your stylistic stamp on game!
Title: Re: Swarm Development -Experimental Game in Progress!
Post by: Snarky on Sat 30/04/2011 11:05:19
I can't do the art, but since Baron asked for my input despite my extensive experience in unsuccessful self-organizing game projects, I'll pitch in a game design idea:

The main guy -- let's call him... Merrick -- is a vampire, so he has to stay away from direct sunlight. But his robot enhancement includes a small flying probe or drone or what have you that he can send out and control remotely. It can only do very simple tasks (give things a gentle push, perhaps carry one item). And it runs on solar power!

So you can have a general game mechanic where he has to stay in shadows and dark areas, and must send the probe out to do stuff for him in the light, maybe flip switches, push things so they fall over, pick up or drop items, etc. Maybe draw the curtains or even itself cast shadows for you to stay in. And it will only move in light areas.

I was also thinking that when you're in probe mode, the probe always follows (i.e. drifts in the direction of) your cursor (but constrained to light areas), so that the control scheme is a little different. (I'll commit to code that up if/when we get around to implementing the UI.)

Light/shadow regions and using the probe to get at things you can't reach yourself could be the basis for many different puzzles and create some variety in the gameplay. Also, the probe is small and can get through places where you can't. For example:

In one room, you're blocked by light falling across the middle. There's a switch to close the curtains on the far side, but it's in shadow. You first have to use the probe to nudge a mirror so that it casts light there, then press the switch so you can cross.

In another room you can't go anywhere at all until the probe picks up an umbrella (or something to that effect) and shields you. Because it's on the other side of a fence or something, it can't hand it to you, so once you're past it has to drop it.

I was thinking of the probe as a simple floating orb, maybe with a hook. Or it could be his detachable cyborg hand. As long as it doesn't take a lot of animation.

Edit: It doesn't have to be actual sunlight, either. If the game starts in some kind of research lab, they probably have UV floodlights to contain vampires with. Presumably there's been some sort of breakdown that allows our guy to move around (secret research labs, so prone to catastrophic accidents!), a lot of things will be broken or half-broken. Maybe the facilities are overgrown with strange plants and overrun with even stranger creatures. (If they experiment on vampires, they probably have all kinds of other fantasy beasts as well.)

So another simple puzzle could be that there's a floodlight in the ceiling that keeps you pinned down, but the light is flickering and you can see it's almost broken. Just send the probe to knock into it (every time the light flickers, it pauses), and the light goes off.

Oh, and if we need more vampire-based gameplay: What if, although he doesn't normally have a lot of special vampire abilities, when Merrick drinks the blood of some creature, he briefly takes on the powers of that creature? So he could get super strength, ability to climb sheer walls, fly, all depending on what kind of blood he could get his hands on. By drinking human blood, he might learn stuff that person knows (e.g. certain access codes, for example). And if the game takes place in a research lab overrun by fantastic creatures, there could be a lot of strange powers knocking about.

Let's say one room is a medical lab with blood samples. You can't get to them yourself, only pick up one at a time with the probe. You'll have to figure out which one(s) you need, maybe use two or three in the right sequence. (Let's say they spoil quickly, so you can't hoard them for the rest of the game.)
Title: Re: Swarm Development -Experimental Game in Progress!
Post by: cat on Sat 30/04/2011 11:39:32
I already did my 1-hour part yesterday and sent it to Baron, but I guess I could also post it here so other people could self-organisely improve it or start the animation. And also to motivate other people to join the swarm.

I did the main character with some kind of bionic hand and an infrared eye sensor to detect people in the dark.

(http://www.fileupyours.com/files/285513/swarm-vampire.gif)
(http://www.fileupyours.com/files/285513/swarm-vampire.gif)
Title: Re: Swarm Development -Experimental Game in Progress!
Post by: Ali on Sat 30/04/2011 11:41:58
I asked Baron if I could be Art Director. As soon as I have a free hour, I'll return to this thread with some stylistic guidelines for alla dang y'all.

EDIT:

Here is my attempt at a style guide for backdrops that can be completed in 1 hour. I'm sure it can and will be improved upon in the course of the experiment. Baron is within his rights to reject it, and punch me in the face if he chooses.


STYLE GUIDE:

Sample Backdrop:

(http://i.imgur.com/lylIE.png)

It's a little crazy because I crammed a lot of sample textures in to test how they could work.

Layout guidelines:

Colour guidelines:
(http://i.imgur.com/fK6NK.png)

Texture guidelines:

Okay... this has taken a bit more than an hour to write up so I'm going to stop!

Baron, feel free to revise these outlines or alter them entirely!
Title: Re: Swarm Development -Experimental Game in Progress!
Post by: Baron on Sun 01/05/2011 02:33:19
Awesome, awesome, awesome!  All these contributions (including the writing I've received so far) are top notch: how do you guys do this stuff so quickly?  At any rate, we're quickly getting close to being able to start some actual production.  If anyone feels that they can spare an hour to improve the main character sprite or the background style please feel free.  Also I'm wondering if there is a talented writer/editor who would like to spend an hour attempting to merge the main plot details of our writers into something resembling a coherent script (note: does not have to be actually coherent, just resembling coherent).

In other news TomatoesInTheHead has volunteered (or was volunteered, I can't remember....) to be our title guy.  He has come up with a working title: Project Crowd-venture!  So that's what we'll call it until he has seen enough of the actual plot to start coming up with actual titles.  I expect he'll come up with an hour's worth and we'll just have all the participants vote on them to determine the actual title. 

   I would also like to say that I'm very happy with how many people have volunteered in such a short period of time.  About 15% of our estimated required labour force volunteered in just the last 2 days, without so much as a screenshot or a confirmed plot!  I'm sure once we can cobble together a couple of screenshots to start a GiP thread and show actual progress we'll have volunteers stepping over each other to participate.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Jim Reed on Sun 01/05/2011 14:01:48
Heh, this looks like it's shaping up nicely, Baron. Good luck with the swarm!
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Charity on Sun 01/05/2011 20:56:40
I don't know if there is room for random, non-time substantive brainstorms in this project, but:

If we're going with the vampire and probe idea, perhaps there could be some rooms that use artificial, non-UV lighting that allow both the probe and the vampire to move freely, though perhaps both experience sub-par functionality in these rooms.  There could even be a puzzle where the vampire has to figure out that the light is safe before entering it.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Armageddon on Tue 03/05/2011 00:47:13
(http://dl.dropbox.com/u/5479044/Background_Test01.png)

A continuation of the last background, I tried not to copy too much.

EDIT: I made a prefab .psd for fast indoor background creation, add more if you'd like, try to keep it organized though.

http://dl.dropbox.com/u/5479044/Background_Prefabs.psd

Also put me down as a background artist, this could be fun. I mean if you like my background that is.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Baron on Tue 03/05/2011 02:22:52
PROJECT UPDATE:
Alright, we've got all the plots.  I might as well share them for everyone who's interested (I've disguised the identities of the authors so that there is no bias):

        Plot #1 (http://www.vanwijst.com/games/swarm/CD_plot_april_30.txt)
        Plot #2 (http://www.vanwijst.com/games/swarm/S_plot_april_30.txt)
        Plot #3 (http://www.vanwijst.com/games/swarm/W_plot_may_2.txt)

   Currently there is an editor charged with the task of distilling a simple walkthrough for our project based on the ideas listed from the texts above (in one hour, no less!).  I'm not sure what he'll come up with, but hopefully it will give us enough of an idea of what the game will look like that we can start designing locations and additional characters.  Granted, the plots are all quite distinct from each other, but careful reading does show some similarities that I think we should try to keep: different species blood/juices give the vampire different powers and his robotic functionality should somehow be linked to evading death-by-light, for example.  Anyway, I know we're all waiting with baited breath to see what will emerge.

   In other news I spent all of five minutes playing with Cat's sprite.  I made the cloak contrast a bit more with his garments, and expanded the robotic arm and eye implants so that they'll read easier at small resolutions.  Any one have any suggestions?

(http://www.vanwijst.com/games/swarm/swarm_vampire_baron.PNG)
(http://www.vanwijst.com/games/swarm/swarm_vampire_baron_x2.PNG)

Edit: By the way we have 17 volunteers on the books so far!
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Armageddon on Tue 03/05/2011 03:00:06
I liked the intro and idea of Plot #1 (GRAPEFRUITS!) although I didn't like the puzzles or location or the orange juice part of it. The twin wives would be cool characters if they sorta talked at the same time or finished off each others sentences or whatever.

I don't like the idea of Plot #2 having a probe fly around sort of makes the Adventure genre more complex than it should be, in my opinion.

I liked the name of Plot #3 I didn't really like the whole military facility thing though.


I was thinking this would be more of an old castle/hospital place by the sea, or like the original Castle Dracula where tons of gruesome experiments were performed except it's more modern with robots and things. I also think Merrick shouldn't be holding his hands together as it looks unnatural and a walking animation for that would seem strange.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Hudders on Tue 03/05/2011 13:59:52
If someone can animate this, (from plot #1):

Spoiler
Contains:   Chair with straps (solution: use vampire teeth on)
[close]

that would be awesome.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Igor Hardy on Tue 03/05/2011 17:27:06
I really like the art so far.

Quote from: Hudders on Tue 03/05/2011 13:59:52
If someone can animate this, (from plot #1):

Spoiler
Contains:   Chair with straps (solution: use vampire teeth on)
[close]

that would be awesome.

I could do an hour-worth of animations. Is there a list somewhere of what is needed? And do I need a badge before I'm allowed to animate? (I didn't read through the entire thread)
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Baron on Wed 04/05/2011 01:49:42
Quote from: Ascovel on Tue 03/05/2011 17:27:06
(I didn't read through the entire thread)

*Gasp!*   ;)   It is a little unwieldy, I agree.   It won't be long until we have a proper GiP thread, though -that should help sort the experiment from the theory in this thread.

Quote
I could do an hour-worth of animations. Is there a list somewhere of what is needed? And do I need a badge before I'm allowed to animate?

Anyone who has expressed an interest in volunteering in this thread is on THE LIST.  I've tried to be diligent about PMing people who have volunteered -mostly with a "standby" message for now, but hopefully we'll get just about everyone involved within the week.

Quote from: Armageddon on Tue 03/05/2011 03:00:06
I was thinking this would be more of an old castle/hospital place by the sea, or like the original Castle Dracula where tons of gruesome experiments were performed except it's more modern with robots and things. I also think Merrick shouldn't be holding his hands together as it looks unnatural and a walking animation for that would seem strange.

  Personally I would have gone in another direction as well, but I'm interested in seeing what is distilled out of all of this.  Remember that the experiment calls for intentionally relying on the loosely directed creative instincts of the community, which means accepting and valuing contributions.  Obviously all contributions won't be appropriate to include in the game in their purest form, but I'm keen to include elements from all.  In the end I think we'll have created something quite distinctive in a novel way.

   Having said that we could always run the scripts through the creative editing process once more.  Anyone who wants to have a hand at it is welcome to attempt to compile a composite plot.  Just make sure it's in simple walkthrough language this time (it would be most efficient for directing other team members).

   As for the sprite, I think the walk-cycle with the hands clasped would a) make animating simpler and b) give the character an otherworldly kind of feeling.  But again paint-overs are welcome! 


Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Hudders on Wed 04/05/2011 10:10:38
I think Merrick looks too much like a Vampire and not enough like a robot. If you gave him wheels instead of legs he'd be easier to animate.

I'd like to contribute but I'm not sure what I could offer. Dialogue, maybe?
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Wonkyth on Wed 04/05/2011 14:46:43
Wow, this is looking good!

I've been away from the world of AGS for a few months because of school, but this looks like something I could get involved in.
How can I be of service?
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Baron on Thu 05/05/2011 02:02:18
An anonymous sprite was left on my doorstep:
(http://i.imgur.com/kkaGw.png)

This gives us lots of options to choose from.  We also have one composite plot to consider:
-------
CHRONICLES OF MERRICK

INTRO: [Dr. Hovers over Merrick, 1st person view]  Doctor explains how they've brought Merrick back from the darkside via robotic implants that control his vampire impulses.  It is also revealed that Merrick is a former marine, and is in a secret military installation.  Merrick freaks out when he sees his cyborg limb and the doctor retaliates by saying that he has ways of making Merrick more obediant.  Mentioning the vampire ability to take on the powers of the bloodthey consume, the Doctor sets up an IV running dog's blood directly into Merrick's vein and plays a tape with hypnotic commands.  Just as he inserts the IV there is an alarm [red flashing] and the doctor must withdraw.  Cigar falls from his mouth.

GUI ICONS: TEETH (suck/chew/talk), ROBOHAND (take/use), BIONIC EYE (look).  Player walks by clicking on usable item or exit with other icons.

PLOT: [LAB ROOM, with mirror stand, laser apparatus (fixed), chair with straps, cotton swabs, refrigerator, flashing red light.  One exit, metal door.]
-Use teeth to break straps holding Merrick to chair.
-Use Robohand to remove IV. 
-Speakers play "Obey your Master" over and over.  Use cotton swabs to block ears.  Merrick then instructs himself to escape (automatic?)
-Get cigar from floor.
-Use laser and mirror to unlock door.  Exit.

[HALLWAY, sparse but with UV light acting as a containment field to the vampire, three exits - either end and middle]
-if Merrick enters the light he starts to smoke, so he retreats (automatic)
-return to Lab, use Robohand on fridge.  Merrick rummages in fridge and finds bags of blood, a can of coke, bag of carrots and a banana.
-use teeth on carrots (multiple times); eventually Merrick turns orange, and this pigment allows him to run through the light. (colour fades quickly)
-Use robohand on lightswitch to turn off UV light

[ROBOT LAB (middle door from hall), scientists (2) working on circuitboards, experimental probe, pine bonzai tree, various other complex looking mechanisms]
-use teeth to neutralise scientists (you now have advanced knowledge)
-use robohand on probe (advanced knowledge allows you to fix/activate it)
   (perhaps fixing requires gum, wire, rubber band)
-use robohand on bonzai plant and take pine cone (scientific knowledge about reproduction of pine species revealed)
-use robohand on matches from scientist (on floor?  Insense burner?  Bong?)

[EXERCISE YARD (end of hall), fenced over, sunny, catwalk above with guard, umbrella hanging at end from hook, two exits on lower side]
-use probe with banana on guard -he slips and is electrocuted on fence.
-use probe on umbrella: creates a small shadow that Merrick walks under to cross the yard.

[GUARD ROOM, guards are fully armed (something is happening just beyond, there are flashes of light -gunfire), gas main]
-use cheetah blood (from lab) and then teeth on the guards: Merrick eliminates them all with super speed.
-screen shakes and debris blocks way to exercise yard.  Robomonster bursts into guardroom.
-small cutscene where robomonster opens top to reveal vampire twins.  They are here to rescue him, but see that he is beyond redemption (due to implants)
-robomonster hatch closes and robomonster prepares to fire laser blaster at Merrick.  "Any last words, loverboy?"
-Use probe to pull lever to open gas main.  "That laser will blow us both to kingdom come."
-Robomonster pauses "What do we do?" whispers.
-Use teeth on pine cone.
-Use lighter on cigar.  "I guess the spark ain't gone afterall, huh ladies?"
-Everything explodes!

EPILOGUE (as credits run):
   Vampire Sisters: "Good thing that robomonster was fireproof afterall.  Good riddance, Merrick!
     --more credits--
   Cigar Smoking Doctor: "What a mess.  We'll start the program over at Base 197.  Salvage what you can and decamp by 19:00.  We don't want to be around here after dark in case those vampires come lurking back in force.
   Minion: "Should we search for survivors?"
   Doctor: "No one could have survived those flames."
     --more credits--
   Scientist: "That was a hundred year old bonzai tree!"
   Other scientist: "Remember your fire ecology: the pine cone will survive the flames and a new tree will grow from it."
   Scientist: "Yeah... in a hundred years!"
      --more credits--
   Robotic hand emerges from the ashes.  Merrick: "This ain't over." (or something else melodramatic)
      --cut to rock anthem, final credits, end.
--------------

While it would be unwieldy to democratize the entire process, I think volunteers' input should be considered at this stage of the process so that we can develop the best possible (short) game.  Therefore I open the floor to discussion and criticism of both the proposed plot and the main sprite over the next two days.  (This might allow time for our last editor to report back as well).  After this period of reflection I'll put my foot down and declare a finalized (and no doubt amended) sprite & plot version, after which we'll be ready to kick production into high gear.   


Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Scarab on Thu 05/05/2011 02:53:38
I like the new sprites and the composite plot, although the pine-cone/explosion puzzle seems a little convoluted and unintuitive to me.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Baron on Thu 05/05/2011 03:26:20
Quote from: Scarab on Thu 05/05/2011 02:53:38
I like the new sprites and the composite plot, although the pine-cone/explosion puzzle seems a little convoluted and unintuitive to me.

But you have to concede that combining the vegetable powers from the one plot with the base explosion from the other plot was pretty clever!

I think the robot monster would just kill Merrick in hand-to-hand combat if it couldn't use its laser.  So eventually the player would have to think up a way to try to destroy the robot without killing Merrick in the process.  The scientific knowledge of the pine cone being able to survive forest fires could be subtly included.  We can get writers to fill in these gaps to lead the player to the right conclusions.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Armageddon on Thu 05/05/2011 03:53:16
I think a walk verb would be good. I don't like being able to only use and talk to things. I usually walk over to things before I use or look at them. Also that new sprite looks great much better face, cape could be longer, and maybe a slightly different skin color.

EDIT: Ok did a quick color edit with a few modifies and added some legs. The legs look terrible.

(http://dl.dropbox.com/u/5479044/Merrick_Test01.png)
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Hudders on Thu 05/05/2011 09:57:11
Quote from: Armageddon on Thu 05/05/2011 03:53:16
I think a walk verb would be good.

Wheel!

I also think the pinecone thing is too convoluted. Merrick should be chased by the robomonster into a small room, (door too small for the robomonster to follow), where the gas main is, (venting into the room robomonster is in), and also has roaches running in and out of a hole in the wall. Merrick then has to trap a roach, (pour the coke on the floor as bait?), and eat it in order to become immune to the ensuing explosion.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Wyz on Thu 05/05/2011 12:53:13
Wow, I really like the plot! Awesome! I'd say go for it. If the pineapple thing is too convoluted it'd suggest to go for Hudders' solution; roaches are generally believed to survive almost anything. But keep the bonsai part in, maybe use the cone as a red herring, because I really like that last joke in the credits. ;D

Minor thing:
I would split up the teeth and talk verbs since biting a talking would mix up, and since it's a vampire that totally justifies having a custom verb in there. :)

The anonymous sprite is also cool.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Anian on Thu 05/05/2011 13:13:40
I like where this is going, that's why I'm contributing by not interfering.  ;D
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Hudders on Thu 05/05/2011 13:36:03
Quote from: Wyz on Thu 05/05/2011 12:53:13
Minor thing:
I would split up the teeth and talk verbs since biting a talking would mix up, and since it's a vampire that totally justifies having a custom verb in there. :)

I didn't read anything that implied that Merrick would ever have to talk to anybody, (maybe I missed it?). So he perhaps doesn't need the talk-to verb anyway.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Scarab on Thu 05/05/2011 17:23:29
Quote from: Wyz on Thu 05/05/2011 12:53:13
Minor thing:
I would split up the teeth and talk verbs since biting a talking would mix up, and since it's a vampire that totally justifies having a custom verb in there. :)

I initially thought this as well, then read through the plot again, and realised he didn't necessarily need it because he doesn't have to talk to anyone to gain information off them... he learns it all through their BLOOOD!!!! (http://scarab117.webs.com/photos/happy/RogVamp.gif)
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Igor Hardy on Thu 05/05/2011 20:36:31
Quote from: anian on Thu 05/05/2011 13:13:40
I like where this is going, that's why I'm contributing by not interfering.  ;D

Remember that you can only be not interfering for the duration of 1 hour. Otherwise your lack of interference will not get used in the project!
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Hudders on Thu 05/05/2011 22:22:15
Anian should get a credit. "Not interfered with by: Anian". :P
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Baron on Thu 05/05/2011 23:18:00
Added Anian to the volunteer list under "not interfering". 

@ Anian: Will you be available to not interfere over the weekend?

Plus I like the cockroach idea -why not just have two solutions to the final puzzle?
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Anian on Thu 05/05/2011 23:29:49
Quote from: Baron on Thu 05/05/2011 23:18:00
@ Anian: Will you be available to not interfere over the weekend?
I could find an extra hour if not needed
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Igor Hardy on Thu 05/05/2011 23:41:05
If the title of the game is not yet finalized, I'd like to give one more proposition: "Curse of The Swarm"!!!
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: TomatoesInTheHead on Thu 05/05/2011 23:59:51
Quote from: Ascovel on Thu 05/05/2011 23:41:05
If the title of the game is not yet finalized, I'd like to give one more proposition: "Curse of The Swarm"!!!
Hmm, I thought it would be better to give the final game a title related to the plot (something like "Merrick's Euest!"*,**), not the development process (unlike the uber-awesome working title I came up with :=)
But it's in no way finalized, so it's an option.

*) please replace the E with the letter between P and R, my E key is broken :-\
**) oh no, half a minute of my title-brainstorming-hour gone :(
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Igor Hardy on Fri 06/05/2011 00:06:47
Quote from: TomatosInTheHead on Thu 05/05/2011 23:59:51
Quote from: Ascovel on Thu 05/05/2011 23:41:05
If the title of the game is not yet finalized, I'd like to give one more proposition: "Curse of The Swarm"!!!
Hmm, I thought it would be better to give the final game a title related to the plot (something like "Merrick's Euest!"*,**), not the development process (unlike the uber-awesome working title I came up with :=)
But it's in no way finalized, so it's an option.

Who would play a game titled "Merrick's Euest"? Feels very generic. What about "Merrick's Euesthesia (http://medical-dictionary.thefreedictionary.com/euesthesia)"?
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Hudders on Fri 06/05/2011 00:08:39
No Euest For The Wicked.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Tabata on Fri 06/05/2011 00:35:33
I like the idea of this project  :D
and hate for not being able to participate  :-\


What about a title like:   "Drop by Drop"
It's related to the vampire and also to "the drops" given from a lot of artists to make the game.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Igor Hardy on Fri 06/05/2011 00:43:45
Quote from: Hudders on Fri 06/05/2011 00:08:39
No Euest For The Wicked.

The Importance of Being Euest
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Baron on Fri 06/05/2011 02:47:19
Quote from: Tabata on Fri 06/05/2011 00:35:33
I like the idea of this project  :D
and hate for not being able to participate  :-\

Added Tabatha to the volunteer list for one hour of hating about not being able to participate.  Which means she is participating, so she's happy!  But what's this?  Happy Tabatha can't hate, and participating Tabatha can't not participate, so she is utterly incapable of doing her job!  Sorry Tabatha, you're off the team. 

In terms of the proposed plot, I can be persuaded to add in a walk/wheel icon.  Wheeling would make movement animation a whole lot easier....  It'd be like Quest for Tires!  We should so have the same sound effects for jumping and ducking and riding -that would be awesome! 

The unique talk icon is harder to justify, since it would be rarely used.  Why not just use the same icon as biting and let the script sort it out?  I know my first impulse as a player would be to click the vampire teeth on everything: I call this the bite 'em all and let god sort it out strategy.  And if you think about it, what better conversation starter than advancing menacingly with your mouth agape and fangs at the ready?  Victim: "What are you doing?!?  Merrick: "Uh.... I'm really tired and my jaw just went into an extended yawn there.  Say, do you know where I could find a substance that could contain neutrinos?" 

Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Charity on Fri 06/05/2011 06:46:13
Brainstorm.

Have a line at the bottom of the screen that says what action you are going to do (like in Lucas Arts games).  If the teeth are held over a human character, change the label to something like

"Talk" to scientist

With "talk" in quotation marks.  But when you click, Merrick will just bite the guy.  Sort of lampshade the icon ambiguity.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Hudders on Fri 06/05/2011 09:37:49
I think maybe there should be a bit more to the dog blood bit at the start. My mind keeps going back to things like being able to hear really high pitched whistles or not being able to sit on furniture.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Wyz on Fri 06/05/2011 12:32:07
How about instead of a wheel let him hover by whatever magnetic/propulsion means the sprite artist come up with. That would even be cooler. It could be the sprite on the far right the anonymous sprite artist came up with but instead of legs two beams.

So the character isn't going to talk at all? Oh well I guess he's more of the silent--blood sucking-- type.  := But when a verb does two different actions at random: I sort of hate that when a character does a different action then I was expecting (comic relief left aside), really breaks immersion for me. But again if he won't be talking much  then it wouldn't be a problem I guess.

Oh btw Tabata, how about importing sprites etc. Also important tasks. :)
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Tabata on Fri 06/05/2011 20:05:08
Quote from: Baron on Fri 06/05/2011 02:47:19
...  Sorry Tabatha, you're off the team. 
Hey Baron â€" wait a minute! - You fired me,    mich,    moi?!? (http://bestsmileys.com/clueless/1.gif) - That's not fair! (http://www.smilies.4-user.de/include/Wut/smilie_wut_079.gif)

I spent about 59 minutes in translating and typing my epic post. Because of my unimaginable generosity I didn't count in: Several days of being cloistered in a monastery which I needed to get my genius idea (everybody was sooo enthusiastic of).   (http://i438.photobucket.com/albums/qq106/Selina_catz/emoticons/eusa_liar.gif)


Quote from: Wyz on Fri 06/05/2011 12:32:07
Oh btw Tabata, how about importing sprites etc. Also important tasks. :)
@Wyz:
I would really love to participate but I fear that I would rather export the sprites and delete or so (producing errors like this (http://www.joygoround.com/images/Error_03.jpg)). My only experience aside from playing games is to learn a very little bit of using gimp in the time left, after a fulltime job and all the other stuff in real life (started this year). As you can see, first I am in need of a very patient teacher (i.e. from Planet Earth ;)), giving me an intensive lesson about what to do, before I could try to start with „the hour“ and I think, there's no space for a stupid little apprentice (like me) in the swarm, but thank you anyway.


@all, who got a job in the swarm:
I like the interesting approaches about the story of this "borg-vampire" (also the sprites) and I am curious about where this will lead to 

-  *claps, claps, claps*  -  (learned this at the AGS-Awards-Ceremony already  ;D)
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Baron on Fri 06/05/2011 22:02:32
Quote from: Tabata on Fri 06/05/2011 20:05:08
Quote from: Baron on Fri 06/05/2011 02:47:19
...  Sorry Tabatha, you're off the team. 
Hey Baron â€" wait a minute! - You fired me,    mich,    moi?!? (http://bestsmileys.com/clueless/1.gif) - That's not fair! (http://www.smilies.4-user.de/include/Wut/smilie_wut_079.gif)

Sorry, I was just having a bit of fun  ;).  You are of course welcome to participate, regardless of ability.  Keep your eye on the thread once I start posting jobs -some of them will almost certainly require little artistic/technical prowess.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Tabata on Fri 06/05/2011 23:24:14
Quote from: Baron on Fri 06/05/2011 22:02:32
... Sorry, I was just having a bit of fun  ;). 

So did I   (http://bestsmileys.com/lol/10.gif)  - so no regrets about a bit of teasing, please!  :-*
Also a project-leader should do so, now and then. It is lifting the mood, which is good for a creative process.     ;)

Now waiting for new sprites, ideas, .... !          (http://www.smilies.4-user.de/include/Schilder/1-towork.gif)  everybody!
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: cat on Sat 07/05/2011 11:30:06
Well, Tabata, you would be the perfect beta-tester!
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Baron on Sat 07/05/2011 13:09:19
OK, last day for input.  I think everyone's cool with the visual style guide that Ali came up with.  In general the composite plot seems to have held up -we can tweak it a bit (cockroaches for example), but this is your last chance to suggest major modifications.  The hold-up is mostly what this main sprite should look like.  Let's consider our options:

By Cat (http://www.fileupyours.com/files/285513/swarm-vampire.gif)

By Cat with Modifications (http://www.vanwijst.com/games/swarm/swarm_vampire_baron.PNG)
by Anonymous (#1, #2, #3, #4)(http://i.imgur.com/kkaGw.png)
by Armageddon (http://dl.dropbox.com/u/5479044/Merrick_Test01.png)

I think if everyone who has an opinion states which one they like, or even more helpfully what it is that they like about ones they like, then it will be easy to make an executive decision that will satisfy everyone.

For me, I like the simplicity of Cat's sprite because it will make it easy for contributors of varying skill to animate.  Having said that, I do think the "cyborg" elements needed to be a bit more prominent (obviously, since I did the paintover modified version).  The anymous sprites do have more character, however, although I believe Armageddon's colour scheme is best (skin & clothes).  After careful consideration, my preference in a perfect world would probably be Anonymous #2 with Armageddon's colour scheme and enhanced cyborg implants similar to Cat with Modifications.  Considering the restrictions of the experiment, however, it might be more expedient to have him floating for movement purposes (like Anonymous #4, only with dangling legs and a more sinister posture).

What do you think?
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Igor Hardy on Sat 07/05/2011 15:58:18
Cat with Modifications - seems to me to have the most character, the most cyborgizations and I like that blue suit for some reason. Floating doesn't appeal to me in this context for some reason.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Tabata on Sat 07/05/2011 18:29:56
I like Armageddons style most, because of the legs (vampires are not only model-types) and main characters not being perfect, are lovable for me. Thinking about the possibilities of using a floating vampire has it's own charm and because of the needed „cyborg“-elements I prefer the body of Anonymus 3# (maybe using Armageddons in a flashback-sequence or something like this?). But it may need more manpower to work this one out. Do you already have enough applicants?

To reach the task of this project you need a well done sprite and with consideration to the limited capacity of participants, it should be as easy/fast to handle, as possible and because of this, I vote for Cat's with modifications. It has everything needed.


@ cat:
Thank you! Even apprentice beta-tester or "the guilty for everything that goes wrong" would do for me (also these jobs for sure get some extra minutes)  ;D
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Hudders on Sat 07/05/2011 19:44:25
I like anonymous #2 but I don't like the legs.

I gave it a shot:

(http://waffleicious.co.uk/images/ags/merrick.png)

(http://waffleicious.co.uk/images/ags/merrick.png)

Also note I tried a front view, side views and what he'd look like with his fangs showing.  ;D
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Icey on Sat 07/05/2011 19:47:42
Is there a theme for way the character should look like.
(http://www.pictureshoster.com/files/gsnve2iuzfb6gzwcstu.png)

Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Chicky on Sun 08/05/2011 23:58:22
Coolsigbro.

I like Hudders version!
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Armageddon on Mon 09/05/2011 01:57:53
Quote from: Studio3 on Sat 07/05/2011 19:47:42
Is there a theme for way the character should look like.
(http://www.pictureshoster.com/files/gsnve2iuzfb6gzwcstu.png)


For some reason I can't see any images from that image hoster.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Baron on Mon 09/05/2011 02:14:21
Just playing around with trying to merge some ideas:

(http://www.vanwijst.com/games/swarm/merrick_experiment.PNG)

I've cut out the diagonal sprites.  Yes, they look really good, but they will multiply the work load beyond the scope of just a simple game.  I can see Studio3's sprite: it looks good -kinda Twilightesque.  Probably a little too "Dude!" for the plot, but good nonetheless.

I'm still not getting the "THAT'S IT!" feeling, though.  What are we missing here?
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Igor Hardy on Mon 09/05/2011 02:35:28
Maybe we could use some of the sprite versions that won't get picked for Merrick as earlier bionic vampires test subjects and failed experiments?

Sort of like in that scene from Alien: Resurrection:

(http://www.fileden.com/files/2009/2/14/2321609//clones.png)
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Armageddon on Mon 09/05/2011 03:05:01
Quote from: Baron on Mon 09/05/2011 02:14:21I'm still not getting the "THAT'S IT!" feeling, though.  What are we missing here?
Maybe some hair? ;)
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Sephiroth on Mon 09/05/2011 05:06:34
Hello,

I like this idea and tried a really quick edit of the sprite, made the skin paler, added some hair/eyebrows to make him look a bit more evil rather than old :p

And of course the vampire's favorite weapon, the cane with hidden blade! Ok it doesn't look great but I liked the idea, feel free to do whatever you want with it  ;)

(http://www.lotusrevenge.fr/AGS/vampire-edit.png)

Best Regards
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: abstauber on Mon 09/05/2011 10:34:26
Hey,

I've tried to dissociate my draft from the current "Count Borg" sprites ;)

(http://shatten.sonores.de/wp-content/uploads/2011/05/swarm_merrick.gif)
(http://shatten.sonores.de/wp-content/uploads/2011/05/swarm_merrick.gif)

This sprite has a bit more of a cyborg than the typical Bela Lugosi type of vampire.



PS: Sephiroth, your cybat is plain awesome :D
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Hudders on Mon 09/05/2011 12:01:31
I like the collar, added by Baron, but I don't really like the cyborg eye thing.

Maybe there doesn't need any externally visible robot parts? (this would also make animating easier since left and right could just be mirrors).

Some random thoughts:

The walk animation should be a mix of Nosferatu and Michael Jackson's Thriller.

As a robot vampire, Merrick should sleep in an Apple iCoffin.  ;D
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Ali on Mon 09/05/2011 12:12:52
Quote from: Hudders on Mon 09/05/2011 12:01:31
As a robot vampire, Merrick should sleep in an Apple iCoffin.  ;D

Surely he would be a PC. After all, Dracula never drinks... wine (http://www.winehq.org/).

That may be the most obscure quip I've ever made.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: abstauber on Mon 09/05/2011 12:56:04
Just for the consideration:
and yes, I know that I'm sort of too late

The main character has these main characteristics:
* vampire
* cyborg
* marine

For me, typical keywords are:
vampire: pale complexion, fangs, cape, but also  pride, sleek elegance, creepiness, arrogance

cyborg: artificial limps, metal 'n meat symbiosis, wires, hydraulics, but also inflammation, defacement

marine: Rambo, muscles, guns, testosterone... okay, I can't come up with anything original here  :-\


By all means, I don't want to ruin the fun and after all I'm just a volunteer/drone, but the current sprite has about 10% in common with the plot.

Currently we have a very stereotypical vampire with an artificial eye. I don't want to say, that my pixel-mess is any better, I just can't loose the feeling that we aren't fully there yet.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Baron on Mon 09/05/2011 12:59:45
Quote from: abstauber on Mon 09/05/2011 10:34:26
Hey,

I've tried to dissociate my draft from the current "Count Borg" sprites ;)

(http://shatten.sonores.de/wp-content/uploads/2011/05/swarm_merrick.gif)
(http://shatten.sonores.de/wp-content/uploads/2011/05/swarm_merrick.gif)

This sprite has a bit more of a cyborg than the typical Bela Lugosi type of vampire.

PS: Sephiroth, your cybat is plain awesome :D

Awesome!  But it would be nightmare to animate with so many fingers in the pot.

I guess I'm fixated on the "cyborg" element because it's his motivation.  That's why he's angry at the [military?], and that's why the vampire twins turn against him.  I do like Hudder's variations on Anonymous...
(http://waffleicious.co.uk/images/ags/merrick.png)
...but I think the implant looks too much like half of a pair of sunglasses or 3D glasses (1.5D?).  I'm not sold on the colours either, although Sephiroth's visible fangs and paler skin (and return to hair) definitely look better than my paintover.

EDIT  I think abstauber makes a good point: the probably would be more butch.  The problem is an entire redesign will eat up valuable contribution time and scrap some good efforts....  I guess for the good of the end product we'll leave off making any decisions for a day or two more to give people an opportunity to put their thoughts into picture form.  Maybe just sketches so people aren't sinking a lot of time into this before we have a more concrete direction. 

Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Hudders on Mon 09/05/2011 13:39:51
I didn't realise he was a marine to be honest! I didn't get that from the backstory, must have missed it?

We could just put RoboCop in a cape and be done with it.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Ali on Mon 09/05/2011 14:06:11
Tried to do butch vampire, came out gay frankenstein (possible sequel?):

(http://i.imgur.com/EZuTt.png)

(http://i.imgur.com/EZuTt.png)
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Wyz on Mon 09/05/2011 14:14:24
I like the new direction the sprites are going! Abstauber's version is very cool, but maybe a bit too difficult for this project.

I like Ali's sprite but it does need work, maybe tone down the physique a bit and make the jaws less square.

And when is this going to swarm again? :D
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Sephiroth on Mon 09/05/2011 15:25:12
I wanted to say I liked the Anonymous version as well (with a cyber-parts rework), or the latest one Baron has been posting because:

1- It is simple enough to animate, yet good looking.
2- You can tell at first sight what it's all about, when I look at it I see a vampire whose head is partly mechanic (like kanu in mortal kombat? :p), a cyber-vampire.
3- It looks classy/conceited/evil enough to be a vampire, I don't mind the stereotype at all :)
4- There's a great silly/creative feel to it...

abstauber's version is excellent, maybe too much details like others mentioned,  I love it, but he looks more like a cyber-zombie to me because of the blue skin. Could be added as a cyber-ghoul NPC along with Frankenstein?  :P

Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Hudders on Mon 09/05/2011 15:42:46
Quote from: Ali on Mon 09/05/2011 14:06:11
Tried to do butch vampire, came out gay frankenstein (possible sequel?):

Love interest. Tragically killed by lightning.

Merrick: "I love you, Frankenbot"
Frank: "I love you too" <dies>
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: abstauber on Mon 09/05/2011 16:07:40
Hmm... maybe we should also think about which type of vampire we want to have:

Something like: Nosferatu  vs. Edward Cullen

Anyway I made a cleaned version with reduced colors and details:
(http://shatten.sonores.de/wp-content/uploads/2011/05/swarm_merrick2.gif)
(http://shatten.sonores.de/wp-content/uploads/2011/05/swarm_merrick2.gif)

But if we go for a toon style, that sprite is completely misplaced ;)

Edit: What I miss in the anonymous solution, is the marine part - the slacky pose reflects the opposite and his cyborg arm is also invisible.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Tabata on Mon 09/05/2011 21:03:50
              (http://www.bildermonster24.de/images/590_merrick_tab.png)      (http://www.bildermonster24.de/images/590_merrick_tab.png)

Heh, heh, heh ...
I couldn't withstand try changing it a bit more in direction to the borg-queen (http://images.wikia.com/memoryalpha/en/images/e/e3/Borg_Queen_disembodied.jpg) because I still like the idea of floating around with Merrick.
He also got a pliers-hand including lasers for grabbing (and maybe calling home, like E.T. ;D) - I know, it's only fun, because the marine part is missing (I didn't realise, that it had to be) but I wanted to share.

Hopefully there are more of your great ideas coming up - I like the way, this is going :D
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Hudders on Mon 09/05/2011 21:47:44
Quote from: abstauber on Mon 09/05/2011 16:07:40
Edit: What I miss in the anonymous solution, is the marine part

I really don't think he should have any thing to do with being a marine. Robot vampire is good enough. If he's a marine, he needs to completely lose the costume which, in my opinion, is the best bit of the sprite right now.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: TomatoesInTheHead on Mon 09/05/2011 22:18:40
I think the collective intelligence of the swarm has decided by now through all the sprites that the marine part should be discarded ;)
I'm for less discussions (Radiant's wikipedia analogy could become true, he must be proven wrong!!!) and more individual work being put together even if it's not 100% fitting.

And all these sprites look great in their own way, I hope they can be included with some alterations for some NPCs in the game.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Hudders on Mon 09/05/2011 23:22:58
Quote from: Tabata on Mon 09/05/2011 21:03:50
              (http://www.bildermonster24.de/images/590_merrick_tab.png)      (http://www.bildermonster24.de/images/590_merrick_tab.png)

Vampire twins!
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Baron on Tue 10/05/2011 03:26:49
Quote from: TomatosInTheHead on Mon 09/05/2011 22:18:40
I think the collective intelligence of the swarm has decided by now through all the sprites that the marine part should be discarded ;)
I'm for less discussions (Radiant's wikipedia analogy could become true, he must be proven wrong!!!) and more individual work being put together even if it's not 100% fitting.

And all these sprites look great in their own way, I hope they can be included with some alterations for some NPCs in the game.

I too am chomping at the bit to get going, but the potential to make this game look and feel really unified is too tempting.  Just an extra day or two to get the right sprite design to go along with the background style and plot could make the difference between a good experiment and a good game.  There'll be plenty of time for divergent styles to take their toll, but few chances to bring the game together into something unified.

Here's my latest attempt, based on Sephiroth's adaptation of my adaptation of anonymous #2:
(http://www.vanwijst.com/games/swarm/Sephiroth_Militarized.PNG)
Basically I've added a mechanical arm and played with his colouring to be more "military".

Is there room in the OSD Universe for Gay Frankenstein?  Only six more months to Hallowe'en....

In terms of redesign: the marine backstory is not critical, but why then is the military creating vampire cyborgs?  Ease of animation is definitely highly important to the redesign, and easily recognizable character should also be a priority.  Merrick's characteristics as I see them are: violated being x2 (turned vampire, turned cyborg) and all that entails -identity crisis, self-loathing....  Also he is a killing machine, both biologically (vampire) and mechanically (cyborg) -he might as well be intellectually (marine training) as well.  Finally there is that vengeful streak: he wants to escape and get back at those who have done him harm.  He's basically a very simple character: bloodthirsty, although slightly conflicted as to whose blood to thirst for and by what means to extract it.

Edit: Yet more experimenting....
(http://www.vanwijst.com/games/swarm/marine_cyborg_vampire.PNG)

   ....pushing 60px, despite the wonky proportions to try to shrink him.  Definitely less vampiry, but I think I hit the marine/cyborg buttons pretty well.


Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Sephiroth on Tue 10/05/2011 06:04:09
Quote from: HuddersI really don't think he should have any thing to do with being a marine. Robot vampire is good enough. If he's a marine, he needs to completely lose the costume which, in my opinion, is the best bit of the sprite right now.

Totally seconded! The latest reworked version (towards military style) isn't really good looking to me, changing the colors totally messed it up IMHO. I really like the classy costume he had with the black cape. But then again this is just an opinion.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: abstauber on Tue 10/05/2011 08:13:01
@Baron: I can't loose the feeling that Merrick = Riddick ;)

Anyway, your second experiment is pretty close to the provided description.

Another paintover: how's this?
(http://shatten.sonores.de/wp-content/uploads/2011/05/marine_cyborg_vampire_paintover.gif)

OR: we drop the marine like everyone else says and go with a variation of anonymous (preferably Sephiroth's with the yellow vest)


edit:
Yet another try:
(http://shatten.sonores.de/wp-content/uploads/2011/05/vamp_saph_edit.gif)
(http://shatten.sonores.de/wp-content/uploads/2011/05/vamp_saph_edit.gif)
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Wyz on Tue 10/05/2011 13:44:45
Nah, I'd say, let's go for the military one. It will add more uniqueness to the game.

I like Baron's newest sprite and also it's simplicity yet strikingness to the point I'd say: go for it!

Few minor things:
- The guy looks like he has rickets, the legs need to be longer and straighter.
- The prosthetic leg looks a bit funny to me
- I like Abstaubers paint-over, except the head mechanics, but it is very close!

Other then that: pretty sweet! :D
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Hudders on Tue 10/05/2011 14:34:01
Quote from: Wyz on Tue 10/05/2011 13:44:45
Nah, I'd say, let's go for the military one. It will add more uniqueness to the game.

Cyborg marine isn't particularly unique.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Wyz on Tue 10/05/2011 16:24:25
That's why he is also a vampire. I don't know why people always have to draw capes and 18th century clothing when thinking about vampires, I mean it's pretty senseless.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Ali on Tue 10/05/2011 19:33:58
I think it's because Dracula = good, Twilight = bad.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Tabata on Tue 10/05/2011 21:53:01
Quote from: Wyz on Tue 10/05/2011 16:24:25
...I don't know why people always have to draw capes and 18th century clothing when thinking about vampires, I mean it's pretty senseless.
... they have been shy and didn't want to be seen while biting or changing into a bat in the earlier days. It's like everywhere â€" the behavior of vampires has changed, too - Moral is lost not only to humans  ;D


Well done new sprites!
They have very different charisma - so I think, that you need to choose, wether you prefer a kind of universal soldier going to be a vampire (using one of the cyborgs getting long teeth sometimes) or using one of the vampires going to get some implants.

Which way would fit better to the plot?
What powers are needed for Merrick (primarily physical or mental power) to do some  interesting puzzles?
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Baron on Wed 11/05/2011 02:53:34
May 15 Edit: Due to newcomer's confusion about where our "available jobs" are posted, this information has now been moved to the First Post of the Thread (http://www.adventuregamestudio.co.uk/yabb/index.php?topic=43340.msg576290#msg576290).  I've preserved the gist of this post for continuity purposes but all job info has been moved.
---------------
Original Post

I think we're just about there.  I really like Abstauber's paintover of my marine dude (and yes I was thinking Riddick -"Chronicles of Merrick" must have put the idea in my head....  ::) ).  In terms of character I think the marine dude is more along the lines of what I was thinking of originally, so I guess I'm partial to that kind of Arnold Swarzenegger/Vin Diesel kind of monster.

But then I consider the experiment: there will be a lot of people with varying artistic abilities working together, and a more complex sprite is just asking for trouble.  The final "nail in the coffin" (if you'll permit me) for military dude is how his level of detail conflicts with the awesome background template (and we're not revisiting that).  See for yourself:

(http://www.vanwijst.com/games/swarm/background_template.PNG)

For these reasons I'm making an executive decision in favour of Sephiroth's adaptation of my adaptation of Anonymous's adaptation of Cat's sprite (it was the most collaborative design anyway).  I guess I can reveal that Anonymous was actually Ali all along, he just didn't want to be seen trying to control the entirety of the artistic design department.  Thanks for the overtime, Ali!  I thought Sephiroth's adaptation of Sephiroth's adaptation of... (I'll stop now) made the character a bit too mean looking to empathize with.

So moving on -let's SWARM! See First Post for Available Jobs! (http://www.adventuregamestudio.co.uk/yabb/index.php?topic=43340.msg576290#msg576290)

That's all I can think of for now, but more will drip out over the coming days.  Good luck and have fun!


Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Igor Hardy on Wed 11/05/2011 03:16:48
Quote from: Baron on Wed 11/05/2011 02:53:34
ANIMATION -use my robot arm in military colour experiment (above) for mechanical arm ideas
  -use this basic sprite to work from: try to preserve frames (or frame size) for ease of importing
(http://www.vanwijst.com/games/swarm/merrick_basic.PNG)
1) Merrick side walk cycle (SIMPLE -4 frames will probably suffice)
2) Merrick front walk cycle ( ' ' )
3) Merrick side level take (reach out) (hopefully we can script it that only side views are necessary)
4) Merrick side high take (reach out)
5) Merrick side low take (bend & reach -NOT FOR FIRST TIMERS)
6) Talking animation (sides & front -just bobbing head with open mouth)
7) Biting animation (side) -we'll probably build a back facing one based on this
    ...more to come.

I want these! I don't know how much I can do in one hour, but I want at least 5, 6 & 7.

Does Merrick put his cape up when biting (like Dracula did in those old films)?

Also, how cartoony/realistic we're aiming at?
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Icey on Wed 11/05/2011 03:21:10
I got GUI job.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Scarab on Wed 11/05/2011 06:17:56
Quote from: Ascovel on Wed 11/05/2011 03:16:48
Quote from: Baron on Wed 11/05/2011 02:53:34
ANIMATION -use my robot arm in military colour experiment (above) for mechanical arm ideas
  -use this basic sprite to work from: try to preserve frames (or frame size) for ease of importing
(http://www.vanwijst.com/games/swarm/merrick_basic.PNG)
1) Merrick side walk cycle (SIMPLE -4 frames will probably suffice)
2) Merrick front walk cycle ( ' ' )
3) Merrick side level take (reach out) (hopefully we can script it that only side views are necessary)
4) Merrick side high take (reach out)
5) Merrick side low take (bend & reach -NOT FOR FIRST TIMERS)
6) Talking animation (sides & front -just bobbing head with open mouth)
7) Biting animation (side) -we'll probably build a back facing one based on this
    ...more to come.

I want these! I don't know how much I can do in one hour, but I want at least 5, 6 & 7.

Does Merrick put his cape up when biting (like Dracula did in those old films)?

Also, how cartoony/realistic we're aiming at?

I want these also, but is probably more than an hours work if more creep up. I'll work my way down the list and you work your way up?
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Armageddon on Wed 11/05/2011 07:10:55
I guess I'll give the lab background a shot, or the hallway since it seems better suited to my artistic abilities. :-X
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Hudders on Wed 11/05/2011 07:24:07
I'll supply the doctor's rant.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: abstauber on Wed 11/05/2011 07:30:41
I'll draw the doctor then.

Just for clarification: something like this, right?
http://www.mobygames.com/game/dos/sam-max-hit-the-road/screenshots/gameShotId,14535/
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Corby on Wed 11/05/2011 08:20:07
I'll call the Robot Lab background.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Hudders on Wed 11/05/2011 08:45:35
Quote from: abstauber on Wed 11/05/2011 07:30:41
I'll draw the doctor then.

Just for clarification: something like this, right?
http://www.mobygames.com/game/dos/sam-max-hit-the-road/screenshots/gameShotId,14535/


It's like you're in my head. Can we have a laughter animation where he throws his head right back?
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Sephiroth on Wed 11/05/2011 08:51:38
Quote from: TabataWhat powers are needed for Merrick (primarily physical or mental power) to do some  interesting puzzles?

I thought turning into a bat/gaz and yeah mental powers (could be used in dialogs to trigger more options) would be a nice addition, but it could be hard to implement and/or not fit the plot.

EDIT: Would it be possible to use spoiler tags to hide the dialogs/puzzle solutions in the thread?
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Hudders on Wed 11/05/2011 09:40:06
@scarab & ascovel: make sure you work together. As we've not seen Merrick's arms yet, it would be a bit weird for him to have different looking limbs for reaching higher / lower places! (unless he's some kind of go-go-gadget robot and has all sorts of arms under that cape).

I had an idea whereby an army / marine officer enters the room after the Doctor has ranted at Merrick. The Doctor explains the purpose of the experiment to the Officer and then the two of them go off into a side office for more discussion. This piece of exposition should help explain away the military connection and I could write the Officer's lines to cover the "he doesn't look much like a marine" discussion we've been having in this thread.

We could take the basic shape of Absatuber's cyborg-marine and give him a General's uniform with peaked cap.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: abstauber on Wed 11/05/2011 10:07:04
Quote from: Hudders on Wed 11/05/2011 08:45:35
It's like you're in my head. Can we have a laughter animation where he throws his head right back?
Hehe, I see what I can do. First I'll have to come up with something independent, yet stereotypical ;)

EDIT:
I still don't see if we're doing comedy or tragedy. This is pretty important to do the character design of the villain, don't you think? :)
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Hudders on Wed 11/05/2011 10:58:35
Quote from: abstauber on Wed 11/05/2011 10:07:04
I still don't see if we're doing comedy or tragedy. This is pretty important to do the character design of the villain, don't you think? :)

My vote is for comedy. Play it for laughs, else it's going to fall flat.

First draft of intro script:

QuoteDOCTOR

Ahahaha!
Come on now, Mr Merrick - wakey wakey!
This can't be the first time you've been roofied at a halloween party!
Arise, my pretty, and let the whole world witness my GREATEST INVENTION!
MWAHAHAHAHAHAAHA! AHAHAHAHAHA! AHA! HA! HAAAAAAAAAAAAAAAAAA!
...
Ahem.
But, seriously now, you're the first in a very long line of vicious, psychopathic, vampire robot soldiers! So get up, you lazy -


GENERAL (entering)

Ahh, there you are, Doctor.
This is the new super soldier you promised us, I take it?

DOCTOR

General! What a pleasant surprise!
Yes, yes, this is, uhh... *Corporal* Merrick - the first in a long line of -

GENERAL (interrupting)

He looks a little weedy, don't you think?

DOCTOR

That's, umm, a side-effect... yes! Side-effect, he's just as fit and strong as he ever was! Better, even!
I'm having to keep him sedated, he's so strong!

GENERAL

Hm. Well, we'll see at the trials next week, I guess.
I've just come from the other applicant's facility and, boy, it's a doozy.
You've some stiff competition, Doc.

DOCTOR

Really? From that hack?
He couldn't genetically engineer his way out of a wet paper bag!

GENERAL

Funny. He said a similar thing about you.
Anyway - I take it you have some schematics to show me?

DOCTOR

Yes, they're in my office.
This way.

(DOCTOR and GENERAL leave)

Regarding this:

Quote from: Baron on Wed 11/05/2011 02:53:34
2) Merrick dialog/exchange with Scientists (or write around so that Merrick understands fire resistant properties of pine cones and/or survival capacity of cockroaches)

I think it could be worked into the backgrounds of the lab as other experiments the Doctor and his staff are working on.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Anian on Wed 11/05/2011 11:29:40
Just wondering is anybody keeping track of time invested per person etc?
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Buckethead on Wed 11/05/2011 11:50:36
I'll try the hallway background.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Baron on Wed 11/05/2011 12:37:16
In terms of realism..... he's a cartoony ex-marine vampire cyborg!  A mechanical arm shooting out from his right side would be fine, and it can extend to keep things simple (but not indefinitely -that would make some light puzzles obsolete).  I don't think outright silly should be your objective, but if it turns out funny I don't have a problem with that.  For biting I definitely think a little cape cover would be awesome looking and practical too (it might get fiddly to coordinate biter and victim when both are fully visible).

Edit: If you meant how smoothly he should move (ie how many frames) I would say get the gist of the movement down (keyframes) and we'll fill in intermediary frames later if we have the will/manpower. 

In terms of tone..... I think we should aim for a degree of seriousness recognizing full well that it's going to turn out funny.  I'm not just fence sitting: for me this plot reads like a "B movie" and it should be treated as such.  So the characters take themselves seriously, even though the whole plot is absurd.  

@Hudders: I think your draft has merit (although we've got some feature creep by adding another character  ;) ), but the doctor should tone down the overt silliness just a tad ("Wakey wakey!" for example).  Over the top creepy (which becomes absurd and therefore funny) would probably play out better.  More explanation of why Merrick is weedy and dressed in a vampire costume would be more important than rivalry with another facility plot-wise (good as the jokes were!).  You've also left out a few crucial bits of plot that the player will need: 1) different types of blood give the vampire the ability of that creature (dog blood for obedience in the plot draft), and 2) the facility is under attack giving him an opportunity to escape.

@abstauber: yeah, just like in the link.  Only....  don't make the fingers so long.

@anian: I have a table of all volunteers & their work preferences and/or completed tasks.  I've informally said I'm flexible with contribution time (it's now an hour-ish) -why turn away an extra 15 minutes of voluntary contribution time?  But of course no one is required to spend more than an hour if they don't want to.  I think it might be unwieldy to try to keep track of all time spent (I haven't been keeping track of my own time on the project, already over an hour!).

@Tabata: Regarding spoiler tags.... How do people feel about this?  I've tried to be very open thinking the more swarm members know the better the game will turn out, but that does come at the expense of keeping things secret for players.  Have we gone too far to change now?

Great to see all the enthusiasm so far -I can't wait to see some art.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Sephiroth on Wed 11/05/2011 13:43:54
Quote from: BaronI've tried to be very open thinking the more swarm members know the better the game will turn out

I was saying this about spoiler tags only for the actual players and those who don't want to read the details and possible solutions for puzzles, but of course anyone intrested in knowing/expending the plot would just have to highlight the text, I d'ont see any problem :)
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Wyz on Wed 11/05/2011 13:51:33
Well it's easy: anyone that will not participate but still likes to play the game should not visit this topic! You'll know when it's done when the topic title changes I'd say. :D

Btw, I have to agree, with the given background the first sprites looks much better. Good decision, Baron.

Too bad I already got my hour's work in, now I have to sit back and wait. :(
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Tabata on Wed 11/05/2011 19:34:58
Quote from: Baron on Wed 11/05/2011 12:37:16
...
@Tabata: Regarding spoiler tags.... How do people feel about this?  I've tried to be very open thinking the more swarm members know the better the game will turn out, but that does come at the expense of keeping things secret for players.  Have we gone too far to change now?
I don't know, how „people“ feel about, but I can tell you, what I feel (not everytime ::), but about using spoilers here) 

For this very special experimental project I prefer to go without them, because:
1 # This is like a document, normally only creators can see, but this one is a very special process.
2 # Biggest part of the fun is about the process of making the game (or study it growing). So why not show it to all, who are interested to this path. The whole swarm should have the fun. This will be most of the active members anyway in the end  ;D, so it's not necessary to hide something.
3 # If someone has an interesting idea about an entry or problem, why not take assimilate it - The swarm is like borg, isn't it!?

So I say:
No spoilers, but a warning is needed:

Avoid this thread or you all will be assimilated!    (http://planetsmilies.net/alien-smiley-114.gif)

Now community, prepare yourself!

Give up! Don't ward off - you will be part of a bigger existance soon!

We      -     are     -     Borg    Baron's Swarm!

... with every thought to be known by each other!

                 (http://planetsmilies.net/alien-smiley-114.gif)             (http://planetsmilies.net/alien-smiley-114.gif)             (http://planetsmilies.net/alien-smiley-114.gif)
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Armageddon on Wed 11/05/2011 20:59:57
Quote from: Corby on Wed 11/05/2011 08:20:07
I'll call the Robot Lab background.
I already called that? :P

Yeah I'll just do the hallway.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Corby on Wed 11/05/2011 22:28:02
Quote from: Armageddon on Wed 11/05/2011 20:59:57
I already called that? :P

Yeah I'll just do the hallway.

Oh, sorry, I thought you were calling #1 on the list:

1) LAB BACKGROUND (claimed by Corby)
2) HALLWAY BACKGROUND (claimed by Armageddon)(or Buckethead?)
3) ROBOT LAB BACKGROUND (just thinking maybe a Bunsen burner/lighter instead of matches/lighter?)

I was going for #3 :) Can we switch that Baron?
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Armageddon on Wed 11/05/2011 23:25:21
Oh, didn't see number 3 there.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Icey on Wed 11/05/2011 23:48:03
Might have been said but what is the resolution for this game?
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Ali on Thu 12/05/2011 00:21:38
320x240, with backdrops drawn in a 320x200 area plus 20px letterbox at the top and bottom.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Icey on Thu 12/05/2011 00:31:15
Thats good. I think I work better with anything 320x240 and lower. And also when is every thing do?
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Baron on Thu 12/05/2011 02:58:46
Quote from: Studio3 on Thu 12/05/2011 00:31:15
Thats good. I think I work better with anything 320x240 and lower. And also when is every thing do?

Work is due when it's done, but don't drop off the face of the Earth for more than a week or I'll give your job to someone else.  Seriously, when you find the time in the near-ish future is fine.

@Corby     I'll update the the jobs post -sorry for any confusion.

@Tabata     I think it was Sephiroth that mentioned the spoiler tags and I just got confused, but I think you enunciated my general feeling as well.  There are spoilers laced throughout this thread already, and it will be hard to get everyone to edit their posts retrospectively.  As soon as we get two backgrounds I'm going to make some in-game mockups and start a GiP thread: this thread will be where all our dirty secrets are revealed and the GiP thread will be where only the "public" info will be posted.   

I also think we should shrink all characters to emoticon size and let Tabata be sprite design director  :o. 

Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: abstauber on Thu 12/05/2011 07:52:09
O' art consistency, where art thou  :-[

Anyway - here's the doctor, time ran out on the body, though.


(http://reyze.sonores.de/temp/doc1.gif)(http://reyze.sonores.de/temp/doc2.gif)

Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: on Thu 12/05/2011 08:46:12
I just read through the whole thread, and:
a) was intrigued by the idea and it taking off so quickly,
b) laughed out loudly several times for the sheer awesomeness of it
c) cried a lot that I totally missed such a cool thing!

Aaaaand I spend ROUGHLY ONE HOUR reading the thread detailing the game progress that still unfolds. Does this in any way count as participation?

Good luckies!
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Hudders on Thu 12/05/2011 09:49:57
Quote from: Baron on Wed 11/05/2011 12:37:16
@Hudders: I think your draft has merit (although we've got some feature creep by adding another character  ;) ), but the doctor should tone down the overt silliness just a tad ("Wakey wakey!" for example).  Over the top creepy (which becomes absurd and therefore funny) would probably play out better.  More explanation of why Merrick is weedy and dressed in a vampire costume would be more important than rivalry with another facility plot-wise (good as the jokes were!).  You've also left out a few crucial bits of plot that the player will need: 1) different types of blood give the vampire the ability of that creature (dog blood for obedience in the plot draft), and 2) the facility is under attack giving him an opportunity to escape.

The General could be off-screen. But you make a good point about the facility being under attack - that should be the point where the Doctor exits stage left, I suppose.

This was just a first draft, dashed off in a couple of minutes to get some feedback. I'll write another later today.

Quote from: abstauber on Thu 12/05/2011 07:52:09
O' art consistency, where art thou  :-[

Anyway - here's the doctor, time ran out on the body, though.

Is it necessary to restrict ourselves to exactly an hour each? I would think that going down that road would mean the project will eventually peter out as all the most enthusiastic members use up their hours. I already spent a bit of time drawing the front and side views of the Merrick sprite but I'm not counting that towards my participation.

As I see it, an hour should be the minimum commitment to the project with the key element of the swarm being that of collaboration rather than a strict adherence to the one hour time limit.

EDIT: Just a thought, but could the intro take place over several days as Merrick fades in and out of consciousness? Could just be done by fading in and out on the doctor, (i.e. seeing through Merrick's eyes).
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Pinback on Thu 12/05/2011 11:50:32
I'll take;

5) Giant (100-150px) Robo Monster -must have lasers and have pod/head big enough for two vampire twins
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Hudders on Thu 12/05/2011 12:02:25
Quote from: Pinback on Thu 12/05/2011 11:50:32
I'll take;

5) Giant (100-150px) Robo Monster -must have lasers and have pod/head big enough for two vampire twins


http://en.wikipedia.org/wiki/ED-209 ?
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Scarab on Thu 12/05/2011 13:37:56
Quote from: Hudders on Thu 12/05/2011 12:02:25
Quote from: Pinback on Thu 12/05/2011 11:50:32
I'll take;

5) Giant (100-150px) Robo Monster -must have lasers and have pod/head big enough for two vampire twins


http://en.wikipedia.org/wiki/ED-209 ?

I pictured this initially as well :P

Although tank-tracks as opposed to legs would significantly reduce animation efforts without much loss in aesthetics. (Although with a shake-screen/rubble falling effect, perhaps it would never have to actually walk...)
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Hudders on Thu 12/05/2011 13:48:57
Quote from: Scarab on Thu 12/05/2011 13:37:56
(Although with a shake-screen/rubble falling effect, perhaps it would never have to actually walk...)

Its legs could just be behind the part of the wall still standing. Kind of like the Metal Gear Solid level of Super Smash Brothers Brawl.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Wonkyth on Thu 12/05/2011 14:47:34
I'm going to give the probe repair puzzle a try.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Tabata on Thu 12/05/2011 22:43:03
Quote from: Hudders on Thu 12/05/2011 09:49:57
Is it necessary to restrict ourselves to exactly an hour each? I would think that going down that road would mean the project will eventually peter out as all the most enthusiastic members use up their hours. I already spent a bit of time drawing the front and side views of the Merrick sprite but I'm not counting that towards my participation.
Some minutes more or less won't be the prob, but the guideline is set with one hour each.

Maybe contributors can find a way to deal with it by using the following definitions about measuring the time of one hour:

not counting: Since this is an open thread, the things put in here can be defined as brainstorming and to discuss about which direction to go on. It's like in the critics-threads, where you can find some hints, mock-ups and ideas for solving probs or any help and critics, you are looking for. All these members answering share their knowledge/oppinion for fun and are not creators or mentioned in the credits of the game, the author of the thread is on. Let's take the suggestions and entries for to show, what you do as what they are â€" normal forum-stuff from members. Otherwise it would be a disadvantage for the swarm compared to the usual producers.

counting depends on you: If you already got your theme and have questions or do a scetch to ask/show if your direction is right, it depends on your intension (doing a scetch can be don by everyone to explain something). So you are allowed to count it in if you want to, but it's not compulsorily.

to be counted: You got your theme and you know what you are going for: Start doing „your job“ now let the clock beginn ticking.

It's only my suggestion, of course, but I think, that it fits to the rules and leaves enough space to do own decisions.  ;)
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Baron on Fri 13/05/2011 01:56:41
Quote from: abstauber on Thu 12/05/2011 07:52:09
O' art consistency, where art thou  :-[

Anyway - here's the doctor, time ran out on the body, though.


(http://reyze.sonores.de/temp/doc1.gif)(http://reyze.sonores.de/temp/doc2.gif)



I like him!  I also like Hudder's idea of fading in and out (or eyes shutting and opening) over time -easily achieved effect but adds to the atmosphere.  Keep up the good work!

PS -We've been promoted to a sticky thread!
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: abstauber on Fri 13/05/2011 12:24:01
Actually, the 'just-one-hour-deal' sold the project to me ;)


What about the General, does he need a closeup too?

Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Hudders on Fri 13/05/2011 15:15:32
I'm just saying that if we stick religiously to the one-hour dealie, we'll never finish because there aren't enough people involved. We'll see.

Quote from: abstauber on Fri 13/05/2011 12:24:01
What about the General, does he need a closeup too?

I edited the General out of the second draft based on Baron's notes, (might be cool to have closeups of the Doctor putting dog's blood into the IV and turning the cassette on though):

Quote
DOCTOR (unseen)

   Corporal Merrick?

FADE IN

DOCTOR

   Are you awake?

MERRICK (unseen)

   (sounds of struggle)

DOCTOR

   No, no, don't struggle.
   Do you remember who you are? No? Hm... that's not good. Your name is Merrick, you are... were, a United States Marine.
   I'm Doctor Tabata, you're in my lab. You volunteered to take part in some medical trials.
   The experiment took an unexpected turn. That's not to say it wasn't successful... but I might need you to sign another consent form.

MERRICK (unseen)

   Buh?

DOCTOR

   Don't try and speak just yet. That's not the mouth you're used to.
   We had to... remove your brain.

MERRICK (unseen)

   Buhrain!?

DOCTOR

   I know, I know.
   That does seem a bit of an extreme step when all you came in here for was a hair transplant... but the good news is we found another body to put it into.
   And it even has a full head of hair!
   Unfortunately it's also a... vampire. Of sorts.

MERRICK (unseen)

   Vuhmpire?!

DOCTOR

   I'm as surprised as you! Turns out our cyborg vampire super soldier project was the perfect host for your orphaned brain.
   Now we don't have to design all the fiddly AI we had planned! Corporal, you have saved us literally tens of dollars in R&D.
   Your country is indebted to your sacrifice.

MERRICK (unseen)

   Vhat??

DOCTOR

   There's no need to be ungrateful.
   Just think of the wonderful possibilities this new body could give you - all the benefits of vampirism and the advantages of modern robotics! It's win-win.

FADE OUT

FADE IN

MERRICK (unseen)

   (screams)

DOCTOR
   
   Ah, I see you've discovered your bionic arm. I'm quite pleased with how that turned out.
   The vampire DNA really helped avoid infection. You might also notice you have a bionic eye. I'd show you it in a mirror but, again... vampire.

MERRICK (unseen)

   (sounds of struggle)

DOCTOR

   (sigh)

   Come on now, Mr Merrick. That's not going to get you anywhere.
   Frankly I'm disappointed in your reaction, Corporal. I expected you to embrace your new found gifts and praise me as your saviour.
   Instead you decide to rebel and squander all that I've given you.
   I guess I'm going to have to take drastic action.

FADE OUT

FADE IN

DOCTOR

   There's an interesting quirk to your particular form of vampirism: you'll find you take on the qualities of whatever you consume.
   This is dog's blood. It should make you more... obedient.

MERRICK (unseen)

   (whimpers)

DOCTOR

   Sit! Good boy. Now... stay!
   I'm going to play you a cassette tape, I want you to listen to every word. Every word! Soon you'll learn some gratitude!

CASSETTE (repeating)

   OBEY

DOCTOR
   
   (laughs but is cut short by -)

AN ALARM SOUNDS

SCIENTIST / GUARD (unseen)

   Doctor! The compound is under attack!

DOCTOR (worried)

   What!? Is it those giant cockroaches again!? They're a real pain in the ass to kill!
   You stay here, boy! Battle stations, everyone!

FADE OUT

Let me know what you think.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: yarooze on Fri 13/05/2011 20:54:42
I would like to try one of those:

Quote
BACKGROUNDS:
4) EXERCISE YARD

CHARACTER DESIGN
2) Scientists (2) in robot lab

If they are still free, I'll spend an hour of this weekend  ;)

edit:

An hour is much shorter than I thought... (ok, I knew this, but hoped, that it will be longer than 60 minutes)

I wasn't able to do much (yes, I'm slow)  :'(, but I hope this is something that another hive member can start with...  ::)

I made the EXERCISE YARD darker, so it is possible to make lighter areas with solid patches of yellow at 50% transparency as Ali wrote in his post.
(http://i54.tinypic.com/vq4gfd.png)

(http://i52.tinypic.com/33yqpvt.png)

PS. There were troubles with tinypic. Please tell me if you cannot see the pictures, I re-upload them somewhere else.

PPS. Dunno if I can spend more than an hour without breaking the concept of hive-developing. Maybe I can participate on this project later, but now I have to recharge myself... (http://planetsmilies.net/alien-smiley-114.gif) ...resistance is futile...
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Pinback on Sun 15/05/2011 01:30:31
@Hudders - Ah ED-209, how I adore thee!

@ Scarab - Yep, caterpillar treads look like the order of the day:)

EDIT) Ah hell, floating is even easier. Plus I only have about 15 minutes left to do all the animations anyway.

(http://img695.imageshack.us/img695/9198/swarmrobo2a.png) (http://img695.imageshack.us/i/swarmrobo2a.png/)

Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Tabata on Sun 15/05/2011 13:38:31
Quote from: Hudders on Fri 13/05/2011 15:15:32
...
Quote
DOCTOR
   ...   I'm Doctor Tabata, ... The experiment took an unexpected turn. That's not to say it wasn't successful... but I might need you to ...
...

Let me know what you think.
:o You took a peek in my real life  -   are you a spy? (*searching for the surveillance camera*)   :o


The story works well for me   ;D


... and I also like the trainingyard from yarooze and Pinback's robot â€"  good work!


The swarm is growing!      (http://planetsmilies.net/alien-smiley-114.gif)
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Hudders on Sun 15/05/2011 14:15:21
Quote from: Tabata on Sun 15/05/2011 13:38:31
Quote from: Hudders on Fri 13/05/2011 15:15:32
...
Quote
DOCTOR
   ...   I'm Doctor Tabata, ... The experiment took an unexpected turn. That's not to say it wasn't successful... but I might need you to ...
...

Let me know what you think.
:o You took a peek in my real life  -   are you a spy? (*searching for the surveillance camera*)   :o


;D

Just making sure you're paying attention.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Dualnames on Sun 15/05/2011 15:19:59
I would love to do any:
CODING.
WRITING.

And I have no idea where to find the tasks needed. So yeah, anyhow, here's my declaration of interest.

LET THE ZERG RUSH BEGIN!!

edit: I just realized the first post was edited..mhh..anyhow. Since I can't remove my post, the offer still exists.  ;)
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Tabata on Sun 15/05/2011 15:45:23
Quote from: Dualnames on Sun 15/05/2011 15:19:59
And I have no idea where to find the tasks needed. So yeah, anyhow, here's my declaration of interest.

You may look out for Barons # Reply 43
and  especially # Reply 104 to watch the already assimilated reserved and free jobs

come to mama  :D
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: kaputtnik on Sun 15/05/2011 17:35:39
I will contribute music worth 1h, 00min, 00 seconds. In looped form. And ask my brother to do the same.

This way we will already have the net worth of 2h, 00min, 00seconds of music - that's awesome! You are a genius, Baron!
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Baron on Mon 16/05/2011 01:52:17
Quote from: Dualnames on Sun 15/05/2011 15:19:59

And I have no idea where to find the tasks needed. So yeah, anyhow, here's my declaration of interest.


 Yes, I can see how this has become unwieldy with the work list now buried in the middle of the thread.  Perhaps I'll just copy & paste it to the first post so that it will be more visible.

EDIT: Available Job information originally found in post #104 has been permanently moved to the First Post of the Thread. (http://www.adventuregamestudio.co.uk/yabb/index.php?topic=43340.msg576290#msg576290)

  @Yarooze -I like the sprite and the exercise yard.  We will have to edit the cage a bit to create gaps large enough for the probe to pass through (maybe just a hole?) -otherwise I think it's great!  Thank you for being so prompt.

  @Hudders -This revised draft is much better, IMO: the jokes are there, but more subtle ("Stay boy!  Stay!") and I like the twist of the brain transplant.  And speaking of twists: Tabata is the evil doctor?!?  :o.  I never saw that coming....

  @Pinback -Awesome!  Just.... awesome!  Floating is great problem solving -good work all around.

  @Kaputtnik -Thanks for volunteering!  When we get a rough beta together we'll get you two to play through and come up with some ideas.

Edit Again: We have 30 Volunteers on the books.  We're halfway to our goal!

Edit Yet Again: While updating the Available Jobs I saw no one had grabbed the back view of the Merrick sprite so I've just slapped one together.  I hope it is acceptable:
(http://www.vanwijst.com/games/swarm/merrick_basic.PNG)

Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Hudders on Mon 16/05/2011 09:32:54
Am I allowed to do something else? Or should I just rest on my laurels?  ;)

Baron, you might want to add "Foley Artist" to the list of jobs, (i.e. someone who will create / source the sound effects).
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Scarab on Mon 16/05/2011 10:40:21
Side Views
(http://scarab117.webs.com/photos/Blood/VampWalkRight-1.gif)(http://scarab117.webs.com/photos/Blood/VampWalkLeft.gif)(http://scarab117.webs.com/photos/Blood/VampWalkRight-1.gif)(http://scarab117.webs.com/photos/Blood/VampWalkLeft.gif)

Front walkcycle still to come, Never done a back before, so I'll have a go at that one if I have time.

Notes:
Thank's Baron for the back sprite. :)
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Baron on Mon 16/05/2011 12:38:55
Quote from: Scarab on Mon 16/05/2011 10:40:21
Side Views
(http://scarab117.webs.com/photos/Blood/VampWalkRight-1.gif)(http://scarab117.webs.com/photos/Blood/VampWalkLeft.gif)(http://scarab117.webs.com/photos/Blood/VampWalkRight-1.gif)(http://scarab117.webs.com/photos/Blood/VampWalkLeft.gif)

Front walkcycle still to come, Never done a back before, so I'll have a go at that one if I have time.

Notes:

  • I initially hoped to do a more vampire-y walk, with 'Thriller hands' and everything, but I thought that would get annoying to watch after a while, woulf have been more difficult to reach a pleasing result.
  • I'm not sure how well the legs are reading, they may have to be lightened before the animations are imported into the game.
Thank's Baron for the back sprite. :)

Nice!  That's pretty good for an hour -or did you go over?  Anyway, I think simple is best, so I believe you made the right decision.  I see what you mean about the legs: we'll see how they look in-game and if they're not reading well then we'll have to have someone lighten them.  And maybe take the far side of the cape down a pixel when he twists away, but this is just nit-picking: great job!

@Hudders: if some job has gone unclaimed that means So if you're interested in doing more by all means sign up for another task.  Remember once your hour is complete you are in no way obligated to spend more time, but if you're keen... go for it!
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Tabata on Tue 17/05/2011 18:25:57
Well, I tried to do the second scientist in the same style, as the first, that they fit together:


first one from yarooze:               his colleague (if you like):
              (http://i52.tinypic.com/33yqpvt.png)                           (http://www.bildermonster24.de/images/749_33yqpvt_tab.png)
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Corby on Tue 17/05/2011 19:17:18
My contribution will probably be finished tonight. I thought a limited palette would be easy, but it's more challenging! :)
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Hudders on Tue 17/05/2011 20:38:17
Quote from: Tabata on Tue 17/05/2011 18:25:57
Well, I tried to do the second scientist in the same style, as the first, that they fit together:


first one from yarooze:               his colleague (if you like):
              (http://i52.tinypic.com/33yqpvt.png)                           (http://www.bildermonster24.de/images/749_33yqpvt_tab.png)

Hehe. I like the beard.

I suppose, since they are both facing forward, they should be in the foreground chatting, (and doing science) and be oblivious to Merrick sneaking around behind them? In which case whoever's drawing the lab should include a bench or something for them to stand behind.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Tabata on Tue 17/05/2011 21:13:44
Quote from: Hudders on Tue 17/05/2011 20:38:17
...
Hehe. I like the beard.

I suppose, since they are both facing forward, they should be in the foreground chatting, (and doing science) and be oblivious to Merrick sneaking around behind them? In which case whoever's drawing the lab should include a bench or something for them to stand behind.

This is so much fun, that I continued my exercises using „Redbeard“.
                                                                         (http://www.bildermonster24.de/images/231_33yqpvt_fsbs_tab.gif)            x 2 (http://www.bildermonster24.de/images/231_33yqpvt_fsbs_tab.gif)

Maybe one of the other views is fitting better for the scene but it's my very first one ever like this, so there might be something to correct before it is usable.  ::)
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Wyz on Wed 18/05/2011 01:23:07
I can't happen to think but he looks like Van Gogh :D. But it like them!
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Wonkyth on Wed 18/05/2011 09:45:51
Unfortunately, directly after signing up for the puzzle design jobthing, I recieved my next load of assignments, and have been avoiding getting sidetracked.
I'll have to drop the job.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Corby on Wed 18/05/2011 10:42:09
I'll post what I have so far and hope I didn't break too many rules:

(http://www.corbydesigns.com/robotlab2.png)

(http://www.corbydesigns.com/robotprev2.png)

I don't have the "robot probe" drawn. I'm not sure if that's a sprite or not. I do have the bunsen burner and the bonsai tree in there however.

I also left that large vat empty, in case there's room for some cyborg creature there.

If anyone wants to tinker with this, go right ahead! :)

EDIT: Great job on everyone's backgrounds and sprites so far! :)
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Ali on Wed 18/05/2011 11:31:19
Quote from: Corby on Wed 18/05/2011 10:42:09
I'll post what I have so far and hope I didn't break too many rules:

I think it looks great, a huge amount of detail for one hour's work. The only 'broken rule' I can spot is the use of dithering. To attempt consistency, I think it would be better to replace the dithering with solid colours and hatching (don't feel you can't add new colours as long as they fit within the scheme!).

Dithering vs non-dithering:
(http://i.imgur.com/6P9S4.png)

Your skilful dithering looks great, but I feel a non-dithering style is easier to achieve in a short time.

Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Hudders on Wed 18/05/2011 20:39:07
Quote from: Corby on Wed 18/05/2011 10:42:09
I also left that large vat empty, in case there's room for some cyborg creature there.

(http://i.imgur.com/8WScU.png)


;D
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Tabata on Wed 18/05/2011 21:13:16
@ Hudders:
Coooool  (http://www.smilies.4-user.de/include/Optimismus/smilie_op_013.gif)


@Corby:
This is a quite good background with such a lot of details â€" good work!

May I ask you a question? You mirrored "Redbeards" view to the right to put it in the bg (instead of using the original view I did for this direction). Was it for a special reason - did I make a mistake? Please tell me, because maybe I can correct it?


@all:
I played around with „Redbeard“ some more and maybe some pics can be used for the conversation (or whatever)  ;)
                                             (http://www.bildermonster24.de/images/112_33yqpvt_tab2_div.gif)           x 2 (http://www.bildermonster24.de/images/112_33yqpvt_tab2_div.gif)
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Corby on Wed 18/05/2011 23:51:52
@ Ali : Thanks for the advice! I redid those shadows and made a few more tweaks.

@ Hudders: Perfect!

@Tabata: Whoops, that was my mistake. I lazily mirrored Redbeard instead of grabbing the correct view. Good work on the conversation animation. :)
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: abstauber on Thu 19/05/2011 06:43:41
Somebody needs to mention that the Bonsai in front left corner is simply awesome. Well done!

Sorry for cluttering this thread even more ;)
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Baron on Fri 20/05/2011 01:55:35
I've updated the first post with a few more jobs, and tried to make it clearer by striking out completed tasks and italicizing things that people have claimed.  It's impressive what we've done so far!  The new jobs (from memory) are scientist close ups on par with our doctor (for final cutscene -remember they've lost a lot of blood!), cursor artists and someone interested in importing what we have so far into AGS (two backgrounds and maybe character frames).

@ Corby: Amazing!  If you did that in only an hour we must collaborate on another game some time -you can do the backgrounds, hundreds of them!

@Tabata: Your scientist frames are all great!  We must use as many of them as possible.  If you are up for a challenge, you should try to draw him lying down and lifeless.  Given that Merrick will enter the room from below, he will almost certainly attack the scientists from that direction.  So perhaps two frames of the scientist flailing (as Merrick bites him) and then one or two of him collapsing into the lying down position will be all that is needed for the character to be complete.  If Ascovel posts his biting animation (the first one he's working on, I believe) you might be able to skip the falling part (Merrick's cape may conceal it if it is raised "old style").
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Hudders on Fri 20/05/2011 09:28:45
Quote from: Baron on Fri 20/05/2011 01:55:35
If you are up for a challenge, you should try to draw him lying down and lifeless.  Given that Merrick will enter the room from below, he will almost certainly attack the scientists from that direction.  So perhaps two frames of the scientist flailing (as Merrick bites him) and then one or two of him collapsing into the lying down position will be all that is needed for the character to be complete.

:(

Do they have to die? I've been writing some lines for them and now I've become slightly attached.

Excuse me while I mourn two fictional characters...

Anyway. I thought maybe they could have a selection of conversations that they cycle through, some of which are relevant to the plot and some that aren't so as to obscure the nature of the puzzle we're hinting at:

Quote
DR BLONDE

   I thought that new guy was supposed to start today?

DR REDBEARD

   Tomorrow.

DR BLONDE

   Oh.

------------------------------------------------------------------------------------------------------

DR REDBEARD

   Ugh

DR BLONDE

   What?

DR REDBEARD

   I think I just crushed a cockroach under my foot.

DR BLONDE

   Really? The exterminators were only in here yesterday.

DR REDBEARD

   Hm. Well, they're pretty hardy. I found some living in the back of the reactor last week.

DR BLONDE

   That's impossible!

DR REDBEARD

   Tell me about it.

------------------------------------------------------------------------------------------------------

DR REDBEARD

   I've done this like ten times now. Something's not right.

DR BLONDE

   Take a break, maybe it'll come to you.

DR REDBEARD

   Nah, I've too much to do.

------------------------------------------------------------------------------------------------------

DR BLONDE

   What do you want to do for lunch?

DR REDBEARD

   Canteen as usual, I suppose.

DR BLONDE

   I was thinking we could venture down to the village pub?

DR REDBEARD

   The Pinecone? Didn't that burn down?

DR BLONDE

   It's been rebuilt out of the ashes.

DR REDBEARD

   Hm. Hence "Pinecone" I guess.

DR BLONDE

   What do you mean?

DR REDBEARD

   Some pine trees use forest fires to regenerate, the fire kills the parent tree while the pinecones survive. You're a biologist - how do you not know this?

DR BLONDE

   I mainly stick to primates. Trees are boring.

------------------------------------------------------------------------------------------------------

DR BLONDE

   Is that test done yet?

DR REDBEARD

   No.

DR BLONDE

   How about now?

DR REDBEARD

   No... oh, wait, yes.

------------------------------------------------------------------------------------------------------

DR REDBEARD

   It's cold in here.

DR BLONDE

   It's an entirely unmodernised, falling down old castle. What do you expect?

DR REDBEARD

   Space-heater?
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: cat on Fri 20/05/2011 09:38:41
Is it ok to do another task although I already worked an hour on the project?
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Hudders on Fri 20/05/2011 10:07:54
Quote from: cat on Fri 20/05/2011 09:38:41
Is it ok to do another task although I already worked an hour on the project?

I don't see why not. As I said before, I think it's an unnecessary limitation and should be thought of as a minimum commitment.

Should this rule be enforced, however, I might be tempted to just make a second account in order to contribute a second hour.  ::)
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Tabata on Fri 20/05/2011 16:49:49
@Baron:
Yes Sir, my „No 1“ - upcoming challenge-exercise is registered!   ;D
As soon as I can see, how it looks like to be bitten, I will try to let him die and fall as dramatic, as I can.


@Hudders:
Seems to me, I'm not the only one infected of this project?!   :D
The extra conversation is loveley and I could think of using it and let them die   8)


@cat:
I personally would love it, if you offer more of your nice work, even if it is aside the official „one hour“. And as long as you do it for to give away an idea, sprite, ... (whatever) of yours as a free offer without expecting a donation recipt  ;D
So this way it is not against the rules and depends on the swarm, if it will be taken ... (but who wouldn't want such nice presents like yours)?   ;)
We are crazy, but not that stupid (I hope)   ::)


@all:
When looking in the mirror this morning (http://www.bildermonster24.de/images/902_swarmtab.gif) I thought of changing my signature for a little promotion.

But I can't decide properly, which sentence to use for my little advertising-signature :-\

Don't join the swarm! You could be assimilated part for the future!
Don't read about the swarm! Risk of becoming assimilated happy!
Be warned about the swarm! You'll be assimilated part of it!
Stay away from the swarm or you may be assimilated involved!
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Corby on Fri 20/05/2011 21:49:07
QuoteIf you did that in only an hour we must collaborate on another game some time -you can do the backgrounds, hundreds of them!

Actually, it probably took me about 3 hours or so. I saw that we could go over the minimum hour, so I just kept at it. Speaking of which, I don't mind finishing up the background. I think we're missing a probe that can be repaired? Perhaps a pinecone as well? Let me know!

QuoteWhen looking in the mirror this morning  I thought of changing my signature for a little promotion.
Very nice! :)
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Armageddon on Fri 20/05/2011 22:54:12
I guess I'll try and get my hallway done this weekend. :P
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Baron on Sat 21/05/2011 04:36:37
Quote from: cat on Fri 20/05/2011 09:38:41
Is it ok to do another task although I already worked an hour on the project?

@ CAT -Yep, multiple hours are cool.  Just don't feel like you have to!

Quote from: Tabata on Fri 20/05/2011 16:49:49
Don't join the swarm! You could be assimilated part for the future!
Don't read about the swarm! Risk of becoming assimilated happy!
Be warned about the swarm! You'll be assimilated part of it!
Stay away from the swarm or you may be assimilated involved!

@ TABATA -I like the stealth marketing campaign!  Just be careful of the 50 character limit for text under your pic -I think you're going to have to edit your message down to just the basics.  Maybe something like "You will be assimilated useful to the swarm." (of course even that is 51 characters including the period)

@HUDDERS -Nice exchanges: short and to the point, but entertaining as well.  Maybe the scientists can be talking before Merrick walks in, and then continue to sporadically converse until he pounces on them?  If they're going to return in the final cutscene I don't think the scientists will actually die -they'll just have their blood and knowledge temporarily sucked away.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Igor Hardy on Sat 21/05/2011 05:43:01
If anyone's curious, there's a 97,5% chance I'll deliver my hour-worth of animation this weekend.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Tabata on Sat 21/05/2011 14:20:50
QuoteI guess I'll try and get my hallway done this weekend.
QuoteIf anyone's curious, there's a 97,5% chance I'll deliver my hour-worth of animation this weekend.
... and more things to come from others also - Ohhh, yes please! It's going forward, let us see all those nice puzzle-pieces. (http://www.smilies.4-user.de/include/Optimismus/smilie_op_013.gif)


Here's what I have done for my challenge (the merrick-sprite is only pasted in for to get a rough impression how I can handle the fall because I had some free time and wanted to start with it right now). (http://planetsmilies.net/alien-smiley-114.gif)

                                      (http://www.bildermonster24.de/images/639_science_redb_tab_die.gif) and we have two desserts for Merrick  (http://www.bildermonster24.de/images/767_science_blonde_tab_die.gif)


And then I tried to let both act more communicative, if they might have some talking to do while working (I really like the dialog Hudders wrote ;)):
                                                (http://www.bildermonster24.de/images/709_science_redb_tab_div.gif) (http://www.bildermonster24.de/images/709_science_redb_tab_div.gif)   (http://www.bildermonster24.de/images/926_science_blonde_tab_div.gif) (http://www.bildermonster24.de/images/926_science_blonde_tab_div.gif)

Hopefully someone of the real creators can use some sprites of it.  :P But even if not â€" I had fun while doing these exercises. ;D

... wishing you all a nice (and creative) weekend (http://planetsmilies.net/alien-smiley-114.gif)
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: abstauber on Sat 21/05/2011 14:46:09
haha, lot's going on in your post Tabata :) Nice!

I've also invested a few more hours to better fit the project's style:


(http://shatten.sonores.de/wp-content/uploads/2011/05/robolab_doc.gif)

(http://shatten.sonores.de/wp-content/uploads/2011/05/doctor_final.gif)(http://shatten.sonores.de/wp-content/uploads/2011/05/doctor_final_dark.gif)
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Tabata on Sat 21/05/2011 15:04:54
Hell - he seems to jump out of the screen in this moment  :o

veeeeery expressive - well made - great job abstauber   (http://www.web-smilie.de/smilies/sonstige_smilies/appl.gif)
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Ali on Sat 21/05/2011 15:38:30
I was genuinely frightened by that!

To help keep things rolling I will have a go at spriting:

3) Preoccupied guard on exercise yard catwalk
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Wyz on Sat 21/05/2011 16:16:38
OMG Abstauber, I almost peed myself! :D

I guess that was also meant to do that so congratulations! ;D
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Ali on Sat 21/05/2011 17:30:58
Here's a start on the guard. There's no right view and I'm still working on a slipping/electrocution animation, but it's a start.

(http://i.imgur.com/X4Kp5.png)(http://i.imgur.com/X4Kp5.png)
(http://i.imgur.com/ft21F.gif)(http://i.imgur.com/ft21F.gif)

I also quickly modified the exercise yard a little to make space for a character on the gantry:
(http://i.imgur.com/OQBS2.png)

Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: cat on Sat 21/05/2011 18:13:35
I made some gui icons, one for normal and one for highlight (over object)

(http://img156.imageshack.us/img156/484/swarmicons.png) (http://imageshack.us/photo/my-images/156/swarmicons.png/)

(http://img156.imageshack.us/img156/484/swarmicons.png) (http://imageshack.us/photo/my-images/156/swarmicons.png/)

Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Armageddon on Sat 21/05/2011 20:40:26
What's the second one? Looks like a moldy potato with glowing red light.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: cat on Sat 21/05/2011 20:55:00
That's supposed to be the bionic eye. Obviously it's not recognizable so feel free to do a paintover  ;)
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Armageddon on Sat 21/05/2011 21:20:10
IS it okay to add a color or 2? It's kinda hard to draw a UV Light without a lot of bright blues. :=
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Icey on Sat 21/05/2011 22:04:09
And I have a quick question. I have these buttons for the GUI. However I wanted to know what I should put for the second action set. (http://www.pictureshoster.com/thumbnails/wyk8mx6hg5yqhbdvud9_thumb.png) (http://www.pictureshoster.com/viewer.php?file=wyk8mx6hg5yqhbdvud9.png)

Box 1) Dance
Box 2) Call other vampires
Box 3) walk faster
Box 4) Turn into a bat
Box 5) Normal from



If you have any suggestions on what I should change/add then feel free to point it out.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Ali on Sat 21/05/2011 22:44:40
Quote from: Armageddon on Sat 21/05/2011 21:20:10
IS it okay to add a color or 2? It's kinda hard to draw a UV Light without a lot of bright blues. :=

I'd say yes, but use purple rather than bright blue?
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Armageddon on Sat 21/05/2011 23:02:41
Quote from: Studio3 on Sat 21/05/2011 22:04:09
And I have a quick question. I have these buttons for the GUI. However I wanted to know what I should put for the second action set. (http://www.pictureshoster.com/thumbnails/wyk8mx6hg5yqhbdvud9_thumb.png) (http://www.pictureshoster.com/viewer.php?file=wyk8mx6hg5yqhbdvud9.png)

Box 1) Dance
Box 2) Call other vampires
Box 3) walk faster
Box 4) Turn into a bat
Box 5) Normal from



If you have any suggestions on what I should change/add then feel free to point it out.
That's fairly advanced and pointless, I thought we were doing something standard? Like walk,use,look.

Also I still can't see any of your pictures.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Icey on Sat 21/05/2011 23:07:36
Ok I will drop the actions2 set. I dont know why you cant see them though.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Hudders on Sat 21/05/2011 23:31:54
@Studio3: I don't feel like your GUI buttons fit the style at all. It's as if you've just transplanted buttons from one of your previous games.  :-\

@Tabata, abstauber & Ali: Awesome animations!
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Icey on Sun 22/05/2011 02:04:05
Those buttons are new. When ever I make buttons for my other games I use photoshop and usually the buttons have a gradient kind of color.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Hudders on Sun 22/05/2011 11:41:19
Maybe if you made them bigger? And clarified what some of them are?
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Tabata on Sun 22/05/2011 11:45:07
Perhaps this is a silly idea (but since I have no experience in making games â€" well, you know that already (http://www.adventure-treff.de/forum/images/smilies/icon_redface.gif))
I might be allowed to ask:

Can't we use this little fellow   (http://planetsmilies.net/alien-smiley-114.gif)   for the gui?  It's a free smilie for a free adventure, so I thought about that.

Little pics of it in different positions on the buttons could do the job:  Activated tasks could be shown by raising the arm for „use“, glowing the eye for „look“, open the mouth for talk, also showing some teeth for „bite“ and using two little balls or a little light-beam underneath for to give it feets could be used for "walk".
(... or making it a little bigger to come up by a right-click to activate the action by click on the eye, hand, ....)


I love cat's talk/bite icons â€" and whould like them to be used for the cursor design.  :D
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: cat on Sun 22/05/2011 12:16:03
Why not use the borg-guy as application icon?
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Ali on Sun 22/05/2011 20:03:30
I finished off a slipping animation, without the offending banana skin:

(http://i.imgur.com/BW9iY.gif)
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Hudders on Sun 22/05/2011 21:26:25
Quote from: Ali on Sun 22/05/2011 20:03:30
I finished off a slipping animation, without the offending banana skin:

(http://i.imgur.com/BW9iY.gif)

Aahahaha.

Poor guy.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Baron on Mon 23/05/2011 01:39:36
@ALI -Wayyyy awesome animation! 

@STUDIO3 -I have to say that I agree with most of the others that something a little more simplified is in order for the GUI.  It can be drop down (Sierra) or persistent at the bottom (Lucas Arts) or button activated -wherever whimsy takes you.  The verb-coin idea is intriguing as well....  But it shouldn't have more than the basics on it: walk, talk, bite, use, look, inventory and options.  My personal preference is to have talk & bite combined into one option since there will be very little overlap, if any, but suit yourself.

@CAT -I like your cursors, although I agree the eye could be tweaked a bit.  I think the consensus was that we needed a movement one too (if you haven't maxed out your commitment to the project  ;)).

@EVERYONE -I really feel as if we should be getting some of these wonderful assets into AGS so that we can see the fruits of our labour evolve into an actual game.  No one has thus far stepped forward with interest in importing sprites & backgrounds, but maybe this is due to the intimidating prospect of trying to gather the art from so many disparate sources.  So please, if you are posting an animation please also post the frames (or link to a file folder) so that whoever ends up with this job (probably me.....) can have an easy go at collecting everything.
       I know we played with the ideas of setting up character files and rooms separately and then trying to combine them all afterwards.  Is there still any appetite for this?  This would mean that actually implementing a character, say Merrick, would have to wait for him to be complete (instead of just partial views as he is now).  That could slow apparent progress, which could stall momentum.  On the other hand it would disperse the work load, which was the whole point of the experiment.....  Thoughts and ideas appreciated.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: abstauber on Mon 23/05/2011 09:00:07
QuoteSo please, if you are posting an animation please also post the frames (or link to a file folder) so that whoever ends up with this job (probably me.....) can have an easy go at collecting everything.

Huh? What's wrong with importing .gif frames? That's the fastest thing you can have.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Grim on Mon 23/05/2011 20:50:30
I've done the lab. Wasn't sure where that laser was supposed to be... And there's no mirror or chair but I think they will have to be done as objects anyway?...

Do I send it to Baron?

(http://i.imgur.com/33dHm.png)



(http://i.imgur.com/33dHm.png)

EDIT: Updated to non-jpg version. It's a png now.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Khris on Mon 23/05/2011 22:14:17
Just post the non-jpg version so people can save the image right off the browser.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Armageddon on Tue 24/05/2011 23:58:46
I don't know if anyone has called it but I would like to draw the title screen and logo and maybe the menu to start the game?
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: TomatoesInTheHead on Wed 25/05/2011 10:42:14
For a title screen, we need a title, of course.

Title ideas, from this thread (including some joke titles) and new ones:

"Curse of The Swarm"
"Drop by Drop" - It's related to the vampire and also to "the drops" given from a lot of artists to make the game. (says Tabata :))
"Chronicles of Merrick"
"Merrick's Quest"
"Merrick's Euest" - because my E key is not working properly...
"Merrick's Euesthesia"
"No Euest For The Wicked."
"The Importance of Being Euest"
"The Experiment" - referring to the vampire experiment and the swarm experiment
"In the Fangs of Science" - referring to the story, who would have guessed.
"Another One Bites the Dust" - because Merrick's biting!
"Merrick on a Bloody Rampage" or only "A/The Bloody Rampage"

Okay, my barely creative hour is over... now you decide! (and may of course suggest other titles, but to reach a compromise fast, it's probably best to also state your favorite title(s) from the present suggestions)
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Hudders on Wed 25/05/2011 10:46:17
I've been trying to think of a robot / vampire pun for about an hour. So far, no luck.


I had a rather complicated idea for a animated swarm logo whereby lots of bats or insects would swarm in to take the form of a silhouette of a person but that would be far beyond my own capabilities. :D
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: abstauber on Wed 25/05/2011 12:52:52
À propos "No Euest for the wicked", music from those fellas would make a nice soundtrack:
http://www.youtube.com/watch?v=tLk9uKuOGGo

Or at least it's nice to hear while working for the swarm.


Btw. as soon as there are written character portraits for the vampire twins, I'd like to draw their portraits as well.

Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Snarky on Wed 25/05/2011 13:31:31
Something around "transfusion," going with the blood theme and cyborgs being about fusing with transistors?
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Wyz on Wed 25/05/2011 14:02:18
I'll throw in a few more:

They made me (do it) -- refers to Merrick's blood thirst begin caused by the experiments
Science has fangs -- alteration on "In the Fangs of Science"
Blood, sweat and Fangs
Merricks' merit -- alliteration is always nice ;)
Fangsition -- as proposed by Snarky
Quest for Blood
I will only hurt a second -- could refer to the operation merrick has had, or him biting his victims.
Cyvamp / Vamborg / Biompire / Vamonic / Vambionic -- definition of what Merrick has become

Further more the game should somewhere have this dialog: ;D
Someone not giving in: "Bite me!"
Merrick: "I will!"
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Hudders on Wed 25/05/2011 14:21:12
Quote from: Wyz on Wed 25/05/2011 14:02:18
Blood, sweat and Fangs

Blood, sweat and gears

I knew there was a pun there somewhere!
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Snarky on Wed 25/05/2011 14:46:40
Quote from: Wyz on Wed 25/05/2011 14:02:18
Fangsition -- as proposed by Snarky

WTF  ???
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Baron on Wed 25/05/2011 15:28:16
Draculator -Dracula + Calulator
Twibyte - Twilight + Byte
Internet with the Vampire -I'm just getting silly now
Amp Ire -The rage of amperes!
Vamperage -Vampire + amperage
So Now I'm a Cyborg-Vampire... Simplifies marketing
Vionic Vampire + Bionic
Escape From Base 13 -implies plot objective
Trance Fusion -Snarky's idea with the foggy mindset of someone who wakes up after an operation
Blood-Debt & Gears Hudder's idea: not a lot of sweat in-game, but there is a theme of pay-back.

        Now that I've further confused the process by adding yet more options I will retire again to the shadows.  Muwuhahahahahahaa!!!!!

         
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Igor Hardy on Wed 25/05/2011 15:52:18
I like Vamborg and Draculator. A lot of fun title ideas, but most of them too complex to win over the mass audience.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: cat on Wed 25/05/2011 16:03:12
What about a combination like Vamborg - Curse of The Swarm
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Hudders on Wed 25/05/2011 16:42:21
I was a teenage Draculator.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Tabata on Wed 25/05/2011 17:31:13
Vamborg is nice, but if you don't know about this project, it's hard to get an idea, what this is about.
Draculator is much more easier for not involved people and I like the sound of it!  :D

... and I would like it even more, if there is a way to find an ambiguous title, referring to the game and the swarm.

For example like:  
The Experiment with Draculator
Experiment with Draculator - to be Assimilated
Draculator - Assimilated
Draculator of The Swarm
Draculator of The Swarm â€" an Experiment


... ... you know what I mean?



Edit:
@Grim:
Nice lab â€" I already tried to pull the plug    ;) 

@ abstauber:
The music would be nice to start the game with until the first dialogs appear  :D

@all:
We still need someone for to give this little big fellow a chance smashing into the guardroom and have a bit of fun:
(http://www.bildermonster24.de/images/286_swarmrobo2a_tab2.gif)
He is waiting for a little action    8)   Someone for to do the guardroom-background?
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Grim on Wed 25/05/2011 20:17:58
Don't know why but I really chuckled at "Internet with the vampire"... :)
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Igor Hardy on Wed 25/05/2011 22:16:29
My Secret Draculator
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Tabata on Wed 25/05/2011 23:27:14
I thought about something like this, by using the little guy as application icon:

          (http://www.bildermonster24.de/images/961_robby_look_tab.gif)             (http://www.bildermonster24.de/images/269_robby_talk_bite_tab.gif)             (http://www.bildermonster24.de/images/113_robby_use_tab.gif)             (http://www.bildermonster24.de/images/400_robby_walk_tab.gif)
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Baron on Wed 25/05/2011 23:52:23
Quote from: Tabata on Wed 25/05/2011 23:27:14
I thought about something like this, by using the little guy as application icon:

          (http://www.bildermonster24.de/images/961_robby_look_tab.gif)             (http://www.bildermonster24.de/images/269_robby_talk_bite_tab.gif)             (http://www.bildermonster24.de/images/113_robby_use_tab.gif)             (http://www.bildermonster24.de/images/400_robby_walk_tab.gif)

Nice idea!  I'm not sure how well they'd register in 320x200 game (they are almost half the size of our main character):
(http://www.bildermonster24.de/images/400_robby_walk_tab.gif)(http://www.vanwijst.com/games/swarm/merrick_basic.PNG)

Once we get a build together we'll try them out to see how they look, though.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Hudders on Thu 26/05/2011 07:24:03
They could just be the cursor and we could eschew the traditional GUI completely in favour of a left click do action, right click change mode system.

They may need to be emphasised though.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Scarab on Thu 26/05/2011 12:18:52
In regards to vampire/technology based plays on words, I rather like the thought of having something along the lines of 'The Byte of a Vampire'
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Kweepa on Thu 26/05/2011 14:12:29
"Byte" works.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Hudders on Thu 26/05/2011 14:35:49
Stake of the art.

Bleeding edge.

Byte marks.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Jackpumpkinhead on Thu 26/05/2011 16:07:21
i didnt think it would happen but i think i have been assimilated
"Resistance is Futile"

i have an idea about the "vampire twins"
i think there should be more female characters so why not the vampire twins be lady vamps
also why not have them be sort of a yin yang type twins, one has blonde/white hair and the other black
a la  Kyle & Ken Katayanagi from "Scott Pilgrim" (http://scottpilgrim.wikia.com/wiki/Kyle_%26_Ken_Katayanagi)
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Tabata on Thu 26/05/2011 16:19:52
Yeah â€" one more (http://smilies-smilies.de/smilies/tanzII_smilies/tanz42.gif) We are growing!


„Daculator - Resistance is Futile“ whould be a nice title, too.


I am in favor of Baron selects a Title!  (http://planetsmilies.net/alien-smiley-114.gif)
Since he is the „daddy“ of this project, he should be allowed to choose the name of „his baby“  ;D
- and suggestions we already have many  8)
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Jackpumpkinhead on Thu 26/05/2011 17:30:49
I think I am gonna take a crack at the vampire twins
are these vampire twins also cyborgs?
Also I think it would be a good idea to give our hero the ability to transform into a cyborg bat
Some how integrate that ability into some sort of puzzle
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Hudders on Thu 26/05/2011 20:07:03
There should be a puzzle where Merrick is blocked from going through a door because there is a crucifix above it.

The puzzle is solved by altering the sigil in some way so that it no longer resembles a crucifix.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Tabata on Thu 26/05/2011 21:27:09
Quote from: Hudders on Thu 26/05/2011 20:07:03
There should be a puzzle where Merrick is blocked from going through a door because there is a crucifix above it.

The puzzle is solved by altering the sigil in some way so that it no longer resembles a crucifix.

It has do be dark around the crucifix, otherwhise it would be easily solved by using the robot probe because ...

Quote from: Snarky on Sat 30/04/2011 11:05:19
...  his robot enhancement includes a small flying probe or drone or what have you that he can send out and control remotely. It can only do very simple tasks (give things a gentle push, perhaps carry one item). And it runs on solar power!

So you can have a general game mechanic where he has to stay in shadows and dark areas, and must send the probe out to do stuff for him in the light, maybe flip switches, push things so they fall over, pick up or drop items, etc. Maybe draw the curtains or even itself cast shadows for you to stay in. And it will only move in light areas.

... but if you can switch the light on and the light won't reach the crucifix you need do search for liquid and „stuff“ to get a mash (to be thrown at the crucifix) for example.

Maybe Technocrat will spend this little piece from TB3 to the swarm to implement it in here? (http://i646.photobucket.com/albums/uu190/webkinzpost/Smilies/ththPrettyPleaseCherry.gif)

If you didn't play Technobabylon III until now, don't read the spoiler!
Spoiler
Do you remember Latha doing something like this?
[close]
... so I thought the coding could be used here (or whatever it is called (http://www.adventure-treff.de/forum/images/smilies/icon_redface.gif) â€" you know, what I mean for sure)

                                    (http://i646.photobucket.com/albums/uu190/webkinzpost/Smilies/evil-1.gif)
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Armageddon on Thu 26/05/2011 23:02:17
The Chronicles of Merrick in:

Byte Of the Dead.


This should so be able to have a sequel.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Baron on Fri 27/05/2011 03:08:51
Quote from: Tabata on Thu 26/05/2011 16:19:52
I am in favor of Baron selects a Title!  (http://planetsmilies.net/alien-smiley-114.gif)
Since he is the „daddy“ of this project, he should be allowed to choose the name of „his baby“  ;D
- and suggestions we already have many  8)

Ha!  I was just thinking today, the thing in life I need most is more parental responsibility!  Thanks.

Of course there's a point, as with the plot and the Merrick sprite, where someone has to put their foot down and make an executive decision so we can move on.  I don't think we've reached that point with the title ideas yet: I'm still getting a kick out of them.  There are several that would make pretty decent titles, but I'm still holding out for that true gem:  a double entendre that is way cool but also cryptically relates to how the game was developed.  Anyway, if we can't find such a title I'll pick the best ten and put it to a vote.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Crimson Wizard on Fri 27/05/2011 07:09:01
Hey, umm, I wondered if I can participate in this :)
If that wasn't taken yet, can I try drawing GUARDROOM background?
If yes, I have following question: is there any detailed description of what should be in there? I understand that there should be a passage to EXERCISE YARD, a place to put a big hole where robot breaks in. What else? Design document sais "something is happening just beyond, there are flashes of light -gunfire" - where are those flashes coming from (sorry if I missed something), the yard, or elsewhere?

PS. I could find an hour (or more) either today's evening or on weekend.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Hudders on Fri 27/05/2011 09:28:30
There needs to be an exit to the cockroach-infested storeroom Merrick takes refuge in.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Jackpumpkinhead on Fri 27/05/2011 15:28:21
okay here is my Twins
let me know what you think

(http://i898.photobucket.com/albums/ac187/Jackpumpkinhead85/other/VampTwins.png)(http://i898.photobucket.com/albums/ac187/Jackpumpkinhead85/other/VampTwinsresized.png)
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Tabata on Fri 27/05/2011 18:23:04
Wonderful â€" another one's infected (http://bestsmileys.com/lol/10.gif)

@Crimson Wizard:
You can use the test background including the references for the colours from Ali (page 2, relpy # 31) to start and you should read the notes of Baron about the guardroom (page 3, relpy # 43) and there has to be the hole in the wall (where the robo smashed, when breaking through).


@ Jackpumpkinhead:
I really like your twins! (http://i299.photobucket.com/albums/mm313/DXcellence/Smilies/eusa_clap.gif)
The only little thing, I would change, is their hair over the eyes (to become their eyes more evil) and the hands of the right one a bit darker because they are bareley to see. 
I mean something like this:
(http://www.bildermonster24.de/images/236_VampTwins_tab.png)(http://www.bildermonster24.de/images/236_VampTwins_tab.png)
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Igor Hardy on Sat 28/05/2011 00:33:24
With our title I just realized we should really try to milk its possible similarities to the name of the new Amanita Design adventure game Botanicula: http://adventuregamers.com/gameinfo.php?id=1913

Bionicula?

Bot-acula?

RoBotonicula?

Iron Bat-man?
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Scarab on Sat 28/05/2011 11:08:48
I made something resembling a down walkcycle, it's the first I've ever done, and I'm not too happy with it, but at worst it can work as a placeholder.

(http://scarab117.webs.com/photos/Blood/VertWalk.gif)(http://scarab117.webs.com/photos/Blood/VertWalk.gif)

Notes:
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Baron on Sun 29/05/2011 03:30:48
Quote from: Hudders on Fri 27/05/2011 09:28:30
There needs to be an exit to the cockroach-infested storeroom Merrick takes refuge in.

Easy there!  Let's not be adding extra rooms.  If he must take refuge it should be behind the debris created when the robot monster bursts through the wall, or some other pre-existing obstacle (the cockroaches can just be on the guardroom floor or swarming around a hole/crack in the wall).  So room requirements for guardroom as I see them are: exit to exercise yard (at left?) and exit to "beyond" where soldiers are fighting robot (never used, at top or right).  The guards might be up against the wall with guns ready (requiring some open wall space) or behind obstacles like tipped tables or in doorways.  There also needs to be a gas main out of reach, with a lever/valve for the probe to use to open (perhaps it is only viable because part of the roof will cave in letting in sunlight in a shaft between the vampire twins/robot and Merrck (the probe is still solar powered, correct?).  The pipe will have to break one side of the valve as a consequence of the robot bursting in, and the valve should appear to be "off" as a clue (maybe warning signs as well?  Although that would be hard at this resolution...)  This is the most complicated room since it will really be two distinct rooms: a guardroom and then a shoddy ruin of a guardroom.

Quote from: Hudders on Thu 26/05/2011 20:07:03
There should be a puzzle where Merrick is blocked from going through a door because there is a crucifix above it.

The puzzle is solved by altering the sigil in some way so that it no longer resembles a crucifix.

Not a bad idea.  This could be in the lab where Merrick starts or in the hallway.  I think the solution would be to use alphabet magnets from the fridge door ("e", "x" & "i") which you can stick up next to the crucifix to make the word exit (once the cross becomes a "T" it is no longer a cross....).

@ SPRITE ARTISTS: The most recent sprites are all very nice!.  I agree that backing the hair off the evil eyebrows is probably a good idea.  I think the downward walkcycle is pretty good: the way he shuffles is kind of mechanical, but that's not necessarily a liability with this particular character.  I say we go with it until/unless someone finds an hour to improve upon it.  I definitely like the lighter pants too -If anyone is dead against this please say so (otherwise I'm going to change all sprites over to conform).

 
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Hudders on Sun 29/05/2011 17:20:34
Quote from: Baron on Sun 29/05/2011 03:30:48
Quote from: Hudders on Fri 27/05/2011 09:28:30
There needs to be an exit to the cockroach-infested storeroom Merrick takes refuge in.

Easy there!  Let's not be adding extra rooms.  If he must take refuge it should be behind the debris created when the robot monster bursts through the wall, or some other pre-existing obstacle

Excellent point. I am glad you're here to rein us all in.  ;D

Quote from: Baron on Sun 29/05/2011 03:30:48
Quote from: Hudders on Thu 26/05/2011 20:07:03
There should be a puzzle where Merrick is blocked from going through a door because there is a crucifix above it.

The puzzle is solved by altering the sigil in some way so that it no longer resembles a crucifix.

Not a bad idea.  This could be in the lab where Merrick starts or in the hallway.  I think the solution would be to use alphabet magnets from the fridge door ("e", "x" & "i") which you can stick up next to the crucifix to make the word exit (once the cross becomes a "T" it is no longer a cross....).

Awesome idea!
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Baron on Mon 30/05/2011 04:14:36
     I wasn't feeling my other project tonight so I put in a couple hours swarming: specifically plugging a couple of our assets into a very very rough game. (http://www.vanwijst.com/games/swarm/crowdventure_may_29.zip)  All you can do is walk from one room to the other (not even the correct one, at that), but at least you can begin to see an actual game emerging.  Truthfully I spent all of twenty minutes on the AGS part and the rest of the time tweaking Merrick sprites (including the creation of a very slap-dash backwards walkcycle.  It's still 99% Scarab's work, but I changed the leg colours of the side profile and meddled a bit with the cape and shoulder twisting in both the front and side walkcycles.  Comments & ideas appreciated.
     The real motivation for me to do this was to grab two in-game screenshots so that we can start a GIP thread and recruit more labour from there.  Unfortunately I'm too tired to do it this evening but hopefully tomorrow.  Just remember that this is the development thread where we can share and critique assets, discuss plot without spoilers and plan future initiatives, while the GIP thread will be only for promotional and recruitment purposes.
     
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Hudders on Mon 30/05/2011 22:28:19
That looks great. The walkcycles, (except "up" - that could use some work), work really well and the idle animation on the scientist is perfect.

Has someone signed up for music yet? We really need some  music. I have a midi version of The Monster Mash that I played in the background while I tested out the game. It amused me greatly.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Baron on Tue 31/05/2011 01:35:03
We've got four musicians at last count, but no one interested in Musical Direction yet.  I think it's important we get a bit of direction first (like Ali's artistic direction), just to keep all the musicians on the same page.

Edit:  On a completely unrelated note, what do people think of the name Fang Drone.  Fangs are the most distinctive bit of a vampire, while drone is one of the few synonyms for cyborg but also refers to the member of a swarm (slipped it in there!).  Sure, it lacks that double entendre element, but I thought I'd throw it out there in case anyone could make that work.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Hudders on Tue 31/05/2011 09:44:13
Fangs for the (read-only) memories.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Igor Hardy on Tue 31/05/2011 09:49:12
New Starcraft II game subtitle that could be ripped off and milked (vampirized): Heart of the Swarm (http://kotaku.com/5806131/)

So it could be something like... Draculator II: Heart of the Swarm
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Icey on Tue 31/05/2011 20:55:57
@Ascovel: I noticed that today on youtube.

Btw, I changed the GUI now and here it is (http://www.mediafire.com/?78ifdtkmdcc4415). What ever you don't need just take off.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Hudders on Tue 31/05/2011 21:29:44
Quote from: Ascovel on Tue 31/05/2011 09:49:12
So it could be something like... Draculator II: Heart of the Swarm

We should make it a sequel to a non-existent original. With lots of references to things that never happened.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Atelier on Tue 31/05/2011 21:34:33
Quote from: Hudders on Tue 31/05/2011 21:29:44
Quote from: Ascovel on Tue 31/05/2011 09:49:12
So it could be something like... Draculator II: Heart of the Swarm

We should make it a sequel to a non-existent original. With lots of references to things that never happened.

Lol that could be hilarious, make the player feel like they're really missing out on something good.

I can just see the help topics now *dream cloud above head*

Draculator I missing from database?
Help finding original Draculator?
Stuck on Draculator II... can't find Disk 1!!
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Armageddon on Wed 01/06/2011 09:26:16
Quote from: Atelier on Tue 31/05/2011 21:34:33
Quote from: Hudders on Tue 31/05/2011 21:29:44
Quote from: Ascovel on Tue 31/05/2011 09:49:12
So it could be something like... Draculator II: Heart of the Swarm

We should make it a sequel to a non-existent original. With lots of references to things that never happened.

Lol that could be hilarious, make the player feel like they're really missing out on something good.

I can just see the help topics now *dream cloud above head*

Draculator I missing from database?
Help finding original Draculator?
Stuck on Draculator II... can't find Disk 1!!
This idea is epic! There can even be an unsolvable mini-puzzle that you can only figure out by playing a non-existent game. And then after this we can make the first one, like a prequel.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Grim on Wed 01/06/2011 22:26:57
Quote from: Armageddon on Wed 01/06/2011 09:26:16
And then after this we can make the first one, like a prequel.

I'm sure Icey is already working on that one;)
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Baron on Wed 01/06/2011 22:40:35
Name voting in progress!  You are eligible to vote if you have posted in this thread at some point after the project got going.  If you didn't receive a PM then the gist of the process is this: rank your preferences of the following (1 being highest) and PM them to me by Saturday night.

Your options in alphabetical order:

Another One Bytes the Rust
Blood, Sweat & Gears
Byte
Chronicles of Merrick
Compute Borgula
Draculator II
Fang Drone
Vambionic
Vamborg
VampeRage

      May the best name win!  If there are two close contenders we will try to splice them (overall name + episode name, probably).

EDIT:
I played a bit with Merrick's back animation while keeping an eye on the hockey game this evening.  The old slapped together one: (http://www.vanwijst.com/games/swarm/merrick_back_old.gif)

And now my latest attempt: (http://www.vanwijst.com/games/swarm/merrick_back_good.gif)

Improvement?

So, for those of you who haven't seen the rough game mock-up, this is Merrick's proposed walk-cycle:
(http://www.vanwijst.com/games/swarm/merrick_left.gif)(http://www.vanwijst.com/games/swarm/merrick_front.gif)(http://www.vanwijst.com/games/swarm/merrick_right.gif)(http://www.vanwijst.com/games/swarm/merrick_back_good.gif) (http://www.vanwijst.com/games/swarm/merrick_left.gif)(http://www.vanwijst.com/games/swarm/merrick_front.gif)(http://www.vanwijst.com/games/swarm/merrick_right.gif)(http://www.vanwijst.com/games/swarm/merrick_back_good.gif)

And here is the new sprite master (only leg shades have changed):(http://www.vanwijst.com/games/swarm/merrick_basic.PNG)
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Baron on Sat 04/06/2011 03:26:46
Sorry for the double post, but this is time sensitive:

LAST DAY TO VOTE!

I've heard from 50% of the eligible electorate so far, which isn't bad for only two days, but I'd really like everyone's voice to count.  Results to be announced in just under 23 hours!
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Baron on Sun 05/06/2011 01:48:58
Polls closed!  Voter turnout is 72%, which means modern democracies should get their citizens to make more adventure games if they want to see more of them participating in the polls.

ROUND ONE
(Percentages are approximate and may not add up to 100)

Draculator II 29%
Byte 24%
Another One Bytes the Rust 15%
Chronicles of Merrick 15%
Blood, Sweat & Gears 10%
Vamborg 4%
VampeRage 4%
Compute Borgula 0%
Fang Drone 0%
Vambionic 0%

  Those strikeouts mean those options have now been eliminated, and their votes will be redistributed to the other names in the next rounds.  Remember a name must cross the 50% threshold to win -this is far from over!  Back in a bit with second round results....

ROUND TWO
(Percentages are approximate and may not add up to 100)

Draculator II 33%
Byte 24%
Chronicles of Merrick 19%
Another One Bytes the Rust 15%
Blood, Sweat & Gears 10%
Vamborg 0%
VampeRage 0%
Compute Borgula 0%
Fang Drone 0%
Vambionic 0%

    So Blood, Sweat & Gears is eliminated and Draculator II inches closer to clinching.... how exciting!  Round three coming up.


ROUND THREE
(Percentages are approximate and may not add up to 100)

Draculator II 43%
Byte 24%
Chronicles of Merrick 19%
Another One Bytes the Rust 15%
Blood, Sweat & Gears 0%
Vamborg 0%
VampeRage 0%
Compute Borgula 0%
Fang Drone 0%
Vambionic 0%

     Well, THAT was a pretty one sided round.  D2's lead looks like it is becoming insurmountable, but we'll play this out until we get to that magic 50% +1.

ROUND FOUR
(Percentages are approximate and may not add up to 100)

Draculator II 48%
Byte 29%
Chronicles of Merrick 24%
Another One Bytes the Rust 0%
Blood, Sweat & Gears 0%
Vamborg 0%
VampeRage 0%
Compute Borgula 0%
Fang Drone 0%
Vambionic 0%

     Looks like we're going to the final round after all!  There's an odd number of ballots so this process will end next round.  Drum roll: badda badda badda badda badda badda badda badda...........

ROUND FIVE
(Percentages are approximate and may not add up to 100)

Draculator II 53%
Byte 43%
Chronicles of Merrick 0%
Another One Bytes the Rust 0%
Blood, Sweat & Gears 0%
Vamborg 0%
VampeRage 0%
Compute Borgula 0%
Fang Drone 0%
Vambionic 0%

       So DRACULATOR II is our game name!  Awesome.  In the end there was one ballot that ran out of options, so it was discarded.  I don't see any way to combine the names, although Byte could be part of the subtitle I suppose (subtitles are common in sequels....).  Thanks everyone for adding your two-cents!

Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Ali on Sun 05/06/2011 02:26:54
I think the only solution is to have a coalition title which satisfies no one. That's what we did in Britain.

By the way, I really don't get Draculator II. Surely people will think the game is a sequel and not play it because they haven't played the original? What will happen when we do make the sequel?

We have to adopt a comprehensible numbering system, this isn't Final Fantasy. Or an Edward Gorey book. Although that would be cool.
Title: Re: Swarm Development: Experimental Game in Progress! ("Project Crowd-venture")
Post by: Hudders on Sun 05/06/2011 12:57:02
Quote from: Ali on Sun 05/06/2011 02:26:54
What will happen when we do make the sequel?

Draculator IV

Quote from: Baron on Sun 05/06/2011 01:48:58
I don't see any way to combine the names

Another One Bytes the Rust, Chronicles of Merrick and Blood, Sweat & Gears would all work as subtitles.
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Icey on Sun 05/06/2011 15:31:04
I think it should be called Draculator, Then we would be better off making a prequel. But if you do keep that name then we must make a prequel ;) 
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Baron on Mon 06/06/2011 01:38:08
I don't really see the issue with non-linear numbering.  For two decades Star Wars started with episode IV, and then there was Douglas Adams' trilogy of four (which actually ran to five books..... ok, not a linear thing, but still an irrational use of numbers).  To be honest I didn't vote for Draculator II, but I think once the name's been around for a while we'll wonder that we ever contemplated calling the game anything else.

Edit: Draculator II GIP thread is now up with most recent screenshots (including Tabata's cursors and Ali's patrolling guard).
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Armageddon on Mon 06/06/2011 05:45:43
I'm not a fan of the cursors, simply because they are ripped off from a real smiley.
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Secret Fawful on Mon 06/06/2011 07:45:15
Decided to give a shot at the vampiress twins closeup portraits-

(http://i.imgur.com/10AxJ.png)
(http://i.imgur.com/YmJVS.png)

Now I DO have a version of the blonde with exactly the same hairstyle, but I altered it slightly in this version in order to make her stand out in a subtle way from her sister. I have ideas for how I'll position their hands, and I may flip the blonde and reshade her to suit that, but I need feedback and suggestions before I attempt any of it. Basically I want to know if I'm on the right track or if any of these are usable. Took me well over an hour to make them.
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Armageddon on Mon 06/06/2011 07:59:08
Smile? ;D
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Secret Fawful on Mon 06/06/2011 08:24:13
(http://i.imgur.com/1MQyP.png)
(http://i.imgur.com/LiHNk.png)

Wish granted.  ;)
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Hudders on Mon 06/06/2011 09:08:49
After I read this:

QuoteMerrick will be made obedient with an IV of poodle blood.

I instantly thought of a living dog suspended on a pole like an IV, its blood being fed down a tube into the vampire.

This led me to think of a puzzle idea: the dog is alternately barking and gnawing at the wound the IV has made in its body. By talking to the dog you are given two dialogue options: "Good boy" and "Bad boy". By saying "Bad boy" when the dog is barking and "Good boy" when the dog is trying to escape, you create a situation whereby the dog *only* chews the IV and frees Merrick from the connection. When the dog completes its escape it jumps down from the pole and runs off into the darkness.
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Anian on Mon 06/06/2011 09:17:50
Quote from: Secret Fawful on Mon 06/06/2011 08:24:13
Wish granted.  ;)
God damn that's a creepy smile.  ;D
You might wanna think about lowering the eyes and eyebrows and ears just a tad though, think it'll give better proportions.
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: arj0n on Mon 06/06/2011 09:29:03
I was wondering, are there any (beta)testers needed for this project?

Edit:
looking at the first post it seems not.
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Igor Hardy on Mon 06/06/2011 10:31:04
Quote from: Secret Fawful on Mon 06/06/2011 08:24:13
(http://i.imgur.com/1MQyP.png)
(http://i.imgur.com/LiHNk.png)

Wish granted.  ;)

Cool vampire portraits, Fawful. Very Hammeresque. :)
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Wyz on Mon 06/06/2011 21:43:14
Quote from: Arj0n on Mon 06/06/2011 09:29:03
I was wondering, are there any (beta)testers needed for this project?

I'd say not yet.

I really like the twin portraits (the smiling versions), they look genuinely nefarious.
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Icey on Mon 06/06/2011 23:16:41
It would be cool to see that merrick had a evil brother. The evil brother was a failed experiment and long ago he escaped the factory. He later comes back and try's to kill the mad scientist.

But is he able to follow through with his plans? Well that's just up to baron if he decides to add that to the story.
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Secret Fawful on Mon 06/06/2011 23:59:22
Okay, thanks for the replies. This is what I've got so far.

(http://i.imgur.com/sMkRz.png)
(http://i.imgur.com/orRut.png)

So I fixed the eyes, eyebrows, and ears on both of these characters, but I decided that having them both facing the same direction would be infinitely boring, so I flipped the blonde around and reshaded and reworked her so she would be on the right side of the screen or so. So, I'm thinking of drawing in one's hand (black) resting on her bosom, and the other (blonde) biting her fingernail, but I'm not sure exactly how much animation you're planning on having for closeups, so both of those things might work against the shots. So, if you have any more suggestions, let me know.

I'm also curious on what exactly you guys want the Exit Cutscene BG, or Evening Sky to look like. I know you want Purple for it if it's night, so I'm basically wondering if you have any ideas on what you want for that, since I love drawing night shots.
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Baron on Tue 07/06/2011 04:06:53
Those vampire chicks are awesome HOT!  I say the more hands resting on bosoms, the better.  The finger in the mouth may be a nice touch.  These close ups will only be used in the final cutscene as the twins discuss Merrick's demise and their own escape from his explosion while travelling within the robot monster.  They will be a nice touch to reward the player and explain away loose ends, but besides talking to each other they won't be doing much.  So pose them in an interesting way and give them a few mouth movements for talking and I'd say they're pretty much done.

Cutscene backgrounds need not be very complicated at all, as the scenes will be dominated by foreground portraits talking (and only briefly at that, except for the lab ceiling for the beginning cutscene).  I wouldn't spend too much time on the cutscene backgrounds unless you really want to make a project out of it for its own sake.

In other news I've contacted the other BG artists and despite a few IRL setbacks they seem to be on track to deliver the rest of our in-game backgrounds.  I've got the rest of our assets imported into the latest  Rough Copy Build  (http://www.vanwijst.com/games/swarm/draculatorII_jun_6.zip).  Check out the new walking, the scientists idling, the exercise yard + patrolling guard, and the proposed smiley cursors.  Discussion on all aspects is welcomed, but do try to be constructive.

Moving forward, we're waiting on pick-up and biting animations before I can implement Tabata's fleeing and dying scientists, a robot probe (Studio3 has volunteered to draw it) for the banana gag to implement Ali's slipping and zapping of the guard animation.  Things we need that are still unassigned:

OBJECTS: umbrella, banana, probe (Studio3), restraining chair, poodle (?), fridge magnets (?), crucifix...  Also lighting "shafts" for the exercise yard (and hallway, guardroom once the rooms have been completed).

INVENTORY: design a standardized inventory icon and draw pictures of usable inventory inside.  What I can think of is a bag of blood (cheetah), carrots, alphabet magnets, solar probe, pine cone, banana (maybe), cockroach.

ROOMS: cutscene backgrounds -lab, night (Secret Fawful), pod interior

CHARACTERS: a generic guard character with gun ready for the final scene.  I suppose he should roughly look like Ali's guard.  We still need scientist close-ups, too.

CODING/AGS Assembly: I've been kind of puttering at this but I'd love if someone else was keen to take it on (I do have this other project I'm trying to make progress on....)

MUSIC DIRECTOR: Yes, still.  Someone to come up with a theme and very general guidelines (file format, instruments....) for the many musicians (5ish anyway) who are keen to do some composing.

I'm sure I'm still forgetting things -I'll go back over the design doc and update the first post when I get a little more time to myself.





Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Secret Fawful on Tue 07/06/2011 06:24:11
Okay, I'll continue to work on the twins. Here's a night sky background with the game pallette. If you have any suggestions let me know.

(http://i.imgur.com/4pbRb.png)
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Jared on Tue 07/06/2011 14:14:56
Hey, I'm keen to contribute something now that I've been basically ousted from a project I was working on... the most accessible option there seemed to be the guard. I've been getting a lot of sprite-y practice but I'm self-taught so I tend to still do slightly paint-over stuff still.

Made him a bigger black guy with a couple of signs of rank for the hell of it, give him a mild kind of 'boss character' appearance... which, when I stop to think about it is kinda the exact opposite of 'generic guard' but what the hell. Don't know if the gun's visible enough.

(http://i2.photobucket.com/albums/y25/THX113805/TOUGHGUARD-1.png)

Keen to help with writing, too, but the thread's a little bit difficult to follow at times..
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Baron on Wed 08/06/2011 02:52:00
Nice!

@ Secret Fawful -that background is really good -it's a shame to put characters in front of it!

@ Jared - that guard will do fine.  Once we have a background I might have you pose him a little differently, but I think stylistically he'll fit in great.  Sorry to hear about your other project -you're always welcome around here!  I must apologize for the muddled thread -it had been suggested that I set up a whole forum for the project but that seemed like a lot of work for such a short project.  In retrospect it probably would have made organization easier, but that benefit might itself have been compromised by the difficulty of getting people to sign up to yet another forum.  Something to think about for next time, I suppose....

I'm still waiting for feedback about the rough build, specifically the emoticon cursors.  Do they work?  Or should we go with something more conventional (ie Cat's submission)?
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Scarab on Wed 08/06/2011 17:48:04
Quote from: Baron on Wed 08/06/2011 02:52:00
I'm still waiting for feedback about the rough build, specifically the emoticon cursors.  Do they work?  Or should we go with something more conventional (ie Cat's submission)?

I think the current cursor definitely needs to go, for these reasons:

a) They clash stylistically, (Thick black outline rather than a volumetric shading that most of the other assets use).

b) The way it hops around relative to the pointer each time you right click is jarring, because it's the same base image, and it's distracting to see it hop around when the illusion is that the character is just changing poses, rather than a new image being swapped in.

c) To be honest... it's a bit tacky. Although it has been animated specifically for this project, it still reads to me as some smiley ripped off the Internet that's been shoe-horned in. Especially because it does not specifically resemble the protagonist.

I'd be happy to see a variation of Cat's cursors come back. Or perhaps a cyborg bat could be the cursor? Flapping its wings for Walk To, clenching and unclenching its feet for Use, glowing eyes for look and exposed fangs/ biting for Talk/Bite? The bat that  Sephiroth drew (http://www.adventuregamestudio.co.uk/yabb/index.php?topic=43340.msg578490#msg578490) earlier could probably be adapted to make this work. I could mock something up if that idea interests anyone.
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: selmiak on Wed 08/06/2011 18:09:48
I want to join in on the fun, but I'm too lazy to read the whole thread, I just want to paint a bg and then sometime in the future play the final game =)

okay, I red the style guidelines and see what is left:

6) Intro Cutscene (lab ceiling behind talking doctor)
8 ) Exit Cutscene 2 (robot monster interior behind talking vampire twins)

are there any plot details related to these two background already known and where can I find them?
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Jackpumpkinhead on Wed 08/06/2011 19:52:25
Quote from: Secret Fawful on Mon 06/06/2011 23:59:22
Okay, thanks for the replies. This is what I've got so far.

(http://i.imgur.com/sMkRz.png)
(http://i.imgur.com/orRut.png)


my only suggestion is to give them more of a Vampirella/Elvira look with the hair
that was kind of the look i was going for when i did the sprites
besides that they look great!!
;D
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Secret Fawful on Thu 09/06/2011 06:46:31
I did some heavy edits to get them to look more like Jackpumpkinhead originally intended. The only two things I made slightly different between the sprites and the portraits is a bit of long hair on one side, and I gave the dark-haired vampiress purple lipstick.

(http://i.imgur.com/NpMyu.png) (http://i.imgur.com/rerjI.png)

Let me know if these are good as the finals or not, so I can work on the talking animations.
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Armageddon on Thu 09/06/2011 07:05:50
I think most girls chew their pinky finger, not their index.

Also why is the one on the black dress pressing her... Area. ;)
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Secret Fawful on Thu 09/06/2011 07:09:17
Because it's freaking sexy. Also, should they be looking at each other? I just realized I have no clue how you're portraying close ups; from the doctor close up I assumed that you were having characters looking at the "camera" when speaking.
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Jackpumpkinhead on Thu 09/06/2011 17:00:01
the only other thing i would do is extend their fangs to kinda come out of their mouths
also i was thinking more like this hair
(http://images.halloweencostumes.org/womens-short-vampire-wig.jpg)
but instead of the point just make it straight across
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Baron on Fri 10/06/2011 02:10:15
I think looking more or less at the camera is fine -the exchange will be too short for anyone to get bored.  If it drags on we'll just get Secret Fawful to animate the dark vampire's arm a bit: that'll keep everybody interested!

It's hard to see the exact hairstyle of JPH's in-game sprites so I'd just go with whatever looks good.  My personal preference would be the curly hair.  I also think the blond one would look more un-dead if she also had purple lips.

As for cursors, these are the ones currently in the game for those of you who haven't checked out the rough build:

  (http://www.bildermonster24.de/images/961_robby_look_tab.gif)             (http://www.bildermonster24.de/images/269_robby_talk_bite_tab.gif)             (http://www.bildermonster24.de/images/113_robby_use_tab.gif)             (http://www.bildermonster24.de/images/400_robby_walk_tab.gif)

we have Cat's originals as an alternative: (http://img156.imageshack.us/img156/484/swarmicons.png) 
I think there were some potato comments and they were never developed further. 

  I suppose Studio3's GUI submission could also provide the basis for cursors:

(http://www.pictureshoster.com/thumbnails/wyk8mx6hg5yqhbdvud9_thumb.png)

That gives us three options.  I need preferences stated or alternative suggestions in visual form so that we can move on.  My next implementation binge will be over the weekend so you have roughly 2 days to have your say.
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: vertigoaddict on Fri 10/06/2011 02:45:41
Hmm... I like Tabata's a lot because it's really cute, but it might be a little hard to see what's really happening when you're clicking fast trying to get to the right cursor.

I didn't realise Cat's eye was an eye until much later on (kinda slow today anyways)

I think studio 3's first action cursor set is the easiest to understand (although maybe adding a spearhead at one of the corners might help to know where the tip is), the forward symbol as a walk cursor is a nice touch.

I really like Tabata's but Studio 3's is more practical
Spoiler
something I never thought I'd say
[close]

NB: The R1 and R2 buttons... I don't see a use for them

@ Secret Fawful

Maybe you can give the brunette bangs and return the blonde's hair to how it was previously (I just think she looks prettier with wavy-er hair but that's really just preference)
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Icey on Fri 10/06/2011 03:23:49
Thanks, The R1 & R2 were A1 & A2. A1 stands for action set 1(walk,talk,look,etc...)

After looking a some swarm game when some blue things I thought this would be a game were you would create vampires and control them in a group. So A2 would be these fun little thing s you could have the group do.
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Icey on Fri 10/06/2011 03:32:19
Btw, I finished the robot.

(http://www.pictureshoster.com/files/ymemlfffsjxwurqy0hka.png)
(http://www.pictureshoster.com/files/ymemlfffsjxwurqy0hka.png)

Now when I was making it I thought hey, this looks to much like a wall-E copy and I said I didn't want to make a R2-D2 copy ether. So I thought of that little robot vacuum thing. I thought I could make a ball and put a another ball in between it so it can move. It picks up things with some type of gravitational force and holds it over it's head until it wants to trash it. It has a hole in the top of it's head that can be used to melt anything that goes inside it.






Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Secret Fawful on Fri 10/06/2011 04:40:39
Okay, so anian messaged me and we spent some time going over some improvements on the vampiresses, and he sent me an edit of a more current version I had with some ideas on how to improve them. Needless to say, I loved them, so I worked off of his edit on the blonde and reworked, again, both vampiresses, also taking into account Jackpumpkinhead's reference picture. I also took vertigoaddict's suggestion, so I made two different versions of the current blonde for you to choose between.

(http://i.imgur.com/JD6oV.png) (http://i.imgur.com/oCASU.png) (http://i.imgur.com/uG0Qs.png)
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: cat on Fri 10/06/2011 08:23:08
Quote from: Baron on Fri 10/06/2011 02:10:15
we have Cat's originals as an alternative: (http://img156.imageshack.us/img156/484/swarmicons.png) 
I think there were some potato comments and they were never developed further. 

Well, I was hoping someone might do a paintover. I admit the eye didn't turn out very good.
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Anian on Fri 10/06/2011 08:46:20
Quote from: Baron on Fri 10/06/2011 02:10:15
As for cursors, these are the ones currently in the game for those of you who haven't checked out the rough build:

 (http://www.bildermonster24.de/images/961_robby_look_tab.gif)             (http://www.bildermonster24.de/images/269_robby_talk_bite_tab.gif)             (http://www.bildermonster24.de/images/113_robby_use_tab.gif)             (http://www.bildermonster24.de/images/400_robby_walk_tab.gif)
I don't know about those. As an image it looks cool, but it took me some time to figure out what actually means what (though I might be slow that's all, wouldn't be the first time) and also it's kind of hard to tell what you're actually clicking on since when you click on an item it's usually blocked/hidden behind the mouse cursor...
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Hudders on Fri 10/06/2011 10:02:13
Sorry to say that I don't like any of the cursors.

Why not just have a generic one and go with a right-click look, left-click action set up? So if you click on the ground he moves, if you click on a person he bites them, etc?
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Tabata on Fri 10/06/2011 11:29:42
Wow, there are a lot of nice, new entrys!  :o

The background and the vampire-twins are well made and Baron did a great job on the rough build, where the animated guard shows really good.
I never thought, that the little fellow would do such a nice job as cursor. I like it, but I think, we need a little, white cross or something like this in the upper left corner for to point at exact places and it was a bit irritating, that it changed position when right-clicking.

(I don't want to see my next handy-bill  :-\ - but I couldn't withstand to take a look ;D)

If most of the swarm are not happy with the cursors we have, how about using the given cursors by AGS and concentrate on story and puzzles instead?

What ever will come up at the end: Good work and nice ideas so far!   :D
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Matti on Fri 10/06/2011 16:50:09
Quote from: Tabata on Fri 10/06/2011 11:29:42
I don't want to see my next handy-bill

For non-german members: cellphone bill  ;)
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: TomatoesInTheHead on Fri 10/06/2011 23:28:08
Quote from: Matti on Fri 10/06/2011 16:50:09
Quote from: Tabata on Fri 10/06/2011 11:29:42
I don't want to see my next handy-bill
For non-german members: cellphone bill  ;)
What, we have non-german members here? :=

I'm with Hudders on the cursor issue, a right-click look, left-click action interface would probably suffice. But in the end, I'm fine with all cursor versions.

Secret Fawful, nice close-ups, I prefer the first version of the blonde in your last post. Using the same hair style makes it easier to see that they're twins (although this is somewhat irrational in real life...)
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Grim on Sat 11/06/2011 04:21:24
I agree on the cursor- left/right click is definitely the best option here.
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Igor Hardy on Sat 11/06/2011 04:52:25
Quote from: Secret Fawful on Fri 10/06/2011 04:40:39
Okay, so anian messaged me and we spent some time going over some improvements on the vampiresses, and he sent me an edit of a more current version I had with some ideas on how to improve them. Needless to say, I loved them, so I worked off of his edit on the blonde and reworked, again, both vampiresses, also taking into account Jackpumpkinhead's reference picture. I also took vertigoaddict's suggestion, so I made two different versions of the current blonde for you to choose between.

I think the original hair styles you did for that pair looked quite a bit better and I didn't notice them clashing with the in-game sprites.
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Secret Fawful on Sat 11/06/2011 07:42:27
All right. What I would like you guys to do is to give me a unanimous vote on what you really really want. If I keep editing the characters to each specific taste I'll never get anywhere. I don't have a problem with the critique, in fact I greatly appreciate it, but the requests are constantly changing back and forth so much that I end up going in circles on this. So yeah, get me a unanimous vote on the looks and I will make this happen. Thanks, guys! :=
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Anian on Sat 11/06/2011 09:42:11
Quote from: TomatosInTheHead on Fri 10/06/2011 23:28:08
Secret Fawful, nice close-ups, I prefer the first version of the blonde in your last post. Using the same hair style makes it easier to see that they're twins (although this is somewhat irrational in real life...)
I think the idea is to try out the hairstyle in one color then change both of them, so that's why the hairstlyes don't match at the moment.
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Tabata on Mon 13/06/2011 01:58:50
Quote from: Secret Fawful on Sat 11/06/2011 07:42:27
All right. What I would like you guys to do is to give me a unanimous vote on what you really really want. If I keep editing the characters to each specific taste I'll never get anywhere. I don't have a problem with the critique, in fact I greatly appreciate it, but the requests are constantly changing back and forth so much that I end up going in circles on this. So yeah, get me a unanimous vote on the looks and I will make this happen. Thanks, guys! :=

I vote for the style of the right blonde one and would like to see a flash red nail polish for both of them.
I know, that the chosen red is a biting colour (and that's the reason for I would prefer it for the vampires).  ;D
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Crimson Wizard on Mon 13/06/2011 02:03:03
Long story short, here's GUARD ROOM background.

(http://img847.imageshack.us/img847/1739/guardroom17.png)

Player enters from the passage at bottom. The steel door leads to the place unknown where the aforementioned fight takes place. This is also an approximate location where the robot will burst in.
There's a niche to the right where a guard can take his position (as was suggested to me by Baron).
There's a small black hole in the wall - it is where the roaches may appear from.
The opened crate could be the place for player character to dive in before explosion (i hope it's just big enough to allow this...).

Finally the gas main. I think the lever should be actually cut from this image and made a separate sprite for the object. There ofcourse should be another frame(s) with the lever turned opposite direction.

Hopefully this fits game concept. If everything seems ok in general, I'll draw a ruined version (won't take long).

Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Baron on Mon 13/06/2011 02:27:05
@Secret Fawful: I like the latest iterations of the vampires (smiles, fangs, etc.), but I thought your original hair had the best character.

@Crimson Wizard: Nice!  We can definitely work with this.  You're right that the lever will have to be an object, but extracting it won't take any work at all.  Are you still keen on doing the "after" background (after the robot monster bursts through the wall)?  Let us know.

@Everyone: Here's a universal cursor proposal: (http://www.vanwijst.com/games/swarm/bat_cursor.gif) (http://www.vanwijst.com/games/swarm/bat_cursor.gif)
It will be a two mode cursor (left click action, right click look), and will animate only when over a hotspot/object/character that can be interacted with.  Feedback/suggestions welcomed.
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Crimson Wizard on Mon 13/06/2011 02:30:36
Quote from: Baron on Mon 13/06/2011 02:27:05
@Crimson Wizard:Are you still keen on doing the "after" background (after the robot monster bursts through the wall)?  Let us know.
Yes, I just wanted to know if this one is ok. I'll make "after" background later this day.
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Armageddon on Mon 13/06/2011 05:57:21
I like that mouse cursor as long as left click can also let you walk when you're not on a hotspot, it also needs to look more like a bad, it's very curvy right now.
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Icey on Mon 13/06/2011 06:53:03
Wouldn't the game need to be a verb Coin game to do that?
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Scarab on Mon 13/06/2011 09:34:17
Quote from: Armageddon on Mon 13/06/2011 05:57:21
I like that mouse cursor as long as left click can also let you walk when you're not on a hotspot, it also needs to look more like a bat, it's very curvy right now.
I agree that it needs to look more like a bat, although it could be hard to make one that reads well at this resolution and with limited animation.

Perhaps if the bat doesn't work out, a suitable alternative could be a drop of blood? It matches the context just as well, and has a more standard cursor shape. The @OVERHOTSPOT@ animation could be the shine on the drop moving across its surface.
(http://scarab117.webs.com/photos/Blood/Droplets.png)

Quote from: Studio E3 on Mon 13/06/2011 06:53:03
Wouldn't the game need to be a verb Coin game to do that?
No.
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Hudders on Mon 13/06/2011 10:14:52
I like the drop of blood idea.

Crimson Wizard: could you make the gas main a bit more obvious? It should have a sign that says "caution: explosive gas" or something.
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: selmiak on Mon 13/06/2011 17:09:10
okay, here is my lab ceiling for the game, including the genarator for the laser :)

(http://i.imgur.com/qS6pK.png)
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Baron on Tue 14/06/2011 02:32:37
@SELMIAK: Nice background, but it looks like more of a wall than a ceiling...  Having said that, it will probably work just as well.

@SCARAB: Something like (http://www.vanwijst.com/games/swarm/blood_cursor.gif)(http://www.vanwijst.com/games/swarm/blood_cursor.gif)?

@ARMAGEDDON: Definitely walking when clicking on non-hotspot.

@HUDDERS: I agree with the signage, but it can easily be added (any volunteers?).  Also, I need some specifics for the "escape the chair sequence" since that's where I'm currently programming.  So we've got Merrick strapped in:
(http://www.vanwijst.com/games/swarm/merrick_chair.PNG)(http://www.vanwijst.com/games/swarm/merrick_chair.PNG)
     I think originally he was hooked up to a bag of poodle blood, but now we're thinking an actual poodle on a stand.
     How exactly does he get out of the chair?  The original plot called for using the vampire teeth on the straps, but now we don't have that cursor.  My only idea is that you click the universal cursor on Merrick causing him to struggle, which pumps blood back to the dog.  The more he struggles, the more vampire blood gets back to the dog until it becomes a vampire poodle.  THEN the vampire poodle bites off the straps because....  there's blood on them?  Or maybe the vampire poodle frees Merrick because of a sacred vampire bond to protect one's spawn & progenitor (and that's why the vampire twins are trying to rescue Merrick)?  Or maybe the vampire poodle falling off its stand flips some button that releases Merrick automatically?  I need ideas -anyone? 

Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Scarab on Tue 14/06/2011 08:22:20
Quote from: Baron on Tue 14/06/2011 02:32:37
@SELMIAK: Nice background, but it looks like more of a wall than a ceiling...  Having said that, it will probably work just as well.

I think it reads as a wall because if the bricks on the ceiling being rendered as those on the walls in other backgrounds, and the bricks on the wall being drawn as floorboards (no grout/inset). I'd suggest a more ceiling-y texture like those foam tiles you see in office buildings, with fluorescent lights or a skylight of some kind. Maybe even a window or two will cement the idea that we are looking up. (It's going to take extra effort to sell this particular backdrop because of the unconventional perspective).

Another contributing factor is that the generator appears to be held in place by gravity, a thick plate with large bolts at either end should help.

Quote from: Baron on Tue 14/06/2011 02:32:37
@SCARAB: Something like (http://www.vanwijst.com/games/swarm/blood_cursor.gif)?

Bingo! Exactly what I was thinking.
Which frame would be the stationary one? The flat shade?
If it's the same light source as in my one, I'd suggest reversing the animation, so the moment you mouse-over a hotspot its first change is that the gleam moves rather than disappears.

Quote from: Baron on Tue 14/06/2011 02:32:37
I need some specifics for the "escape the chair sequence" since that's where I'm currently programming.  So we've got Merrick strapped in:
(http://www.vanwijst.com/games/swarm/merrick_chair.PNG)
    I think originally he was hooked up to a bag of poodle blood, but now we're thinking an actual poodle on a stand.
    How exactly does he get out of the chair?  The original plot called for using the vampire teeth on the straps, but now we don't have that cursor.  My only idea is that you click the universal cursor on Merrick causing him to struggle, which pumps blood back to the dog.  The more he struggles, the more vampire blood gets back to the dog until it becomes a vampire poodle.  THEN the vampire poodle bites off the straps because....  there's blood on them?  Or maybe the vampire poodle frees Merrick because of a sacred vampire bond to protect one's spawn & progenitor (and that's why the vampire twins are trying to rescue Merrick)?  Or maybe the vampire poodle falling off its stand flips some button that releases Merrick automatically?  I need ideas -anyone?  

The best way I've seen to handle complicated interactions with no verbs is to use a dialog.
Perhaps we could have the dog shaking in fear (understandable given that his blood is being drained :P) and you can use your vampire powers or facial expression/tone of voice to change the mood of the dog, calming him, and thus lowering his heartbeat. Then the pressure is low enough to struggle and pump the blood back into the dog, and with your blood in it you can temporarily influence/possess it.
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Hudders on Tue 14/06/2011 09:18:46
Struggle so much that loads of blood is forced back into the poodle and it EXPLODES.
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: selmiak on Tue 14/06/2011 09:55:12
thanks for the feedback, I'll give the bg another go and post it later on.
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Armageddon on Tue 14/06/2011 20:49:53
(http://dl.dropbox.com/u/5479044/Poodle07.gif)

I just had to do it. ;D

This is my first ever animated sprite.

(http://dl.dropbox.com/u/5479044/Poddle01.gif)

I'm not even sure if it's the right size.
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Baron on Wed 15/06/2011 02:11:56
Quote from: Armageddon on Tue 14/06/2011 20:49:53
(http://dl.dropbox.com/u/5479044/Poodle07.gif)


....and Merrick escapes by gripping the unexploded paw (with sharp claws) in his mouth and using it as a saw to free himself!
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: selmiak on Wed 15/06/2011 19:29:39
from
(http://i.imgur.com/qS6pK.png)
to
(http://i.imgur.com/XqYIP.gif)


well, i got to confess I misread ceiling for attic, or room above the lab, that's why the ceiling actually looked more like a wall ;)
I don't like how the new one came out because the generator for the laser is attached to a wall now. Would it be possible to use the first image and then scroll down (2 images in one :)) to the actual scene in the lab?
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Armageddon on Wed 15/06/2011 20:30:27
I'd remove the dithering and add the outlines to the sides of the room, like the style guide. There really shouldn't be any smooth shading.
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Tabata on Wed 15/06/2011 20:50:49
Quote from: Armageddon on Tue 14/06/2011 20:49:53
I just had to do it. ;D

This is my first ever animated sprite.

Congratulations to your first animated sprite!
It is really „boom“-bastic  (http://i646.photobucket.com/albums/uu190/webkinzpost/Smilies/c8b1b09f.gif)
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Hudders on Thu 16/06/2011 10:11:36
I don't really understand this whole "ceiling" background.  ???
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Secret Fawful on Sat 18/06/2011 10:22:56
Okay, so this is the final animation. If you see tings you want tweaked, I'll probably still be willing to do it, but it won't be anything non-animation related. These are the final vampiresses, based on Tabata's suggestions. So, if you're unhappy with them, sorry. I'm just not going to try and please everybody, because I don't think I can, especially with everyone giving me conflicting requests. I'm pretty happy with them, and to be honest, that's not ENTIRELY out of laziness. I'm known for my laziness, and it's laziness that made me take so long on the animation itself (sorry). I really do like these versions. So the animation is made up of seven mouth movements which you can tweak or order in any way you like. They're similar, but I couldn't think of a lot of ways, with the girls looking so realistic, to do the mouth movements without it looking exaggerated and facepalm-inducing silly.

(http://i.imgur.com/vV9qe.png)(http://i.imgur.com/vTU5E.png)(http://i.imgur.com/mC22a.png)(http://i.imgur.com/AYmiV.png)(http://i.imgur.com/hgd9U.png)(http://i.imgur.com/GUBXR.png)(http://i.imgur.com/DuWNH.png)

(http://i.imgur.com/W0nxR.png)(http://i.imgur.com/Hzs38.png)(http://i.imgur.com/reEfS.png)(http://i.imgur.com/WvoHc.png)(http://i.imgur.com/4DCa9.png)(http://i.imgur.com/82sI1.png)(http://i.imgur.com/KKLK6.png)
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Baron on Sat 18/06/2011 14:31:55
Awesome!
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Tabata on Sat 18/06/2011 18:05:45
Quote from: Hudders on Thu 16/06/2011 10:11:36
I don't really understand this whole "ceiling" background.  ???
+ 1                    (http://i16.photobucket.com/albums/b46/entedge/smilies/kap.gif)



@Secret Fawful   
    Cool!

    Well, but you just might want to change ...   

Spoiler
  ...  nothing!  -      I AM JUST TEASING!   ; - )
[close]
They look like very bad, angry girls (with some bloody thoughts)

                                     (http://i646.photobucket.com/albums/uu190/webkinzpost/Smilies/evil-1.gif)         (http://i646.photobucket.com/albums/uu190/webkinzpost/Smilies/evil-1.gif)
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Secret Fawful on Sun 19/06/2011 07:59:08
Glad they worked out! I can't wait to see the finished game!  :)
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Baron on Tue 21/06/2011 05:00:31
Hey swarm,
      Sorry I've been quiet lately -things've been busy.  I have been puttering at assembling resources and have a VERY ROUGH BUILD (http://www.vanwijst.com/games/swarm/draculatorII_jun_20.zip) to show off.  About half of the puzzles are implemented and most of the animations to date (missing Secret Fawful's vampire twins, though -didn't get that far yet).  I'd appreciate it if a couple of people could give it a quick go and then discuss things like how the interface works, how the puzzles play (although without clues you might have to use the walkthrough, below), what kind of music you'd like to hear, etc.  Based on that feedback we'll start the big push towards a finished alpha version!

Spoiler

DRACULATOR II ROUGH BUILD WALKTHOUGH
-shouldn't be able to interact with anything because you're tied up
-struggle by left-clicking on self.  Keep struggling
-click on laser (there should be a button somewhere -we're working on it)
-click on mirror.
-click on laser and mirror until door lock destroyed
-open fridge and grab stuff (not necessary....yet)
-close fridge and take magnets
-look at crucifix
-use magnets on crucifix (use the GUI at upper left that I ripped from Studio3's submission)
-the hallway is just a holder graphic, so there's no UV light puzzle to overcome (yet)
-go to robot lab and take pine cone, probe and banana (can't bite yet, no animation)
-go to exercise yard and use probe on banana
-use probanana (?) on walkway to kill guard
-use probe (still in inventory) on umbrella
-go to guardroom (no sunlight so you can just waltz on over anyway....)
-that's about it.... so far!
[close]
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Armageddon on Tue 21/06/2011 05:27:12
So the first 2 backgrounds don't fit the style AT ALL. The first one could but still doesn't seem to make sense.

The magnets need to be a lot clearer I couldn't even read exit.

You need some way to climb up to the laser or a button at the bottom.

Intro text needs to stay for at least twice as long, I couldn't read half of it.

Walk speed needs to go WAY up, took forever to walk between the probe and banana.

YOU FLASTARDS!!!

It would be better if you clicked anywhere and Merrick would struggle.

The dog leg in the mouth would have been cool, he could have started humming words so you couldn't understand it.

I'd like to still have my inventory item out even after I use it on something so I don't have to keep opening it and selecting it.

Doctor's talking animation was trippy.
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Tabata on Tue 21/06/2011 20:14:37
Hey master   ;D

since it is a rough kind of demo-version, I only point out rough things, okay?

-the dialogs from Doc and Merrick during the intro are very far away from each other
(the reason is obvious, but it makes it hard to follow and during the player is "hunting" for the lines,
he can't watch the scene) If there is no other solution for this, how about a voice-acting for the intro?

-intro-bg: the flickering lights at the machine (from the other version selmiak did, would fit in niceley)

-all the bg's work fine (possibly Armageddon missed, that the second one is only a placeholder?)

-the cursors work and a player can get used to it (I prefer the seperated, but the two click-version here is
okay, needs less work and dialogs)

-the (some times) used bat-curser could be used for every right-click

-the inventory-button doesn't fit very good (How about to open it, when „using“ Merrick?)

-I prefer some more struggle-clicks (the different dialogs give a hint, that there is something changing)

-exploded dog-pieces should stay on the ground

-yes, the letters should be bigger (maybe seperating them, place them at  different machinery for to
stick a  notice, pic them up one after the other to be placed/thrown in correct order by the player?)
otherwise at least the versions appearing over the door need to be lager

-some clicks on the laser made the „game“ freeze

-blonde scientist „lost“ his trousers

-soldier stops walking after some time

-to realise, that the probe is still in the inventory, there should be a dialog, when player tries to use the visible one

(http://www.schildersmilies.de/schilder/goodjob.gif)    This is going to be veeery nice when ready! I like it!
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Hudders on Tue 21/06/2011 20:38:50
After mentioning that he can free his arm, Merrick should look at the camera and say "how convenient".

Break the fourth wall!
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Baron on Wed 22/06/2011 02:09:48
Well, I was kind of tired last night when I posted the rough build, so I'll try to explain my thoughts more thoroughly here:

BACKGROUNDS: Yes, the hall is just a placeholder.  The Surgery Lab is a little different from the other BGs, but it's well executed.  Nobody complained when it was submitted, so my druthers would be to leave it in.  If people feel strongly enough about it to volunteer to redo it then give it a shot.

SPEECH: I've just used the default font and the default dialog text switching time.  I could lengthen the time, but then I'd no doubt hear calls of "this dialog takes too long!"  I think since we're drawing on so many people's talents we should certainly try for voice acting, which will delay the text switches until the clip has played.  Implementing this will have to wait until the script is 100% finalized, though.

OBJECTS: Bigger magnet letters shouldn't be a problem, but they do run the risk of getting unrealistically large.  I'll post the current ones and a volunteer can edit them.  As for dog bits, we can post it as a job if you really think it's important.  To be honest I worked with what I had.  If someone wants to design a laser interface (it could simply be a button, but a console looking thing connecting up to the laser would be ideal), that'd be awesome.

INTERFACE: The problem with leaving the inventory cursor after a click is that you still have the inventory cursor.  This is what you want in the near term, but how do you get back to the blood drop then?  Remember, right clicking is "look" now, not cycle.  Also I'm really not happy with the default inventory system or way of accessing it.  Ideally it would be combined with an actual menu and be more integrated into the game.  Clicking on Merrick might be intuitive but then we'll have to think of another way to "use" Merrick (ie struggle against the bonds).  Suggestions are welcomed.

CURSORS: The bat cursor is just a remnant -it's in the "pointer" slot so that's why it crops up at times.  I can change that easily enough.  Different cursors for right click and left click would look a bit strange, since they would only change after the event is called.

CHARACTERS: Yes, the blond scientist is a hurtin' unit, that's for sure.  I have no idea how he lost his pants, and I guess his funny dance is due to different sized frames.  I haven't addressed these two since the original build since I've been waiting on a biting animation.  Once I get that I'll get these guys idling properly, then being bitten.

WALKSPEED: Definitely something to put on our GUI menu!  Submit your sketches, post haste!  GUI should include save/load buttons, quit and about buttons, walkspeed slider and inventory window.  It should fold up into a button, or maybe a character (bat?) that fits into the game world.

PROBE: Maybe when you left-click on it the cursor becomes the probe inventory cursor?

DOCTOR TALKING: I've obviously just cut & paste so that it wouldn't just be his portrait staring as he talked.  Talk animation welcomed, but not a priority.

MOVING FORWARD: I think most of our remaining backgrounds have been spoken for and should be in progress.  There're a few character animations yet to do: some talking animations, some Merrick actions, and several guard deaths.  We need two or three more guards designed -they will be up against the walls or in the nook facing the imminent threat just beyond the door of Crimson Wizard's guard room.  We also need some cockroaches.  Finally, it's time to start thinking about music, and since no one has stepped up to be music director I'm just going to open it up for general discussion.  We need an overall tone for the game, maybe a specific instrument or just a feeling.  If you know something from a movie, game or song then give us a title (or link to a clip) so that we can get a discussion going.  I'm going to jokingly suggest the "castle music" from Super Mario because it was spooky and suspenseful -hopefully someone can do better than that!
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Icey on Wed 22/06/2011 02:53:35
Looks like it's off to a good start.

I see you have a jpeg button so here is the png version (http://www.pictureshoster.com/thumbnails/wyk8mx6hg5yqhbdvud9_thumb.png) (http://www.pictureshoster.com/viewer.php?file=wyk8mx6hg5yqhbdvud9.png)
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Ali on Wed 22/06/2011 10:39:44
I think the ceiling will be fine if the dithering is replaced with hatched shading like the other bgs. I attempted to down-grade Grim's backdrop to fit into the style better (hope he doesn't mind!):

(http://i.imgur.com/HFq5W.png)

Future paintovers are welcome of course.
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Anian on Wed 22/06/2011 10:56:42
Actually, Ali, I think that's much better, not that the original was a bad background, but with so few colors, it was murder trying to make chair to fit there and not clash (or actually blend in) with the colors. that are in the background. So I preffer this "cleaner" (less dithering and shading) version.
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: TomatoesInTheHead on Wed 22/06/2011 11:56:30
Quote from: Baron on Wed 22/06/2011 02:09:48
PROBE: Maybe when you left-click on it the cursor becomes the probe inventory cursor?
Good idea!

I'd prefer a permanently visible inventory window (or visible if you move the mouse to the top edge), since we don't have any verbs, there should be enough room at the top of the screen. This saves one click and the time to find the item you're looking for.

In my opinion, the speech time is okay, but I agree that it's hard to follow the dialog in the intro because of the distance of the dialog lines.

If there are going to be more struggle-clicks, there should be a point (say, after 3 out of 5 clicks) where the poodle looks already a bit bloated from all the blood :)

Oh, and there should be a label showing the name of the currently hovered hotspot.

Looks good so far!
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Jackpumpkinhead on Wed 22/06/2011 16:58:16
I would just like to say that this is the greatest game ever...I mean will be the greater game ever! That being said, my suggestion for music is that since this game has a sort of " Young Frankinstien" meets "Dracula" meets "Short Circuit"(?) then it should have a semi-serious soundtrack. I also think it should be an original soundtrack. Just my 2 cents

Also I love the vamp twins close ups! Great job!
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Tabata on Wed 22/06/2011 17:55:07
Quote from: Baron on Wed 22/06/2011 02:09:48INTERFACE: ... Clicking on Merrick might be intuitive but then we'll have to think of another way to "use" Merrick (ie struggle against the bonds).  Suggestions are welcomed.
Click on the chair instead would do (because the player wants Merrick to get off that thing) and if you want it more tricky, it can be the belt only, you have to „use“.

Quote from: TomatosInTheHead on Wed 22/06/2011 11:56:30I'd prefer a permanently visible inventory window (or visible if you move the mouse to the top edge), since we don't have any verbs, there should be enough room at the top of the screen. This saves one click and the time to find the item you're looking for.
I could "live" with this version, too

Quote from: Baron on Wed 22/06/2011 02:09:48DOCTOR TALKING: I've obviously just cut & paste so that it wouldn't just be his portrait staring as he talked.  Talk animation welcomed, but not a priority
This kind of talking-animation is like a special effect and fits well to the strange doc. Well, I like it, the way you did it â€" it's special, like the whole game is/will be!  ;D

Quote from: Baron on Wed 22/06/2011 02:09:48WALKSPEED: ... GUI should include ... walkspeed slider ...
The speed was okay for me. A walkspeed-slider would be nice, but more interesting for me would be the option to change directly to the next room with a dubble-click on the exit (i.e. if I want to watch for something, which is some rooms away).

Quote from: TomatosInTheHead on Wed 22/06/2011 11:56:30
Quote from: Baron on Wed 22/06/2011 02:09:48
PROBE: Maybe when you left-click on it the cursor becomes the probe inventory cursor?
Good idea!
+ 1
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Scarab on Thu 23/06/2011 03:30:47
Quote from: Baron on Wed 22/06/2011 02:09:48
INTERFACE: The problem with leaving the inventory cursor after a click is that you still have the inventory cursor.  This is what you want in the near term, but how do you get back to the blood drop then?  Remember, right clicking is "look" now, not cycle.  Also I'm really not happy with the default inventory system or way of accessing it.  Ideally it would be combined with an actual menu and be more integrated into the game.  Clicking on Merrick might be intuitive but then we'll have to think of another way to "use" Merrick (ie struggle against the bonds).  Suggestions are welcomed.

Right click is 'look' for the default cursor, but when inventory is equipped, we are no longer using that cursor, so right click can be whatever we want; in this case, reset to the default cursor. :)

The code should be simple:

if(button==eMouseRight){
  if(player.ActiveInventory == null)
  {
    RunInteraction(mouse.x, mouse.y, eModeLook);
  }
  else
  {
    player.ActiveInventory = null;
    //OR mouse.Mode = eModeInteract; // depending on if the cursor is actually changing
  }
}


I don't think the crucifix is immediately noticeable. I suggest having Merrick comment on it if you try to walk through the open door without turning it into a 't'.

I think I had some more observations, but I'll have to play the game again to remember them.
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Baron on Thu 23/06/2011 03:38:56
Quote from: Tabata on Wed 22/06/2011 17:55:07
Quote from: Baron on Wed 22/06/2011 02:09:48INTERFACE: ... Clicking on Merrick might be intuitive but then we'll have to think of another way to "use" Merrick (ie struggle against the bonds).  Suggestions are welcomed.
Click on the chair instead would do (because the player wants Merrick to get off that thing) and if you want it more tricky, it can be the belt only, you have to „use“.

Merrick and the chair are currently one and the same sprite until he escapes.  I guess I can create a sprite with the front half of the chair and have that overlap the chair/Merrick sprite to act as the chair for clicking purposes....

I can handle a permanently visible GUI, but we've got to see some sketches for this proposal before it can be actualized.

We can accelerate room departures (or make them instantaneous) easily enough.

I like the idea of a hotspot label as well, especially for a low res game where it won't always be obvious what an object is supposed to be.  Should it follow the cursor or be a part of the GUI?

I can also easily enough move Merrick's intro dialog.  The question is to where?  I would be reluctant to have it in the exact same place as the doctor's.

The music should definitely be original, but we want a "sounds like" or "feels like" statement to give to our musicians before they run off and start composing.

Quote from: Scarab on Thu 23/06/2011 03:30:47

Right click is 'look' for the default cursor, but when inventory is equipped, we are no longer using that cursor, so right click can be whatever we want; in this case, reset to the default cursor. :)

Clever!

Quote
I don't think the crucifix is immediately noticeable. I suggest having Merrick comment on it if you try to walk through the open door without turning it into a 't'.

This is more a "writing" problem -we'll get the writers to fill in all the blanks so that the player will be led from puzzle to puzzle in an entertaining and logical manner once we have the bones of the game built.
[/quote]

Finally, I think the new version of Grim's background is a step in the right direction for integrating it into the rest of the game (although it does lack some of the charm that the original detail gave it).
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Tabata on Thu 23/06/2011 16:02:46
Quote from: Baron on Wed 22/06/2011 02:09:48
MOVING FORWARD: ...Finally, it's time to start thinking about music, and since no one has stepped up to be music director I'm just going to open it up for general discussion.  We need an overall tone for the game, maybe a specific instrument or just a feeling.  If you know something from a movie, game or song then give us a title (or link to a clip) so that we can get a discussion going.

At the beginning, after the intro (while realising, what happened to him and trying to get out) the game could be accompanied with music like "Born to Darkness" (http://www.youtube.com/watch?v=oEwZDRnzjfM&feature=related) – it's a soundtrack of ,,Interview with a Vampire"   
                                 (http://www.smilie-harvester.de/smilies/Halloween/Halloween_Smiley_12.gif)
and there are also some more dramatical pieces to lean on (for during a fight-scene or when the wall crashes) in the long version here (http://www.youtube.com/watch?v=pCZDQN5kwgk&feature=related) (from about 02:00 it goes more dramatical). 
To come up with a ,,battel-feeling" I like the style of  this music (http://www.youtube.com/watch?v=YbWfDjR5yTI)       (http://images.yuku.com/image/gif/18b3564345387f52dbc76ba09bcd773fad4a6f3.gif)

and if it should be a bit more hectic (and since there is a lot of technic in this game), the  techno-remix of Terminator (http://www.youtube.com/watch?v=rQQaqeyi4S4&feature=related) could be something to lean on.

                                       (http://smilies-smilies.de/smilies/schilderII_smilies/schild41.gif)
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Anian on Thu 23/06/2011 17:12:21
This would work even better, but for the intro theme at least why not the "mad scientist"/horror movie intro theme like say THIS (http://www.youtube.com/watch?v=J8_NJz5mlrA) (just an example, I just could think of any other actual movie where this kind of music and atmosphere was used).
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Tabata on Thu 23/06/2011 20:30:56
Quote from: anian on Thu 23/06/2011 17:12:21
... for the intro theme at least why not the "mad scientist"/horror movie intro theme like say THIS (http://www.youtube.com/watch?v=J8_NJz5mlrA) (just an example, ...
That's great!   + 1 for this as intro-musicstyle    (http://www.smilie-harvester.de/smilies/Tiere/324.gif)
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: abstauber on Fri 24/06/2011 10:24:20
Look, I drew two guards. To be honest I just did paintovers of Jared's guard :P


(http://shatten.sonores.de/wp-content/uploads/2011/06/guard_dirk.png)

(http://shatten.sonores.de/wp-content/uploads/2011/06/guard_dirk2.png)
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: on Sun 26/06/2011 10:18:10
(http://i.imgur.com/levlQ.png)(http://i.imgur.com/levlQ.png)
An awful lot of fridge magnets, and a door for the room using a matching palette.
It's actually quite readable in-game.
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Tabata on Sun 26/06/2011 13:10:04
Aaaah â€" cool new stuff for the game â€" well done, both of you!

...and the swarm got fresh blood again! Oh, how I love this project and the group growing.  
                                                                   (http://www.smilie-harvester.de/smilies/Halloween/Halloween_Smiley_33.gif)


@all
Baron opened a general discussion to choose an overall tone for the game and asked
for a title (or link to a clip) from a movie, game or song, maybe a specific instrument or just a feeling.
                       (http://www.freesmileys.org/smileys/smiley-merv/dj.gif)
Please don't forget to think about the music-style and share your thoughts with us â€"
those who are already assimilated have to do anyway and every other member of the forum is welcomed!

This way nobody is allowed to complain afterwards, if he did not  ...   (http://www.smileygarden.de/smilie/Frech/smileymania.at_14568.gif)


In the meantime I am still struggling to create cockroaches with as less pixels, as possible  :P
but I don't give up (not yet)!   (http://www.adventure-treff.de/forum/images/smilies/eusa_snooty.gif)  At the moment, they look about like this    (http://www.bildermonster24.de/images/917_kakerlake.png)
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Secret Fawful on Sun 26/06/2011 17:01:50
If the crash and boom screens aren't already done, here's a couple I threw together from the game's palette.

(http://i.imgur.com/i8If3.png)
(http://i.imgur.com/HQBHP.png)

I might also be interested in writing the exchange between the scientists and Merrick, but I need to kind of know the context and what it should consist of. Why am I interested? Because I really want to see the project succeed!

As far as tone, that's a tough one. I think comedy should be good, but there should be moments where the game takes itself seriously to develop the characters. That can be done in a short game as well. It depends on how zany you want to go. I wouldn't be afraid of really dark humor as well. It fits with vampires and it seems like there already is some dark humor to the game. As far as musical atmosphere, or some things that might give some good inspiration, um, lessee-

For music, I recommend instruments like the ones used in this song (http://www.youtube.com/watch?v=XMJ9SWunG1k). Ignore the actual singing, although some sort of slow lyric-less singing would increase the eerieness. It's very slow, very seductive, very eerie, and very vampiric, ignoring the actual singing.
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Buckethead on Sun 26/06/2011 18:02:57
I've just finished my "kaboom" aswell:

(http://i.imgur.com/KAw2j.png)

Should have posted on here to claim it I guess.
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Secret Fawful on Sun 26/06/2011 18:17:04
I actually like yours more than mine. Gives off more of an impression of effort.
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: on Sun 26/06/2011 20:54:20
Personally I think "semi-serious" would fit the mood best, as has been mentioned before. I'm no music man myself thought, so I couldn't say HOW exactly you
can get that tone.
The intro music of Short Circuit seems a perfect match for me- it has both a "robotic" and "military" feel to it, but is upbeat... shouldn't be hard to work things up from there.
To make a point: http://www.johnny-five.com/music.html (http://www.johnny-five.com/music.html)- listen to the opening.

--
[Edit]
I had a bit of my hour left and THEN read that we're technically allowed to do more. I'll be back to no-connection in a day, so I thought better now than never.
Nobody has mentioned a CREDITS SCREEN BACKGROUND yet, so I made one. Wanted to make a tiny Shodan reference, but vampire-themed.
Hope this proves useful. The swarm has been kind...  ;D

(http://i.imgur.com/ycBXc.png)


[Edit 2]
On second thoughts, consistency's maybe better to be conserved: These stick to the game's major palette.

(http://i.imgur.com/hPbzb.png)  (http://i.imgur.com/bUp6v.png)  (http://i.imgur.com/6HzUT.png)
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Tabata on Sun 26/06/2011 22:00:46
@ Secret & Bucket: Very different styles, but good work from both of you.  :D
Just my personal 2 cents:
The „BOOM“ flashes great. The „CRASH“ is good in fontstyle and color, only a bit „quiet“ in the background.
The „Kaboom“ has nice colors and a well fitting background in style, only the fontstyle is a bit „brave“ in relation to this.


btw.
If you want to claim one of the jobs you can tell it here or send pm to Baron.
He is updating page one every time, a job is done or claimed and also when there are new job-offerings.
Take a little peek (http://www.adventuregamestudio.co.uk/yabb/index.php?topic=43340.0)   ;)


Latest news about my job:
Well, you know I don't have the knowledge to use AGS (http://smilies-smilies.de/smilies/angst_smilies/angst1.gif)
but I think by watching this pic, you get a clue about
what kind of cockroaches I have „in store“ so far:
(http://www.bildermonster24.de/images/347_kak_run_guardroom.gif)
Especially the diagonal ones are looking very funny (sensor-movement is too strong),
but this way I had a lot of lol's, I wanted to share with you â€" so therefore they are not eliminated (not yet) (http://bestsmileys.com/lol/10.gif)

@Baron
... and I was a good girl, since every layer is the same size and all of those lovely little ones have the same focal point
   (http://www.freesmileys.org/smileys/smiley-signs090.gif)        Ooops â€" one's escaped                  (http://www.bildermonster24.de/images/802_kakerlake_run_side.gif)



Edit:                                     (http://www.smilie-harvester.de/smilies/Teufel/28.gif)

@Ghost:              WOOOW! ... for your edit ...
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Secret Fawful on Mon 27/06/2011 03:48:44
Sure, I'd love to claim the dialog exchange between Merrick and the scientists when he bites them. I'd love to try my hand at it. I just need context, and to know what exactly I need to write, and what they might discuss.
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Baron on Mon 27/06/2011 04:46:35
Quote from: Secret Fawful on Mon 27/06/2011 03:48:44
Sure, I'd love to claim the dialog exchange between Merrick and the scientists when he bites them. I'd love to try my hand at it. I just need context, and to know what exactly I need to write, and what they might discuss.

That's interesting, I just got a quote from Dualnames saying almost the exact same thing.  So let's all do it collaboratively, if everyone is interested.  It all comes down to Merrick's character, basically.  Is he a mean guy who will do whatever it takes to escape and survive, or basically a nice guy who just happens to be a vampire and therefore has certain uncontrollable urges to bite people?  I would lean towards the latter (which would definitely make the game more light-hearted).  Once you've taken that step the nature of the exchange between the scientists and Merrick becomes more comical.  Maybe we can even have one get up on a cabinet and try to beat Merrick off with a broom....

The basics that MUST be communicated regardless:

1) There is a solar powered probe they have been working on
2) Pine cones survive forest fires to sprout new trees
3) Vampire bites don't necessarily kill you, they can just paralyze the victim for a period of time
4) Scientific knowledge from the scientists aid Merrick to.... fix the probe?  (most obvious)
5) Fantastic opportunity for a bit of back-story....

If those bases are covered the story can go wherever you want it to go, so long as it makes the game entertaining.

OTHER: I like the credits screens and the wall-burst/explosion screens, the replacement objects AND the cockroaches.  Fantastic work, everyone!  I've also got Scarab doing a bit of the importing/coding at the moment and he's doing a great job.  This project has really taken off thanks to all the wonderful volunteers who believe in it.  Everyone give the man/woman/machine/vampire/pet to your left a big pat on the back.
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Secret Fawful on Mon 27/06/2011 05:05:22
Quote from: Baron on Mon 27/06/2011 04:46:35

That's interesting, I just got a quote from Dualnames saying almost the exact same thing.  So let's all do it collaboratively, if everyone is interested.

I'm fine with that, although Dual probably knows more about the game's story than I do, as I haven't read up on that.

QuoteIt all comes down to Merrick's character, basically.  Is he a mean guy who will do whatever it takes to escape and survive, or basically a nice guy who just happens to be a vampire and therefore has certain uncontrollable urges to bite people?  I would lean towards the latter (which would definitely make the game more light-hearted).  Once you've taken that step the nature of the exchange between the scientists and Merrick becomes more comical.  Maybe we can even have one get up on a cabinet and try to beat Merrick off with a broom....
The broom idea is funny. I definitely like it. So what I need to know-

QuoteThe basics that MUST be communicated regardless:

1) There is a solar powered probe they have been working on
What is this probe, why are they working on it, how did it get broken, why does it need fixing, and how is it fixed, or do we need to write that ourselves? If the info is already thought up, that's fine, but if we need to write it, that's fine too.

Quote5) Fantastic opportunity for a bit of back-story....
Bring me up to speed on the back story so far.

Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Icey on Mon 27/06/2011 05:07:27
Not trying to make the game like some other game but if you have heard of Infamous for the PS3 then you will that the player has the choice to be evil or good by doing different types of actions. It would make the game funner if the player could choose to be good or bad because it would trigger different cut scenes & different actions by things in the game. It also would make people wan't to replay the game more to see some things they didn't see last time. When I think about it it sounds easy just to use if statements however I'm not coding the game so who knows what those scripts look like.  ;)
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Scarab on Mon 27/06/2011 07:42:45
@Buckethead and Secret Fawful:
Nice guys! I can see those explosions just begging for a ShakeScreen() command. ;D

@Ghost:
That credits screen is awesome! I particularly like the colour schemes for the third and fourth variations.
Did you draw it with inbetween colours first and then swap them out for the dithering? If so I'd be interested to see how a variation like that would look.

@Tabata:
Those cockroaches read very well; easily recognisable from all angles you drew them.
One thing I noticed though, is that when you place them on the floor they are slightly out of perspective. I think perhaps they would fit into the scene better if they were drawn from almost a front-on perspective, or even just squashing them vertically by 50%.

I've compiled the latest build, which can be found here (http://www.mediafire.com/?96xqdy0mq33b2xd).
The changes made are largely graphics/interface based, with a few of the bugs fixed. No new puzzles/cutscenes have been added yet.

Changes:
Feedback is needed on whether or not we want to run with Ali's background paintover. If not, I'll revert it and import Ghost's door and magnets.
I'd also like to know if anyone has any problems with the interface, because it would be nice to finalise that before we go into Alpha.
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Hudders on Mon 27/06/2011 09:51:13
Quote from: Studio E3 on Mon 27/06/2011 05:07:27
Not trying to make the game like some other game but if you have heard of Infamous for the PS3 then you will that the player has the choice to be evil or good by doing different types of actions. It would make the game funner if the player could choose to be good or bad because it would trigger different cut scenes & different actions by things in the game. It also would make people wan't to replay the game more to see some things they didn't see last time. When I think about it it sounds easy just to use if statements however I'm not coding the game so who knows what those scripts look like.  ;)

No.
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: on Mon 27/06/2011 10:59:45
About Good/Bad:
As much as I like the idea of allowing the player to chose completely between good and bad, I think that would be a game stopper, making things too complicated.

About Merrik:
I think of Merrik as a man with a grudge, not really evil but feeling fully justified to dish out some harm. This *should* be shown- he's just uwnwilingly been
made a vampire cyborg in OUTDATED dress (the dress is what pushed things too far).

@Scarab: I just started with a black outlike of the bat and the computer lines on white background, and added 50%gray dither shading by hand (+copy'n'paste). Then I added the  lightes colour in some areas. For the variations, I simply took the darkest room palette colour I liked, and replaced, and worked my way up; it's as simple as that. All the variations use four colours, and it should be pretty easy to make more, depending on what the swarm needs. ;) I'm thriled to see it recieved well!

DOWNLOAD does not work for me (tell me there's too many requests)
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: arj0n on Mon 27/06/2011 11:25:42
Quote from: Ghost on Mon 27/06/2011 10:59:45
DOWNLOAD does not work for me (tell me there's too many requests)
Shutupload.com suffers nonstop from 'overload of server' since Friday...
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Matti on Mon 27/06/2011 12:54:38
So could anyone upload that build to another host?
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Scarab on Mon 27/06/2011 13:55:46
Quote from: Arj0n on Mon 27/06/2011 11:25:42
Quote from: Ghost on Mon 27/06/2011 10:59:45
DOWNLOAD does not work for me (tell me there's too many requests)
Shutupload.com suffers nonstop from 'overload of server' since Friday...

Blast, I hadn't checked it...
Hopefully this (http://www.mediafire.com/?96xqdy0mq33b2xd) one works.
I'll update the link above as well.
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Dualnames on Mon 27/06/2011 14:11:53
I was thinking that we should have Merrick into this dude, that accidentally becomes a vampire, and kills everyone, without wanting it, but with him being controlled by his urges. A bit clumsy could help a lot.  :D
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: on Mon 27/06/2011 14:24:11
Download worked, build plays fine. I think the interface works well, too.

Regarding the Surgery lab, both edits look good. Ali's edit is a bit smoother and cleaner shading-wise, but both are fine by me.
Depending on which one the swarm decides to use, I still have time until Tuesday to fix my contributions and re-post them.

One thing- there should be a comment from Merrick when the player attempts to walk through the door after the laser blast, and has not yet placed the magnets/examined the crucifix, because otherwise it looks like a perfectly valid exit that Merrick doesn't react to. A simple "Hssss.... that crucifix... I can't go near it" would suffice, placed in a Game.DoOnceOnly command.
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Kweepa on Mon 27/06/2011 16:03:08
Just watched the demo, and I must say, superb stuff!
Really nice atmosphere!
I love the poodle animation too.

Just a couple of edits:
Spoiler
amock -> amok; soonest opportunity -> first opportunity
[close]
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Tabata on Mon 27/06/2011 19:56:33
about the second build:
- I am still missing „the mess“ on the ground after the poodle exploded â€" it is too clean in my opinion.  :P
- If it is possible to implement the flickering lights at the machine into the intro-bg (from the other version selmiak did) â€" please do! It is such a wonderful effect!   :-*
- I had no trouble with the interface and the cursor-changing into the probe works fine.  :D
- I would like to see some more directions/options for the mirror/laserbeam and also a bit of destruction shown at the point where it hits (The reaction works well, when the door of the fridge is blocking the way).
- I assume, all the missing dialogues (when looking at several places around) will have to be done later?
- The blonde scientist is acting a bit strange now. If it isn't possible to use the other arm, how about to let him face to the right direction (i.e. every third time) could make it a little bit less strange to watch or maybe using the left looking version (i.e. every second time) followed by the one with open mouth and the one with closed mouth afterwards again (like he is pointing at/using the computer and talks a word to himself every now and then)?  - Something to lengthen the short period of repeating. ::)
Quote from: Ghost on Mon 27/06/2011 14:24:11
...there should be a comment from Merrick when the player attempts to walk through the door after the laser blast, and has not yet placed the magnets/examined the crucifix, because otherwise it looks like a perfectly valid exit that Merrick doesn't react to. A simple "Hssss.... that crucifix... I can't go near it" would suffice, placed in a Game.DoOnceOnly command.
+ 1


about the good/bad:
It's a interesting idea and I would like to take it for this game, but it needs a very lot of extra-work (nearly a second story to make), so therefor we shouldn't use it here (in this game)   ;)


about credit-screen-bg:
How about using all/several of them, crossfade from one to the other, when showing the credits?  ;D


@scarab:
Yes, the „almost a front-on perspective, or even just squashing them vertically by 50%“ will be my next lesson to do.  8)

A question about the handling: I saved all versions sorted in one .xcf-file because when saving it as a .gif-file, the description per layer is lost and some settings change. When I am done, can I send this file or is it more comfortable to save every version and direction in a seperated file? What is easier to use for importing in AGS?
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Peder 🚀 on Mon 27/06/2011 20:57:32
Quote from: Studio E3 on Mon 27/06/2011 05:07:27
Not trying to make the game like some other game but if you have heard of Infamous for the PS3 then you will that the player has the choice to be evil or good by doing different types of actions.


Legend of Kyrandia Book Three: Malcolm's Revenge had a moral choice type of system!
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: on Mon 27/06/2011 21:17:32
Quote from: PE3dE3r JohnsE3n on Mon 27/06/2011 20:57:32
Legend of Kyrandia Book Three: Malcolm's Revenge had a moral choice type of system!
It also had me spend more time on getting points for doing fun jester stuff than it had me breezing through the plot. Ah man, those were the times.

Still about good and bad:
A final decision for the player to make. Merrik can utterly destroy his creator, or leave him be*.
All it would need are two lines in the dialog. Doesn't make the game more complicated, and still gives the player the (illusory) feeling he changed something.

*
Spoiler
And then we let JADE from Beyond Good&Evil storm in and photograph him (the professor, not Merrik (who has, by this time, already left, maybe humming a melancholic tune and, when entering sunlight, saying "Oh hey, I SPARKLE!"), with his trousers down.
[close]
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Baron on Tue 28/06/2011 03:43:50
Quote from: Baron on Mon 27/06/2011 04:46:35

The basics that MUST be communicated regardless:

1) There is a solar powered probe they have been working on
2) Pine cones survive forest fires to sprout new trees
3) Vampire bites don't necessarily kill you, they can just paralyze the victim for a period of time
4) Scientific knowledge from the scientists aid Merrick to.... fix the probe?  (most obvious)
5) Fantastic opportunity for a bit of back-story....


  The probe is the solution to getting Merrick across the sunny exercise yard (kills guard indirectly with banana peel and holds umbrella to block the sun), as well as defeating the vampire twins/robot monster at the end (opens gas main valve after part of the roof is brought down by robot monster's entrance -thus there is a shaft of sunlight).

  Your guess as to the backstory is as good as mine.  The scientists could offer their perspective on the cyborg vampire project, which might enable us to cut out more details from the doctor's intro rant (tighten things up).  Broadly speaking we know that Merrick was once in the army, but became a vampire to hook up with the twins.  Otherwise... invent away!

  As for the broom scene, I like how it portrays the scientist as a sissy-man and it provides comic relief without being crass or shocking.  It will require several extra animations (scientist climbing cabinet, wielding broom and ultimately falling or being bitten in a strange location).  It's not critical so I am reluctant to recruit people to do all this work when we still have more important things to do, but if you can write it in we'll try to get someone on it while we're testing and polishing (unless someone is really interested in this...?).  Worse case scenario we use more or less the same dialog as the remaining scientist is chased around the lab floor.
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Hudders on Tue 28/06/2011 10:21:06
Solving all his problems by biting people is too easy. One of the people he has to eliminate should be overly fond of garlic, preventing Merrick from getting too close and having to solve the problem in a novel way.
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Crimson Wizard on Tue 28/06/2011 23:29:09
Sorry for delay!
Here's what I've got for you:

First, a slightly updated GUARD ROOM (Normal state). I added a protective fence (shamelessly ripped from other background) and sort of a sign which says "Danger! - extremely flammable" or something like that - as was suggested by Hudders.
(http://img841.imageshack.us/img841/2175/guardroom21.png)


Secondly, a GUARD ROOM (Ruined state):
(http://img197.imageshack.us/img197/3577/guardroomruined23.png)
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Hudders on Tue 28/06/2011 23:42:11
WOW.

That is amazing, Crimson Wizard. I was like "oh, there's a second screenshot, I wonder wha- OH MY GOD!"
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Baron on Wed 29/06/2011 01:02:48
@CRIMSON WIZARD: That is beyond awesome!  Fantastic work.
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Jackpumpkinhead on Wed 29/06/2011 16:51:42
Dude that is amazing!! I can't wait for this to be done. I would like to be the first to nominate it for game of the year for the ags awards ;D
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Crimson Wizard on Wed 29/06/2011 17:39:45
Thank you for kind words. I find this ironic because, to be honest, I worried those debris look too slovenly drawn (and they are, hehe).

Anyway, I really enjoyed participating here; but I surely need to be poked every now and then for laziness sometimes defeats me  ;D.
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Tabata on Wed 29/06/2011 17:56:20
@ Crimson Wizard:  
.. and another big „WOW“ â€" What a mess! - Soo cooool!  (http://smilies-smilies.de/smilies/schilderIII_smilies/bravo.gif)


From one of the biggest entries to one of the smallest

@all:
I am ready with (- ähem - more to say beaten by) the low-res cockroaches.  
The last missing kind of front-view nearly made me going mad.  (http://www.ecards4u.de/emo/extra/schwitz.gif)

The "best" I have to offer for that perspective:
      (http://www.bildermonster24.de/images/325_kak_run_guardr.test.gif)            x 2 (http://www.bildermonster24.de/images/325_kak_run_guardr.test.gif)
Those two have only a little difference in the footsteps.




Edit:
The complete set of swarm-cockroaches can be downloaded on your own responsibility  from here (http://www.mediafire.com/file/88jdsckr11d0pfy/swarm-cockroaches.rar).
Warning: Exterminator NOT included!  (http://i646.photobucket.com/albums/uu190/webkinzpost/Smilies/img.gif)


(http://smilies-smilies.de/smilies/beruf_smilies/sherlocksmile.gif)                                                 (http://www.bildermonster24.de/images/802_kakerlake_run_side.gif)                          (http://www.bildermonster24.de/images/802_kakerlake_run_side.gif)                        (http://www.bildermonster24.de/images/802_kakerlake_run_side.gif)                        (http://www.bildermonster24.de/images/802_kakerlake_run_side.gif)                          (http://www.bildermonster24.de/images/802_kakerlake_run_side.gif)                                                   (http://www.smilie-harvester.de/smilies/Tiere/324.gif)
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: on Thu 30/06/2011 02:11:35
They are adorable, really- well readable, too, so congrats!

(And now there is a swarm WITHIN the swarm!)
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Hudders on Thu 30/06/2011 09:56:50
Quote from: Ghost on Thu 30/06/2011 02:11:35
(And now there is a swarm WITHIN the swarm!)

Mind = blown.
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Crimson Wizard on Thu 30/06/2011 21:00:15
Eeeerg, hate roaches!


Just a small comment - I won't be having a stable access to internet next couple of weeks (I'm leaving city where I leave for a while), so if you think, like, my backgrounds need any fixes, do that yourself.

It would be cool to see a finished game when I am back :) but I guess it's too early for that?
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: on Sun 03/07/2011 09:26:49
Time for me to say goodbye to constant net access, too- from now on it's back to internet cafe et all, but I won't get separated from the swarm. This has proven too much fun...
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Wonkyth on Mon 04/07/2011 05:15:48
 :'(
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Tabata on Mon 04/07/2011 20:02:17
Are there really no more ideas for the music style?

If we want to discuss about it, we need some more ideas!
Come on - no favorites? Post some examples of what kind of music-style you would prefer!

                                          (http://smilies-smilies.de/smilies/beruf_smilies/organisten.gif)

Where is the all the „food“ for the musicians to become inspired?



      
  (http://www.smiliegenerator.de/s38/smilies-4315.png)                            Join the swarm!                                 (http://www.smiliegenerator.de/s38/smilies-4315.png)                            Join the swarm!                                  (http://www.smiliegenerator.de/s38/smilies-4315.png)   
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Baron on Tue 05/07/2011 02:56:34
Musical Themes to Date
Spooky Mario Castle Theme
Young Frankenstein + Dracula + Short Circuit
Born to Darkness (Interview With the Vampire Soundtrack)
Terminator Techno-Remix
Dreamscape (Werewolf vs. Vampire)
Horror Movie Intro (possibly cheesy 1950s "Supernatural" intro theme)
Valentine (sound, not lyrics)
Short Circuit

I think more than one person voiced support for the over-the-top 1950s horror theme, so I'll re-link to it HERE (http://www.youtube.com/watch?v=J8_NJz5mlrA).  I like the idea of that retro-50s B-movie sound more than how this one actually plays out (but of course it is just for inspiration anyway).  If there are no more ideas, I think it's time to discuss the merits of each and try to achieve some consensus.

State of the Project Address
As you know Scarab has taken over the coding/implementation side of things for the time being, a) because it is in the spirit of the swarm to get as many minds collaborating as possible and b) because I'm going on an internet holiday shortly.  I'll be around for the next couple of days, but then OTN until the 16th.  Keep the flame burning in my absence!
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Anian on Tue 05/07/2011 09:43:27
So we don't have Superntaural intro as the only example for cheesy 40-50s horror themes, here some other examples/suggestions:
Horror of Dracula trailer (the music starts half way through)   http://www.youtube.com/watch?v=4o0n9VWlCGE
Danny Elfman - Quadraped patrol   http://www.youtube.com/watch?v=HgQcpymg7BM
Dracula (1931)   http://www.youtube.com/watch?v=i9qtivRryDM
House Of Frankenstein (1944)   http://www.youtube.com/watch?v=GldF0VayMoI
maybe The Hitchcock Presents intro for a lighter mood  http://www.youtube.com/watch?v=Dj15EGFWgXA
little bit of the eighties, but still creepy Hammer House of Horror theme  http://www.youtube.com/watch?v=IbgTWxCOPLo
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Jackpumpkinhead on Tue 05/07/2011 19:18:55
or maybe something like this

http://www.youtube.com/watch?v=xIk4DnzkjXc
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Jackpumpkinhead on Tue 05/07/2011 21:31:33
or these:

http://www.youtube.com/watch?v=7JQXgn-cubQ

http://www.youtube.com/watch?v=g9PEn8m8dws

i defenatly think that the music should reflect the serious/comedic feel of the game
an organ should be the main instrument used for sure

Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Baron on Wed 06/07/2011 02:40:20
Quote from: Jackpumpkinhead on Tue 05/07/2011 19:18:55
or maybe something like this

http://www.youtube.com/watch?v=xIk4DnzkjXc

Compute, my angel of mayhem! Compute!

For those of you less familiar with the whole musical scene, I concur with JackPunkinhead that a techno-organ would be a good sound to have given the genre of the game.  Maybe not for every scene (I still want that 1950s horror sound for the intro at the very least), or maybe the two can be combined somehow....
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Jackpumpkinhead on Wed 06/07/2011 19:59:23
@baron: I am currently working on a theme song now I will post something as soon as I have something finished.
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Jackpumpkinhead on Tue 12/07/2011 15:25:51
sorry this is taking me so long
i was out of town this past weekend and i didnt have access to the net
i am still working on the theme song
though when i am done it will probably need some touch up work
i don't really know that much about music theory so my work needs some help
i hope everyone will enjoy it though
i will be posting a rough version soon!
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Jackpumpkinhead on Tue 12/07/2011 22:53:37
this is the rough version of the theme
let me know what you think:

http://www.mediafire.com/?eucn7nbd2gnwqyn
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Tabata on Tue 12/07/2011 23:48:14
I like the theme!

It fits very well and if it will have a loop, it will whip the player through the game  ;D
because hearing it, there always seems to be someone following every step of mine        (http://smilies-smilies.de/smilies/angst_smilies/vampirshrek.gif)

Good work so far!
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Anian on Wed 13/07/2011 00:05:34
Hmm, after the intro, it kind of gets a bit fast paced, don't know if that's good or not though.
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Hudders on Wed 13/07/2011 10:40:45
I like it. Not sure about that instrument at the end though.
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Jackpumpkinhead on Wed 13/07/2011 17:29:36
@Hudders: Yeah it's supposed to kinda have a theremin sound to it. Like a spooky ghost noise

@anian: it is supposed to have that "Phantom of the Opera" theme feel.

I have a finished version but again I am sure it will need a bit of work. I will post the midi version and an mp3 version so if anyone wants to modify it or loop it somewhere they can. Thanx for the encouragement!

I'll post the finished version sometime tonight.
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Icey on Thu 14/07/2011 01:16:07
Maybe this one? (http://www.youtube.com/watch?v=REolrZ8sU8E)
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Shane 'ProgZmax' Stevens on Thu 14/07/2011 08:45:17
First I've noticed this thread, thought I'd contribute a spooky tune to it.

Since I wasn't really confident about the theme I made an arrangement of sorts.  The first half is more of an ambient, spooky tune with a proper theremin modulator to make things more classical and the second is a more techno-inspired theme.  I'm willing to break it into two separate versions and extend one or the other depending on which approach is preferable.


http://www.mediafire.com/?4l0x61w4fdg4wql

Bear in mind this is intentionally pretty rough since I'd rather toss out a prototype and see what people think first.
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Jackpumpkinhead on Thu 14/07/2011 14:50:39
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
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Tabata on Fri 15/07/2011 18:31:33
@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 (http://www.sitepoint.com/forums/images/smilies/smiles2/twocents.gif)
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Shane 'ProgZmax' Stevens on Fri 15/07/2011 19:46:07
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 :).
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Jackpumpkinhead on Fri 15/07/2011 23:19:16
@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
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Baron on Mon 18/07/2011 04:06:47
....and I'm back!  What'd I miss?
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Icey on Mon 18/07/2011 07:23:11
just wondering is the last thing that the game needs is music?
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: on Mon 18/07/2011 16:12:22
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?
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Baron on Tue 19/07/2011 04:12:18
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?
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Crimson Wizard on Tue 19/07/2011 17:04:47
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.
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Tabata on Tue 19/07/2011 17:14:37
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 (http://www.adventuregamestudio.co.uk/yabb/index.php?topic=43340.msg583191#msg583191) ;)
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Jackpumpkinhead on Tue 19/07/2011 20:09:21
i just redid the theme
it is much longer this time
i also made it so that you can loop it if you wanna

MIDI
http://www.mediafire.com/?24upbemvj2r3ncd

MP3
http://www.mediafire.com/?6dxtskhnmm69sp1
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Tabata on Mon 25/07/2011 20:50:10
(http://emoticoner.com/files/emoticons/smileys/thread-sneaker-smiley.gif?1292867689)
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Crimson Wizard on Mon 25/07/2011 23:06:18
ummmmm.......... SO?  ;D
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Wyz on Tue 26/07/2011 00:05:10
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.
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Icey on Tue 26/07/2011 02:08:43
Maybe if Baron makes another demo then we could see how everything is looking.
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Baron on Wed 27/07/2011 02:15:38
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. (http://www.adventuregamestudio.co.uk/yabb/index.php?topic=43099.0)  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.
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Tabata on Wed 27/07/2011 19:37:38
Quote from: Baron on Wed 27/07/2011 02:15:38
...  Provided I am still leading the project...
(http://www.myemoticons.com/images/what-s-hot/new-featured/shocked.gif)
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! 
(http://smilies-smilies.de/smilies/community/ja.gif)
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Baron on Fri 29/07/2011 04:31:39
So I guess there's only one way I'm getting out of this  :-\ .....completion!

   The latest build: Draculator II July 28 Build (http://www.vanwijst.com/games/swarm/draculatorII_july_28.zip).
   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: (http://www.vanwijst.com/games/swarm/big_push/final_merrick_orange.PNG)
   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: (http://www.vanwijst.com/games/swarm/big_push/soldiers.PNG)  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: (http://www.vanwijst.com/games/swarm/big_push/soldiers_framed.PNG)
   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!
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Buckethead on Fri 29/07/2011 09:40:15
I've made Mirreck orange and did a talking animation for the twins. Not sure if they are any good though:

(http://i.imgur.com/8LQd0.png)

(http://i.imgur.com/FfojS.gif)
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: Jackpumpkinhead on Fri 29/07/2011 23:11:28
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
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Tabata on Tue 02/08/2011 19:43:16
The latest build shows a big step forward!
Thank you Scarab and Baron!
I really loved the appearing robot and the twins in it are looking veeeery cool!   8)

Two points I want to mention:
If you opened the door, but didn't take the magnets the char goes to the door and stops walking without a response. There could be the same text, as when looking at the cross or better something like „Don't you see that cross?“ (breaking the 4th wall) because afterwards the player will look at it an get the response.

After you did the job with the umbrella and crossed over to the next scene go back and directly trough the scene. The char will walk savely in the shadow of the umbrella (wich is placed at the wall)?  ;)
(http://www.bildermonster24.de/images/558_no_umbrella_but_shadow.png)

I tried a talking version of the twins without the blackline, which I think is a bit „strong“:

(http://www.bildermonster24.de/images/394_vamp_twins_talk_tab.gif)


btw. Are you all on holiday? Where is the whole swarm hidden? 
Hey all: I am missing you!  :'(
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Baron on Wed 03/08/2011 02:28:08

The robot shadow without an umbrella is probably the result of....

Quote from: Baron on Fri 29/07/2011 04:31:39
non-robust scripting (heading backwards through the exercise yard will not work), etc.  


  It's on the list of things to fix/improve.

  I like both of the vampire twin talking versions, but Tabata's is stylistically closer to the ones that already exist for Merrick and the scientists (although the evil surgeon in the first cutscene has quite a different talking animation, so maybe the more different styles the better?).

 
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Crimson Wizard on Wed 03/08/2011 17:07:20
Quote from: Tabata on Tue 02/08/2011 19:43:16
btw. Are you all on holiday? Where is the whole swarm hidden?  
Hey all: I am missing you!  :'(

I am around somewhere, checking this thread from time to time ;)
Title: Re: Swarm Development: Experimental Game in Progress -NEW NAME CHOSEN!
Post by: TomatoesInTheHead on Sun 07/08/2011 13:28:00
Quote from: Baron on Fri 29/07/2011 04:31:39
   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.

I had a try on this one:

(http://home.arcor.de/tith-ags/guards_firing.png)

And here's a little action demo:

(http://home.arcor.de/tith-ags/guards_firing.gif)

(http://home.arcor.de/tith-ags/guards_firing.gif)

Not too good, but might suffice for an animation that's only used once (and hopefully doesn't look as stupid if they do not stand all in a row and fire at the exact same time). Feel free to change it!

Anyway, the main purpose of my post is to give the project another little push! :)
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Crimson Wizard on Mon 08/08/2011 17:10:16
I'd say that the right part of the gun should also shake during fire ;)
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: on Mon 08/08/2011 17:23:57
Quote from: Tabata on Tue 02/08/2011 19:43:16
btw. Are you all on holiday? Where is the whole swarm hidden?  
Hey all: I am missing you!  :'(

Still recovering from heavy caffeine abuse, but also still part of the swarm. I'm fiddling around with that biting animation, should have something done tomorrow.

[edit] I've made a biting animation. I love undead biting stuff.

(http://i.imgur.com/ed2vv.gif)

e voila, et all.
(http://i.imgur.com/Dxtdb.png)
[edit]
(http://i.imgur.com/f4Vi8.png)

I wasn't sure if the metal plate should "mirror" for the two directions- here are both possible variants.
The actual biting/sucking is done by cycling the last two frames, hope the Sawrm can use this  ;)

Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Igor Hardy on Mon 08/08/2011 18:22:41
Great biting animation Ghost! I wanted to do one myself, but I got lost in other responsabilities, so it's better someone else did it before the "lacks the bite" description stuck to the Draculator character forever.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: on Mon 08/08/2011 18:25:30
Nah, we can't have that!
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Tabata on Mon 08/08/2011 18:37:52
Yummy! - He really seems to enjoy the biting â€" and it looks so coooool!            (http://smilies-smilies.de/smilies/angst_smilies/vampirshrek.gif)

Ghost seems to have an affinity to bitings somehow  ;D
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Baron on Tue 09/08/2011 05:31:03
AWESOME WORK EVERYONE!
   These latest sprites fill in a lot of the gaps.  I've already implemented them in the  LATEST BUILD (http://www.vanwijst.com/games/swarm/draculatorII_aug_8.zip)

(http://www.vanwijst.com/games/swarm/screenshots/beta_guard_room_2.PNG)

It's not quite a beta, but you can finish the game, such as it is.  There's music, I've fixed the corridor door bug, and the walking back through the courtyard bug, and I've implemented a rough version of the final climactic showdown (with animations where available).  Things I haven't done but should get to shortly: killing the scientists, a bunch of more visual tweaks (Sunlight, Secret Fawful's outdoor background in the final cutscene was missed...), etc.  We're getting close to the stage where we invite writers back to build some sense into the game (object responses, dialogs....).  Also, I've got like six music volunteers I have to contact (although I'm really liking JackPumpkinHead's MIDI for the intro theme -it's catchy!).

SWARM THINGS LEFT TO DO:
1) Those guards are still awkward.  They really should face the door, maybe kneel.  Standing is fine when shooting but it's a little unbelievable as it is now.  And the death "animation" really needs some help (play build, above, for details)
2) We need a control panel for that laser in the surgery lab -clicking on the laser itself is not in any way intuitive, given that it's about 30 feet above the main character's head.
3) We still need a background for the inside of the robot monster.  Not much will be visible around the vampire twin close-up portraits (see build, above), but we still need SOMETHING in there.
4) I'm still keen on having one scientist get up on the cabinets and attack Merrick with a broom for comic relief.  Anybody?
5) We need the charred remains of the base -abstract is fine- with a sprite of Merrick's hand coming up through the wreckage (for the very last scene).
6) A proper title screen is required.  I've been using the title "Byte of the Draculator II" in the builds as a sop to the strong 2nd place finish of "Byte" as a title, but as far as I'm concerned just "Draculator II" is fine (It won the vote, after all).  Contact me if you need graphics (or better yet screenshot them from the build, above!)
7) Sound Effects!  If someone could go through the build (above!) and make a list of sound effects that would add to the gaming experience and then post it here that would be awesome.  Then we can get the 50ish swarm members to all scour their resources and see what we can put together.
8 ) GUI -The default inventory pop-up has got to go, and it needs a speed slider and option buttons (quit, save, restore, about...).  We don't need someone to program it (although that'd be nice too!) so much as someone to draw a mock-up of what it should look like.
9) We also need a quick discussion about how the carrot pigment puzzle should work.  Should Merrick need to eat a lot of carrots (like a human) in order for his skin to turn orange?  Or can he just suck on one and turning orange is the "power" that he steals from it?

That's all I can think of for now.  If anyone has any suggestions for improvements now's the time to offer them.  Do bear in mind that major edits are probably off the table at this point, but if you can offer an easy way to make the game more exciting/interesting/hilarious/sexy, I'm keen to hear it.

Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Armageddon on Tue 09/08/2011 07:37:50
I'd love to try my hand at the title screen.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: on Tue 09/08/2011 08:25:27
Regarding the carrots:
I think sucking one and then "getting its power" makes more sense in context. Okay, a carrots doesn't HAVE blood, but as far as I understand it, for Merrik it's "one suck, one-time power-up". So yeah, suck one carrot, turn orange. That also makes it easier for players who want to cross the UV light several times; we don't want them to go through a lot of carrots each time...

Regarding the latest build:
Superb. This is a big push indeed; sweet!
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: on Tue 09/08/2011 08:26:05
Argh- I didn't read that last claim, and now have this one anyway. Might as well post, then. It's not as if surplus material's a ba[t]d thing.

(http://i.imgur.com/qk9A3.png)
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Ali on Tue 09/08/2011 14:37:19
I'm sorry I haven't made any contributions recently, and I'm sorry I won't be able to for a while. I just wanted to say this is looking cool and good luck!
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Crimson Wizard on Tue 09/08/2011 16:30:30
Quote from: BaronWe need the charred remains of the base -abstract is fine- with a sprite of Merrick's hand coming up through the wreckage (for the very last scene).
I can try making this one, unless someone else wants to take it.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Tabata on Tue 09/08/2011 20:46:28
It's amazing! Good job again! A big step forward!

          (http://smilies-smilies.de/smilies/schilderII_smilies/weeeeeeee.gif)

Only little thingies:
- Watching at the digital-lock will bring up the correct dialog plus 2 x the dialog (+ animation) for the cross.
- If you switch off the light and click on the door afterwards, he isn't walking to the door (it's more like being teleported).
- During the cut-scene of the twins the dialog-colour of the dark one should be done a bit brighter, because the part that appeared in front of the dark hair is hard to see.

- Normally I would say that Merrick is a bit to small for biting the guards, but in this game I like it the funny way (He seems to nibble at their hands like someone takes a little sip of a glass of good wine  ;D)

Also the musik works well for me (http://smilies-smilies.de/smilies/beruf_smilies/organisten.gif)
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: on Tue 09/08/2011 21:53:58
Quote from: Tabata on Tue 09/08/2011 20:46:28
- Normally I would say that Merrick is a bit to small for biting the guards, but in this game I like it the funny way (He seems to nibble at their hands like someone takes a little sip of a glass of good wine  ;D)

We... could have him... stand on tiptoe, couldn't we? Vampires be sneaky...
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Tabata on Tue 09/08/2011 22:03:51
Well, we could, but do we want it?

I like him, as he is - it makes him special!  ;D

A real gourmet, who ist tasting something to do his critics about it - like the dialogs tell  (http://www.smilie-harvester.de/smilies/Tiere/324.gif)
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Baron on Wed 10/08/2011 04:25:30
Quote from: Tabata on Tue 09/08/2011 20:46:28
- Watching at the digital-lock will bring up the correct dialog plus 2 x the dialog (+ animation) for the cross.
Ah.  That's a conflict between my and Scarab's code.  It's now on the fix list.
Quote
- If you switch off the light and click on the door afterwards, he isn't walking to the door (it's more like being teleported).
The teleport was implemented because there was a suggestion that clicking on an (unblocked) exit should result in automatically going to the next screen, instead of waiting for Merrick to slowly saunter across the screen.  I was under the impression that we were moving towards this for all exits, but do you feel the teleporting breaks some of the continuity of the game?
Quote
- During the cut-scene of the twins the dialog-colour of the dark one should be done a bit brighter, because the part that appeared in front of the dark hair is hard to see.
Added to the fix list.

Quote from: Ghost on Tue 09/08/2011 08:25:27
Regarding the carrots:
I think sucking one and then "getting its power" makes more sense in context. Okay, a carrots doesn't HAVE blood, but as far as I understand it, for Merrik it's "one suck, one-time power-up". So yeah, suck one carrot, turn orange. That also makes it easier for players who want to cross the UV light several times; we don't want them to go through a lot of carrots each time...
Without anyone to make a compelling case otherwise, I think this is sensible.

In other news, I've PMed all musician volunteers a list of our musical requirements.  We have six volunteers and sixish rooms, which will work out well.  Hopefully they will post their work here for us to appreciate.  They have been instructed to use JackPumpkinHead's work as a theme (which I am in favour of keeping for the title screen and possibly more, depending on what the musicians submit, of course).

As for finalizing the writing (messages, dialogs), I was wondering if anyone would be interested in forming a working group to haggle over the wording and content of the textual part of the game.  It is probably unrealistic to do everything as a group, but everything of substance shouldn't be that time consuming.  I envisage the group spending roughly an hour or two spread out over the week debating the merits of different approaches and offering suggestions for improvements.  I can compile a text script of exactly what's in-game to speed things up, so it will just require a bit of reading and correspondence.  Please post in the thread if you are interested (PMing makes you anonymous to the group and this is more of a high-profile role).
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Icey on Wed 10/08/2011 07:16:25
Hey Baron do you think you can send us the source? Maybe we can work on different parts and send them into you.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Baron on Wed 10/08/2011 15:10:37
Quote from: Studio3 on Wed 10/08/2011 07:16:25
Hey Baron do you think you can send us the source? Maybe we can work on different parts and send them into you.

That would get a little messy, in my opinion, since I would then have to reintegrate everyone's work into one game again.  Also, I'm not going to lie to you, this is a pretty hacked job behind the scenes.  It works, yes, but it's not pretty.  Frankly I'd be embarrassed to release the source to public mockery scrutiny.

No, what I'm looking for now is a group of writer/editors to converge on the written aspects of the plot and "optimize" them.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Crimson Wizard on Wed 10/08/2011 17:25:49
Quote from: Baron on Wed 10/08/2011 15:10:37
Quote from: Studio3 on Wed 10/08/2011 07:16:25
Hey Baron do you think you can send us the source? Maybe we can work on different parts and send them into you.

That would get a little messy, in my opinion, since I would then have to reintegrate everyone's work into one game again. 

Also this is pointless, IMO. You don't need game source project to draw art, write text and compose music. You'll need project only when you are gathering all the work together and code scripts (though scripts may as well be written in the external text editor ;)).
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Tabata on Wed 10/08/2011 18:00:23
Quote from: Baron on Wed 10/08/2011 04:25:30
Quote from: Tabata on Tue 09/08/2011 20:46:28
- If you switch off the light and click on the door afterwards, he isn't walking to the door (it's more like being teleported).
The teleport was implemented because there was a suggestion that clicking on an (unblocked) exit should result in automatically going to the next screen, instead of waiting for Merrick to slowly saunter across the screen.  I was under the impression that we were moving towards this for all exits, but do you feel the teleporting breaks some of the continuity of the game?

I think, that teleporting is not needed for this short game since you don't need to walk around for hours (only my very personal opinion).
I don't mind the teleporting. It fit's to the game but to be honest, I went through all of the rooms forth and back several times and this was the only „teleporting“ Merrick did (So I might have done something wrong).
If it is a lot of trouble to be fixed or needed for some other actions to work properly, I wouldn't mind if you let it, as it is now.


btw. - How about your last screeny for the GiP-Thread to tell them all, that the swarm is still swarming? (http://smilies-smilies.de/smilies/angst_smilies/huibuh.gif)
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Big GC on Sun 14/08/2011 01:48:58
Im not a swarm member and only tripped over this thread just now. Looks very cool.

I did a quick alternative firing sequence for soilders. (gif animator distorts the colours a little)

(http://i193.photobucket.com/albums/z106/overdrawntheband/soldiers_framed_glenn_01-2.gif)

Nice clean originals in png (as taken from this thread + modified firing frame).

(http://i193.photobucket.com/albums/z106/overdrawntheband/soldiers_framed_glenn_01.png)
(http://i193.photobucket.com/albums/z106/overdrawntheband/soldiers_framed_glenn_02.png)

(http://i193.photobucket.com/albums/z106/overdrawntheband/soldiers_framed_glenn_01-2.gif)
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Baron on Mon 15/08/2011 03:27:28
Ooo!  I love the light-flashes but I'm not sure about the shoulder-shaking....  But since we're trying to get as many fingers in this pie as possible I can guarantee you that a portion of your work will appear in the game.  Thanks!
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Big GC on Tue 16/08/2011 12:16:56
Cheers - use what you need or want to keep. Or none at all Im easy.

More?? How about a death scene

(http://i193.photobucket.com/albums/z106/overdrawntheband/soldier1_death_GIF-1.gif)

(http://i193.photobucket.com/albums/z106/overdrawntheband/soldier1_death_GIF-1.gif)

and the png's

(http://i193.photobucket.com/albums/z106/overdrawntheband/soldier1_death_001.png)(http://i193.photobucket.com/albums/z106/overdrawntheband/soldier1_death_002.png)(http://i193.photobucket.com/albums/z106/overdrawntheband/soldier1_death_003.png)(http://i193.photobucket.com/albums/z106/overdrawntheband/soldier1_death_004.png)
(http://i193.photobucket.com/albums/z106/overdrawntheband/soldier1_death_005.png)(http://i193.photobucket.com/albums/z106/overdrawntheband/soldier1_death_006.png)(http://i193.photobucket.com/albums/z106/overdrawntheband/soldier1_death_007.png)
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Baron on Thu 18/08/2011 03:10:11
Wow, that's.....not in the script  :o.
      I can't guarantee that this will make it into the game at this point but we'll see.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Big GC on Thu 18/08/2011 05:57:41
Oh, I was thinking

Spoiler
I thought of it as a death sequence when draculator was biting the guards at the end befor the sisters crashed the party - my bad but I though I read back a few pages that the soilders needed a death/falling animation?
[close]
:o
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Wonkyth on Thu 18/08/2011 07:45:54
Damn that's cool, though!  :o
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Tabata on Thu 18/08/2011 19:43:04
@ Big GC:
Quote from: Baron on Tue 09/08/2011 05:31:03
...
... Those guards are still awkward.  They really should face the door, maybe kneel.  Standing is fine when shooting but it's a little unbelievable as it is now.  And the death "animation" really needs some help (play build, above, for details) ...

So I think the problem isn't your fine animation, but the direction of the guard, because they won't got bitten, when shooting  ;)

Do you have the time and lust, to do another of your awesome animation for the swarm?    (http://i646.photobucket.com/albums/uu190/webkinzpost/Smilies/ththPrettyPleaseCherry.gif)
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Baron on Fri 19/08/2011 02:17:01
Yeah, sorry for not being clear.  As Tabata said, the puzzle calls for the guards to be caught by surprise.  Ideally they would be facing the door (which will animate with light flashes, showing the fire-fight beyond between the robot monster and presumably yet more guards.  Merrick must surprise them from behind, otherwise they shoot him.
    Although, to be fair, the way the blood squirted I originally thought the soldier was being shot  ::).
    Be that as it may, however, if that's a biting animation we'll just go with it since, as Wonkyth+ points out, it is an awesome animation!  Maybe this particular guard is quick enough to turn around, but still gets bitten?  We'll just make sure the others are caught in their crouching/door facing positions (anybody?)
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Big GC on Fri 19/08/2011 13:25:24
Cool, I get it now (I think).  :-X

It should look more like these Soilders facing the door

(http://i193.photobucket.com/albums/z106/overdrawntheband/theroom-MOCKUP.png)

edit:

All righty bed time now but first this

(http://i193.photobucket.com/albums/z106/overdrawntheband/ags%20games/gaurd_03_die_gifanimation-1.gif)
(http://i193.photobucket.com/albums/z106/overdrawntheband/ags%20games/gaurd_03_die_gifanimation-1.gif)

(http://i193.photobucket.com/albums/z106/overdrawntheband/ags%20games/gaurd_03_still.png)(http://i193.photobucket.com/albums/z106/overdrawntheband/ags%20games/gaurd_03_die_01.png)(http://i193.photobucket.com/albums/z106/overdrawntheband/ags%20games/gaurd_03_die_02.png)
(http://i193.photobucket.com/albums/z106/overdrawntheband/ags%20games/gaurd_03_die_04.png)(http://i193.photobucket.com/albums/z106/overdrawntheband/ags%20games/gaurd_03_die_05.png)(http://i193.photobucket.com/albums/z106/overdrawntheband/ags%20games/gaurd_03_die_06.png)
(http://i193.photobucket.com/albums/z106/overdrawntheband/ags%20games/gaurd_03_die_07.png)
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Tabata on Fri 19/08/2011 17:44:52
@ Big GC:          (http://www.smilies.4-user.de/include/Optimismus/smilie_op_013.gif)   (http://www.smilies.4-user.de/include/Optimismus/smilie_op_013.gif)   (http://www.smilies.4-user.de/include/Optimismus/smilie_op_013.gif)
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: TomatoesInTheHead on Fri 19/08/2011 18:02:13
Great animations! :)

And I'm sure we can use the first one too if we flip it or position the guard on the right spot.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Big GC on Sat 20/08/2011 01:33:27
Cheers. I hope they can help finish this off for y'all

To complete the trilogy

(http://i193.photobucket.com/albums/z106/overdrawntheband/gaurd_02_die_gifanimation.gif)

(http://i193.photobucket.com/albums/z106/overdrawntheband/gaurd_02_die_gifanimation.gif)

all the png's
(http://i193.photobucket.com/albums/z106/overdrawntheband/gaurd_02_still-1.png)(http://i193.photobucket.com/albums/z106/overdrawntheband/gaurd_02_die_01.png)(http://i193.photobucket.com/albums/z106/overdrawntheband/gaurd_02_die_02.png)
(http://i193.photobucket.com/albums/z106/overdrawntheband/gaurd_02_die_03.png)(http://i193.photobucket.com/albums/z106/overdrawntheband/gaurd_02_die_04.png)(http://i193.photobucket.com/albums/z106/overdrawntheband/gaurd_02_die_05.png)
(http://i193.photobucket.com/albums/z106/overdrawntheband/gaurd_02_die_06.png)(http://i193.photobucket.com/albums/z106/overdrawntheband/gaurd_02_die_07.png)(http://i193.photobucket.com/albums/z106/overdrawntheband/gaurd_02_die_08.png)
(http://i193.photobucket.com/albums/z106/overdrawntheband/gaurd_02_die_09.png)

and the third guard in his "facing the door pose" from the first death scene animation

(http://i193.photobucket.com/albums/z106/overdrawntheband/gaurd_01_still-1.png)
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Baron on Sat 20/08/2011 04:22:59
Niiiiiiiiice!  Awesome stuff, Big GC!
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Big GC on Sat 20/08/2011 13:53:21
Just looking at the first post and what was left to do.

The laser control stuck out at me.

The laser room is such a wondeful room and looks complete as it is, so I was wondering if a simple keypad would work for the laser.
To me the unit circled is "wired" into the laser anyway.
(http://i193.photobucket.com/albums/z106/overdrawntheband/laserroom.jpg)

I thought to put a simple key pad onto it would sufice.

(http://i193.photobucket.com/albums/z106/overdrawntheband/laserroomw-control.png)

I would animate the pad to draw attention to it, and mabey when looking at the unit in the script it would be described as the lasers contol unit and resonator housing ... or something along those lines.

(http://i193.photobucket.com/albums/z106/overdrawntheband/lascon_ani.gif)

(http://i193.photobucket.com/albums/z106/overdrawntheband/lascon_ani.gif)

PNG's
(http://i193.photobucket.com/albums/z106/overdrawntheband/simplelasercontrol.png)
just a thought
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: TomatoesInTheHead on Sat 20/08/2011 14:04:06
Looks nice in general, it's only in the wrong resolution now (as you've put it in the second image) ;)
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Big GC on Sat 20/08/2011 14:13:31
Quote from: TomatosInTheHead on Sat 20/08/2011 14:04:06
Looks nice in general, it's only in the wrong resolution now (as you've put it in the second image) ;)

ooops! I just cut and pasted the panel into a screen grab, but didnt resize the background correctly.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Big GC on Sun 21/08/2011 01:48:58
Quote from: Baron on Thu 21/04/2011 04:58:20
April 30 Edit:

3) Merrick side level take (reach out) (hopefully we can script it that only side views are

For consideration by the swarm

(http://i193.photobucket.com/albums/z106/overdrawntheband/merrick-take-left-ani.gif)     (http://i193.photobucket.com/albums/z106/overdrawntheband/merrick-take-right-ani.gif)

(http://i193.photobucket.com/albums/z106/overdrawntheband/merrick_right-take.png)

(http://i193.photobucket.com/albums/z106/overdrawntheband/merrick_left-take.png)
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Icey on Sun 21/08/2011 03:53:11
That fresh. good stuff Big GC.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Tabata on Sun 21/08/2011 08:10:53
Another cool work Big GC
                                     (http://bestsmileys.com/textinbubble3/4.gif)
You work faster, then Baron can update the "to-do-list"  :o

There are still some points left and since it seems to me, that you are  â€žhaving a run“, you might also want to study this list over here (http://www.adventuregamestudio.co.uk/yabb/index.php?topic=43340.msg588364#msg588364) (Points 3., 4. and 7. , 8. ) for some more challenges ;)

Crimson already „placed his flag“ to Point 5 and Armageddon to Point 6, so we should wait for their results (or cancellation [what I don't hope]) to this.


(http://www.smilie-harvester.de/smilies/Tiere/324.gif)             (http://www.smilie-harvester.de/smilies/Tiere/324.gif)             (http://www.smilie-harvester.de/smilies/Tiere/324.gif)  

(http://www.adventure-treff.de/forum/images/smilies/icon_arrow.gif) draculated Big GC:  You are not infected by the swarm! You are assimilated  ;D

(http://www.myemoticons.com/images/super-smileys/baddies/cybrog.gif)
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Buckethead on Sun 21/08/2011 11:26:04
Thanks for linking that list again Tabata. I am now making a list of the needed sound effects. I might be adable to provide a few myself later on.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: ZapZap on Sun 21/08/2011 14:40:29
 I've recently noticed this awesome thread and i want to contribute :D  Right now i'm doing a close up for the ginger scientist, i'll post it later so you can say if you like it
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: on Sun 21/08/2011 15:02:19
Quote from: Cleanic on Sun 21/08/2011 14:40:29
I've recently noticed this awesome thread and i want to contribute

The SWARM at work. Dear lord, what have we done?
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Tabata on Sun 21/08/2011 15:16:26
Quote from: Ghost on Sun 21/08/2011 15:02:19
The SWARM at work. Dear lord, what have we done?

Wonderful - isn't it? ... reminds me of the pied piper of Hamelin (http://2.bp.blogspot.com/--Taq-iHY1Ro/Ticy1nerKCI/AAAAAAAACns/F6HD2GpxLu8/s1600/pied_piper_img.jpg)

(http://www.spielmannszug.twistringen.de/Fl%C3%B6tenspieler.gif) â€" come on my dear draculated members - mooooooooore!
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Anian on Sun 21/08/2011 15:20:46
I really like how the first background (and the other one) (no offence to the original) we're a bit cleaned up (style wise, the dithering) so it's easier to draw sprites on them. Kind of sad I toiled overthat freaking chair for an hour or so just so it won't clash with the background.  ;D

This is going really well as a project, maybe a tad over time limit, but still, it'll look real nice when it's done.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Buckethead on Sun 21/08/2011 17:00:51
Here's my list of needed sound effects so far. I'm not sure if there more to the game in the lastest build that I've missed. I got untill you can let the guard slip. There is probably more but I didn't know how to progress further.

- An alarm when the proffesor mentions it.
- An evil laughter from the proffesor.
- A wiggle free sound.
- Exploding dog sound.
- Sound for when you break free.
- Change glass sound.
- Laser sound.
- A hiss when the player stands under the crufix (and in uv-light).
- Door opening after the laser.
- Putting off the light.
- Going through the door.
- Maybe a sound of the probe flying around.
- A sound when the guard slips.
- A sound when the gaurds gets electrified.
- The guards shooting.
- Maybe a sound when biting.
- Twins crashing through the wall. 

I'll probably be adable to provide a few of these sound effects.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Tabata on Sun 21/08/2011 17:06:41
@ Buckethead:  (http://i646.photobucket.com/albums/uu190/webkinzpost/Smilies/thpm.gif) ... there is much more ;)
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: ZapZap on Sun 21/08/2011 18:30:39
Here it is
(http://piczasso.com/i/iktmb.png) (http://piczasso.com/s.php?s=iktmb.png)
I really didn't know if i had to make it realistic like Secret Fawful's girls or more cartoony like abstauber's doc, at the end it came out quite cartoony...
what do you think?
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Grim on Sun 21/08/2011 22:04:43
I really like the ginger bearded bloke! Great job:)
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: ZapZap on Mon 22/08/2011 19:01:55
(http://piczasso.com/i/iktmb.png) (http://piczasso.com/s.php?s=iktmb.png)(http://piczasso.com/i/fn5hz.png) (http://piczasso.com/s.php?s=fn5hz.png)(http://piczasso.com/i/uf5wn.png) (http://piczasso.com/s.php?s=uf5wn.png)(http://piczasso.com/i/t6v5c.png) (http://piczasso.com/s.php?s=t6v5c.png)

Some talking! (i made just 3 cause you know, he has malocclusion, it's not like i'm lazy)
am i part of the swarm yet? :P
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Baron on Tue 23/08/2011 02:08:36
Nice work everybody.  I've undertaken some nightmarish renovations this past week but things are now reassembled enough that I'll be able to devote some time to AGS again.  Top on my priority list is to get these awesome animations implemented!

@Big GC:  Your animations are all superb and will add considerable visual appeal to the game.  Good work, sir!  I especially commend you on using the robotic arm for taking in both directions (and not coping out by just flipping the frames).  Uber kudos.

@Cleanic: That is the perfect scientist look, IMO.  You can see the buck-toothed nerdy boy that still lurks awkwardly behind the man beard.  Nice.

@Everybody: The Swarm lives!  Things got a little quiet over the middle of the summer, but I can feel the energy pulsing through this thread once more.  Keep it up!

Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Big GC on Tue 23/08/2011 02:42:59
Cheers Baron and everyone who likes them.

I actually think I might have a shot at the scientist climbing his console and swing a broom madly.

Unless there is anything more necessary that needs animating first.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Icey on Tue 23/08/2011 03:42:59
Can I do the blond scientist speech view?
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Icey on Tue 23/08/2011 05:05:46
(https://lh3.googleusercontent.com/-e5kvJ0p0OYA/TlMmxbISMkI/AAAAAAAAAUs/AQzFF6ppT2k/w154/sci.png)

I took a go at it.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Wonkyth on Tue 23/08/2011 09:57:07
Doesn't look quite wizened enough to be a scientist. :P
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: TomatoesInTheHead on Tue 23/08/2011 14:02:07
I think he looks good!
As far as I remember from the dialogs, one scientist explains things to the other one, so it's accurate to have one of them appear rather young and inexperienced :)
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Dualnames on Tue 23/08/2011 14:55:44
I love that sprite(icey's), so I think it definitely needs to be there. It's really good.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Big GC on Tue 23/08/2011 15:23:17
Allrighty - cowardly scientest climbs his computer console and starts swining a broom.

I broke them into a climbing animation and a swinging animation.

I 'stuck' the broom  on top of the console and also added the top left part of the computer console to help line it up in game a bit easier.

(http://i193.photobucket.com/albums/z106/overdrawntheband/broom_anigif.gif)

(http://i193.photobucket.com/albums/z106/overdrawntheband/swing_gifani.gif)

I went a little overboard so there are alot of frames. Instead of uploading them here try take them straight from my AGS albumn on photobucket

http://s193.photobucket.com/albums/z106/overdrawntheband/#!cpZZ4QQtppZZ12

If that dosnt work I will paste them all here, just didnt want to slow the page down
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Icey on Tue 23/08/2011 16:34:47
Thanks guys :)

And nice animation Big GC. I have been waiting to see that one for sometime.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Tabata on Tue 23/08/2011 17:11:20
YIPPY - I - YEAH!   .  .  .    (http://www.smilies.4-user.de/include/Tiere/smilie_tier_208.gif) .   .   .   .    SWARMING-ALERT!!


A lot of cool entries!


Quote from: Cleanic on Mon 22/08/2011 19:01:55
... am i part of the swarm yet? :P  
I am pretty sure, that you have been draculated already.  ;D

I like, what you have done (and wanted to see it in action). For those of you, who are curious, too   -   (http://smilies-smilies.de/smilies/computer_smilies/linkhier.gif)  (http://www.bildermonster24.de/images/866_redbeard_talking.gif)



When watching the scientists in one screen ...

              (http://www.bildermonster24.de/images/680_both.png)

I am a bit worried, that “little Blondie” will get hurt as soon as “Redbeard” starts talking (http://emoticoner.com/files/emoticons/smiley_faces/fisch-smiley-face.gif?1302011361)


@ Icey:
You draw a nice character and I don't have a real problem with the blonde scientist being so young.
I can live with the differend lab coats they are wearing, too (even if it is unusual â€" but the whole game is unusual, so why not)
- but I think they should have their ID-cards in the same style, don't you?
Do you have time and lust to make him a bit more fitting to his colleague (but without loosing the style you gave him)?

@ BIG GC:
Just WOW!  :o
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Icey on Tue 23/08/2011 17:27:12
Sure I think I can fix the id card. If that's what you mean't by fitting  ;)
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: ZapZap on Tue 23/08/2011 17:42:12
wow lots of awesome new things (studio and Big GC)! thanks Tabata, which program do you use to make gifs? i did notice though that the "closed mouth" frame i used it's different from the one i used as a base for the talking, here's the one
(http://piczasso.com/i/ns5ul.png) (http://piczasso.com/s.php?s=ns5ul.png)
GO SWARM
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Tabata on Tue 23/08/2011 17:59:14
@ Icey:
Yepp, would be cool  :D (... and maybe a little bit taller ... what ever you can think of to make them more "belonging together" and not like strangers, who meet somewhere â€" you know, what I mean? I have a bit trouble, explaining it in english, sorry! :P)

@ Cleanic:
I am just going to learn "GIMP"  :)
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Icey on Tue 23/08/2011 21:41:40
I think there should be a lazy chubby scientist in the corner of the room who just sits there eating chips even though hes supposed to be working.

(https://lh4.googleusercontent.com/-zNvgD91u4xs/TlQPgctzYJI/AAAAAAAAAV4/CEa8uwwza7c/exa.png)

P.S. I still got to edit the scientist. And Tabatha I think he is tall it's just that the other guy has a ...Big head :D
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Tabata on Tue 23/08/2011 21:53:53
Oh yes, his head is huge, for sure  ;D
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Icey on Tue 23/08/2011 22:04:23
Well I guess if your gonna be smart you gotta to have big brain. however the side effect is you getting a head like his  ;D

Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Baron on Wed 24/08/2011 02:49:27
 :o :o :o :o :o

OK, somebody recruit Big CG to do animations for an epic full-length game already.  Something where he has to animate crazy stuff, like a giant octopus rampaging through the street canyons of New York.  This guy is amazing!  And quick!  And he takes the initiative!  And he asks nothing in return!  Seriously guys, here is the perfect development partner.  Seize him while you can! 
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Wonkyth on Wed 24/08/2011 08:41:43
Yeah, CG is pure G...C.  :P
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Baron on Thu 25/08/2011 02:59:49
A'ight, it's  BETA TIME. (http://www.vanwijst.com/games/swarm/draculator_beta.zip)

I think I've got all assets up to date, all puzzles functioning, all descriptions & cutscenes (except the very very last scene).  So what I need now are people to beta test and then beta test some more, and then finally report any and all glitches and bugs here so that I can hunt them down.

No one volunteered for the writing working group, so I just hacked out the writing the best I could.  If anyone has any suggestions regarding improvements I'd love to discuss them.  In particular I'm eager for an uninitiated player to be able to grasp the simple plot quickly.  Are there any places in the game where you feel there are not adequate directions/clues?  Let me know.  Finally, we want dialog to convey the urgency and intensity of Merrick's escape, and the raw emotion of his final encounter with his would-be saviours.

I see some people working on the sound front -that's awesome.  Can you guys compile a master list of sounds required?  Then we'll send the swarm off to hunt them down.

Musicians.... I PMed our musicians like two weeks ago but no one has gotten back to me.  So what I'm going to do is repost that PM here and turn it open to the swarm.  Ideally there would be different music for at least the important rooms (surgery, robot lab, guard room/finale), but as a last resort we'll just play the same music straight through.

Finally, I'm going to start compiling a master list for the credits.  I've got a text document table organizing most of it, but I'm sure in all the chaos I've missed something.  So over the next couple of days I will post the master list, and then the onus will be on the swarm to spot any mistakes or omissions.  

Estimated release date is now approximately September 15th.

Any questions?

---------------------
EDIT: As promised, my musician recruitment PM follows....

Greetings Swarm Volunteers,
     If you are receiving this you have volunteered (or were volunteered...) to spend about an hour composing music for one scene of the collaborative swarm game.  It's fine if you want to spend more than an hour, but that's up to you.

     Requirements: Music must be MIDI format and loop, and be in an up-tempo 1950s sci-fi/horror genre (open to interpretation).  We already have a theme composed by JackPumpkinHead: stylistically your music should fit in with that.  Since I don't really know anything about music that's as much advice as I can give.  Please post in the  swarm thread (http://www.adventuregamestudio.co.uk/yabb/index.php?topic=43340.0) if you have any questions and hopefully someone with the appropriate qualifications will get back to you.

     Resources: First and foremost is the  LATEST BUILD (http://www.vanwijst.com/games/swarm/draculator_beta.zip), in which you will hear JackPumpkinHead's theme.  You can attempt to play the game, but it is in a pre-beta phase still and some things don't really make sense yet.  However, the game can be finished if you are persistent or search the swarm thread for hints.
      For those of you who value your time, however, I offer the following screenshots.  Each room will have its own music (depending on response rate of course), so each of you will ideally end up doing one screen each.  Please post in the  swarm thread (http://www.adventuregamestudio.co.uk/yabb/index.php?topic=43340.0) to claim your screen so that two musicians don't end up working on the same screen.

Surgery Laboritory: Merrick escapes being strapped down and then uses material he finds laying around to break out of the room.  Some urgency to his actions.
(http://www.vanwijst.com/games/swarm/screenshots/beta_surgery_lab.PNG)

Corridor: Merrick must slip past the anti-vampire UV light.  Slightly less urgent, but still trying to escape.
(http://www.vanwijst.com/games/swarm/screenshots/beta_corridor.PNG)

Robotics Laboritory: Merrick must disable the scientists (not yet implemented, if you are playing the game) and steal objects useful for escaping further.  This would be the "calmest" part of the game.
(http://www.vanwijst.com/games/swarm/screenshots/beta_robot_lab.PNG)

Exercise Yard: Intensity builds as Merrick must overcome the guard remotely and slip past the most powerful guard of all -the sun!
(http://www.vanwijst.com/games/swarm/screenshots/beta_exercise_yard.PNG)

Guard Room (before final battle): High intensity, as Merrick must bite the guards before they shoot him.
(http://www.vanwijst.com/games/swarm/screenshots/beta_guard_room_1.PNG)

Guard Room (during final battle) Ultra high intensity -this is the climax!  Fight!  Fight! FIGHT!!!!
(http://www.vanwijst.com/games/swarm/screenshots/beta_guard_room_2.PNG)

Due Dates: I am guestimating that this game will be released in mid September, so any contributions that you want included should be in my hands by September 7 -after that we'll fill in the remaining blanks with what we have.

Thanks so much for your contribution to the project!

Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Icey on Thu 25/08/2011 03:28:21
---------------------------
Adventure Game Studio
---------------------------
An error has occurred. Please contact the game author for support, as this is likely to be a scripting error and not a bug in AGS.
(ACI version 3.21.1115)

in "room2.asc", line 123

Error: Character.Loop: invalid loop number for this view

---------------------------
OK   
---------------------------


I opened the fridge and went to activate the laser when he said the door was still opened. I want't to close a he started walking and poking his had out.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Baron on Thu 25/08/2011 03:36:22
Ah, that's because I just copy and pasted the code from the laser hotspot to the control panel without realizing there is now a reaching animation involved.  Zapped and updated.  Next!
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Icey on Thu 25/08/2011 03:54:00
New problem. Running out then Walking back into the room after the crash part seems to make the room looks like it did before that part. Only thing is the guards are gone, there is that light, And the robot is hiding yet it can still talk.

I get this feeling that is wall is an obj with a baseline of 1. Have the room check right before you enter it to see if bsavebtn(or something like that) is visible. If true then wall should be visible however if false then the wall should be hidden. As for the robot I don't know what to say.

P.S. Debugging is still on.

Lmao at the scientist at the end of the game.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Baron on Thu 25/08/2011 05:08:11
Ah, it's probably residual code from the on_load set up that's being retriggered when you re-enter.  Frankly, I'm not sure if leaving should be an option in the real game, but I can zap that bug easily enough in the mean time.  Keep 'em coming!
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Big GC on Thu 25/08/2011 05:24:37
Quote from: Baron on Thu 25/08/2011 05:08:11
Ah, it's probably residual code from the on_load set up that's being retriggered when you re-enter.  Frankly, I'm not sure if leaving should be an option in the real game, but I can zap that bug easily enough in the mean time.  Keep 'em coming!

Agree. the puzzles before hand get you too that room with everything you need to complete the game.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Icey on Thu 25/08/2011 05:30:51
The first time I played I ended up getting all the items some how. The second time I had to "Cheat"
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Tabata on Thu 25/08/2011 06:05:42
You have been very diligent, Baron  :o â€" good work again!

I am on my way to work right now, so I will have to take a closer look to it this eve, but I had to take a short peek right now.  ;D


Looking at the doorlock (first room) gives you still the reply two times.  ;)

Quote from: Big GC on Thu 25/08/2011 05:24:37
Quote from: Baron on Thu 25/08/2011 05:08:11
Ah, it's probably residual code from the on_load set up that's being retriggered when you re-enter.  Frankly, I'm not sure if leaving should be an option in the real game, but I can zap that bug easily enough in the mean time.  Keep 'em coming!

Agree. the puzzles before hand get you too that room with everything you need to complete the game.

I think you have to be able to go back, because if you don't know the riddles, you might need/have to search i.e. for the cone pine -  or stay in there forever.  :-\

Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Icey on Thu 25/08/2011 06:15:45
I now know where the Pine cone is! Thanks tabata ;D
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Prozail on Thu 25/08/2011 07:52:40
Error: Unable to render character 0 (Merrick) because loop 2 does not exist in view 13

Error: Unable to render character 0 (Merrick) because loop 1 does not exist in view 13
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: arj0n on Thu 25/08/2011 10:32:54
1.: When scrolling my scroll wheel towards me activates the 'look' function. Is this intended?
2.: A bit odd: you can change the mirror in the first room without being near it.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: on Thu 25/08/2011 11:24:37
I've played it out. Really cool game.
I noticed something, that is a really small bug... almost unnoticeable...every time you leave the Exercise Yard(The room where umbrella is), the probe droid (or however is it called), flies to you from the top of the room. You see the problem is that, you can return to that room at any time and not use the probe droid, but he will still appear from the top and fly down to you.
This is probably stupid, and noone will notice this when playing the game( actually he will if he returns to this room).
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Icey on Thu 25/08/2011 14:40:59
That's right! I noticed that too. I men't say something about that to but I forgot about that part.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Jackpumpkinhead on Thu 25/08/2011 16:00:28
@Baron: i can do some more music, i just need to know how many new songs we need to finish the music out.
i was thinking for sure we need a piece for merrick to just explore the facilities. and then when the twins show up, maybe a remix of the theme?  ???
i will get started on this asap and will upload it as soon as i have something
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Baron on Thu 25/08/2011 20:27:23
Quote from: Prozail on Thu 25/08/2011 07:52:40
Error: Unable to render character 0 (Merrick) because loop 2 does not exist in view 13

Error: Unable to render character 0 (Merrick) because loop 1 does not exist in view 13

What were you doing at the time?

Quote from: └» Arj0n «┘ on Thu 25/08/2011 10:32:54
1.: When scrolling my scroll wheel towards me activates the 'look' function. Is this intended?
2.: A bit odd: you can change the mirror in the first room without being near it.

What's a mouse wheel?
The mirror thing was intentional to save too much back and forth walking.  We can change it if there is strong opinion on this matter.

Quote from: Tabata on Thu 25/08/2011 06:05:42

Looking at the doorlock (first room) gives you still the reply two times.  ;)

I think you have to be able to go back, because if you don't know the riddles, you might need/have to search i.e. for the cone pine -  or stay in there forever.  :-\


Still??  I'll look into it again.  As for going back, the only thing you need to defeat the Vampire Twins is the probe, which logically you must have if you pass through the yard.  The pine cone can be used to give you the ability to survive forest fires, but if you miss it you can use a less tasty cockroach which gives you the ability to survive nuclear winter, and this results in an ever so slightly different ending.  You do need the blood from the fridge to defeat the guards, but we could just make it impossible to leave the surgery without it.  "What?  Take that yucky carrot and not the juicy blood too?"

Quote from: Bogdan on Thu 25/08/2011 11:24:37
I've played it out. Really cool game.
I noticed something, that is a really small bug... almost unnoticeable...every time you leave the Exercise Yard(The room where umbrella is), the probe droid (or however is it called), flies to you from the top of the room. You see the problem is that, you can return to that room at any time and not use the probe droid, but he will still appear from the top and fly down to you.
This is probably stupid, and noone will notice this when playing the game( actually he will if he returns to this room).

Really, I am inclined to trap Merrick in the guardroom once he enters, and if he tries to leave the guards will shoot him, or the door will be stuck, or something.  I've already spent a couple hours playing with Merrick going back and forth through the exercise yard, but clearly it's still not functioning properly.  I'm reluctant to invest more time in this aspect of the game play since it just artificially makes the game longer.  You may feel free to plead your cases otherwise -I'm just saying how I feel on the subject.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Baron on Thu 25/08/2011 20:41:31
Ah, in my haste to address the beta-tester's concerns I forgot to post....

THE BUCKETHEAD LIST
A.K.A. The Official List of Needed Sounds

- An alarm when the proffesor mentions it.
- An evil laughter from the proffesor.
- A wiggle free sound.
- Exploding dog sound.
- Sound for when you break free.
- Change glass sound.
- Laser sound.
- A hiss when the player stands under the crufix (and in uv-light).
- Door opening after the laser.
- Putting off the light.
- Going through the door.
- Maybe a sound of the probe flying around.
- A sound when the guard slips.
- A sound when the gaurds gets electrified.
- The guards shooting.
- Maybe a sound when biting.
- Twins crashing through the wall (kaboom sound).

These are the basics: if you have something you think might be appropriate, post it here or PM me and if it fits we'll scratch it off the list.  If you have new ideas the onus is on you to find the sound and deliver it and then I'll happily add it (otherwise the list risks growing excessive).  Good luck!

Also, pending any revisions to the writing obviously, I'd be interested in recruiting voice actors.  Merrick speaks a lot -I haven't looked into it but it's probably north of 200 lines.  What's more is that the player would always hear him, so the voice really has to fit the character and the quality has to be clean.  Other parts are just small, although ideally they'd be up to snuff too it's not quite as important.  So if you're interested in a bit-part we'll try to use you, but if you're interested in voicing Merrick I'll ask you to record two-three lines and post them here for the swarm to discuss.
Characters needing voicing are:

Merrick
Mad Scientist
Red Scientist
Blond Scientist
Robot Monster
Dark Vampire Sister
Blonde Vampire Sister

Thanks for your interest!
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: ddq on Thu 25/08/2011 20:48:26
I can work on some of the foley, see what sort of sounds I can get. I can also voice a character. Doesn't really matter which.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Tabata on Thu 25/08/2011 20:53:22
Here we go:

Biggest points are already postet. So I only have a bit and some points I would like:

Well, if you play it like you would do it the first time, you can find very special vampire things (http://www.bildermonster24.de/images/516_funny.png).  (http://bestsmileys.com/lol/10.gif)

I would like some more hotspots with replies (i.e. for the bonzai, the switch in the yard, ...) to make it a bit more difficult to solve the prob/find what's needed.

Watching Redbeard swinging the broom the whole time is a bit strange for me. Is it possible to let him wag it only, when Merrik comes near to him?

I would love to see „little Blondie“ in the ending scene with fangs.  ;D


Edit:
Quote from: Baron on Thu 25/08/2011 20:27:23
The pine cone can be used to give you the ability to survive forest fires, but if you miss it you can use a less tasty cockroach which gives you the ability to survive nuclear winter, and this results in an ever so slightly different ending. 

:o I always ate both - so I tortured poor Merrick, more, as needed  ::)
Ã,,hem - let's say: I take back my complaint - with an expression of regret  ;)
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: DoorKnobHandle on Thu 25/08/2011 22:44:27
I recorded my first impressions (which turned into a "let's play" style playthrough of the beta), hope this will help.

I know I'm not exactly cut out to be the best let's play-er on Youtube, I did struggle with my English throughout the cast (ie. I'm able to make much more sense, speak more fluidly and coherently in my primary language) and my voice sounds horrible (partly because of the cheap headset mic I was using and partly because it just sounds annoyingly), but this playthrough is meant to show you developers how the game feels to somebody that has no idea about the project or anything, how hard the puzzles are and so on.

(http://i.imgur.com/XPoNz.png) (http://www.youtube.com/watch?v=k6sfdwZyKIk)
Click the thumbnail above to watch the video! Enjoy in HD!

I also miss several dialog lines and interactions, it's surprisingly hard to play an adventure game and talk at the same time! I did cut out about 5 minutes of not knowing what to do in the boss fight and a 2 minute search for the inventory screen.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Tabata on Thu 25/08/2011 23:46:46
Thank you so much for this dkh.
                    (http://emoticoner.com/files/emoticons/smileys/thank-you-smiley.gif?1292867689)
This is really interesting to watch and gives good clues for the swarm, what is needed most to get the game polished and where to put some comments of Merrick to make the goal more clear... so you did a good work!
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Baron on Fri 26/08/2011 02:46:21
Wow!  320 x 240 in HD rocks!

I now have a rather lengthy list of glitches and improvements -good work dkh.  I guess a readme is a good start to give the player some initial direction, and then maybe an "objective" statement as soon as the character enters each room.  I don't know how you were able to access the disabled menu GUI or obsolete walk cursor.... It was probably something to do with hitting the keyboard keys (they probably have some residual code associated with them because we built the project on the default template) -I'll look into it.

Thanks for all the detailed feedback!
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: TomatoesInTheHead on Fri 26/08/2011 03:16:59
Concerning the access of the inventory window, maybe we can an "I" or "Inv" button or something to the lower/upper right corner of the screen to click on and open the window.

I've made a quick example, with and without some crappy shading and with a brighter version to be used for a mouse-hovering effect:
(http://home.arcor.de/tith-ags/inv_button.png) (http://home.arcor.de/tith-ags/inv_button.png)

Which would look like this:

(http://home.arcor.de/tith-ags/inv_button_example.png)
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: DoorKnobHandle on Fri 26/08/2011 10:33:14
Thanks for the feedback on my Youtube playthrough!

About the objective: in case the goal for the player to escape out of the entire structure is clearly set up in the beginning of the game, I don't think need a reminder every time we enter a room. That's fine. What I meant was, in the guard room with the umbrella, there is a guard and a huge area of sunlight. Two immediate obstacles to our progress. But as a player I'm not really sure what the guard 'means'. Will the guard see me when I just somehow move through the sunlight? He is on a different level and looks like he'd be looking over the edge of the building more than down. You also start to wonder why you'd want to escape to the outside when in all rooms with windows or openings you can see that it's bright outside - which you don't like as a vampire. Then in the boss room, you enter and there's the soldiers aiming at the door. But we don't know why they are doing that. We find out after solving a puzzle but it's confusing up to that point. The number of small confusing elements like that adds up over the second half of the game and creates that 'aimless' feel I was getting for a while there.

About the drop-down bar that shouldn't be there: in the guard room with the umbrella, during a cutscene where the probe was moving I moved the cursor to the top of the screen. That showed the bar crossed out and paused the game. After doing this once I then had the ability to pull the bar down at any point in time.

Obsolete cursor keys were W for walk to and L for look at.

Somebody on Youtube asked where to play the first installment, do you guys have a link? I wasn't able to find anything in the games database.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Buckethead on Fri 26/08/2011 11:23:38
This game is not actually a sequel. The "II" in the title just referes to the guy being the second. As in King George III. I hope that makes sense. I agree the name is confusing.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Jackpumpkinhead on Fri 26/08/2011 15:11:58
@DKH:  Glad you like the music!!!!

BTW as far as the music goes, the midi needs to be looped at a certain point. when i get home from work i will play around will the music and i will let you know where to loop from, and again i will work on a few new pieces of music that will loop and not get so annoying after hearing it a million in a half times ;D

i might also do a couple midi sound effects
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Prozail on Fri 26/08/2011 15:57:38
Quote from: Baron on Thu 25/08/2011 20:27:23
Quote from: Prozail on Thu 25/08/2011 07:52:40
Error: Unable to render character 0 (Merrick) because loop 2 does not exist in view 13
Error: Unable to render character 0 (Merrick) because loop 1 does not exist in view 13

What were you doing at the time?

I'm still bound to the chair.
Both times just clicking on the middle mousebutton to walk around. I think it may be that i try to move while he's talking or something like that.
(can be easily reproduced by just repeatadly clicking middle mouse button on the door-lock after starting the game)
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Tabata on Fri 26/08/2011 16:27:25
@Prozail:
What you did shouldn't be possible - sorry.

So please try to click/use ...
Spoiler
... the chair/Merrick's body and read the reply (and repeat it) ... 
[close]
... then you will be able to go on.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Prozail on Fri 26/08/2011 16:40:04
Well.. that's why its called Beta test  :P

anyway.. managed to finish it now and didn't really notice any more bugs.. The control-scheme felt a bit wierd though.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Icey on Fri 26/08/2011 18:54:19
If it hasn't been said already. Baron place this in the global script: eKeyboardMovement_None,

This should fix the problem.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Tabata on Fri 26/08/2011 21:10:13
Quote from: dkh on Fri 26/08/2011 10:33:14
Somebody on Youtube asked where to play the first installment, do you guys have a link? I wasn't able to find anything in the games database.

I would explain it like:
To be honest it was meant to be confusing ;)  - You can take a little peek about that some pages earlier (http://www.adventuregamestudio.co.uk/yabb/index.php?topic=43340.msg581137#msg581137) if you want.

Like it is done in some famous movies, why not do the second part first (and have some fun, while they are searching for the first part which might be the story about how Merrick became a vampire).  ;D

In this experimental game the second story is told first (how Merrick became draculated) and maybe sometime there will be made part one.  8)



Edit:
Since I am only a little part of the swarm withot knowledge of development I may be allowed to ask (because I was wondering a bit about it):
Is is ,,normal" to upload a betatest to youtube to be seen from the public before releasing a game ???
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Baron on Sat 27/08/2011 03:54:03
Quote from: Tabata on Fri 26/08/2011 21:10:13
Since I am only a little part of the swarm withot knowledge of development I may be allowed to ask (because I was wondering a bit about it):
Is is ,,normal" to upload a betatest to youtube to be seen from the public before releasing a game ???

   It's not usually a good idea to publicly release a beta version as it confuses potential players who might not understand that it's not the final version.   But as we have so many people working on this project and the development has been very public anyway, I thought it was just easier to release the beta publicly in order to get a lot of beta-testing and feedback (like the earlier partial releases).  As for the You Tube component, dkh was very clear that it was a beta-version in his voice-over, so I don't think anyone would be confused about why the game didn't work perfectly.  And besides, according to You Tube there have been just 36 views (almost certainly swarm members or people who intentionally wanted to look "under the hood" of the game), so I think the chances of the beta version stealing the thunder of our official release are safely remote.  ;)
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Tabata on Sat 27/08/2011 04:26:17
Aah - okay! So it's just a exception in a very special case of game-producing. Thank you! :)

I am “on the road again” for a holiday starting this morning (for several weeks), not knowing if and when connecting to the www will be possible during that time and since I don't know, when I will be able to cheer you up next time I wish you all a lot of fun with polishing the swarm-game and make it near to perfect with voice-acting.
I am jealous of you all and I will search “at every corner" (http://www.smilies.4-user.de/include/Girls/smilie_girl_157.gif)
for a www-connection to see what the AGS-family is doing.

 (http://www.smilies.4-user.de/include/Girls/smilie_girl_202.gif)


Only some more steps to go - (http://www.smilies.4-user.de/include/Girls/smilie_girl_029.gif)

GO SWARMIES GO! - (http://www.smilies.4-user.de/include/Girls/smilie_girl_014.gif)  â€" WE CAN DO IT! YOU CAN DO IT!  -  (http://www.smilies.4-user.de/include/Girls/smilie_girl_014.gif) -  GO SWARMIES GO!
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Armageddon on Sat 27/08/2011 07:39:41
I'm just curious Tabata, do you make your own smilies?

(http://www.facepunch.com/fp/emoot/suicide.gif)
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Tabata on Sat 27/08/2011 08:29:28
If I would be able to I might do this.
As long as a simple bit of changing is only ending in things like
          (http://www.bildermonster24.de/images/902_swarmtab.gif)
I need "some" more experiences and swarm-lessons first.  ;)

So in the meantime I prefer to gather them from everywhere ...
Spoiler
You find "the home" of most smilies, when you take a peek at the properties of the pics  ; -)
[close]

Time to go - so I'm off now 
     (http://emoticoner.com/files/emoticons/smileys/see-ya-smiley.gif?1292867669)
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Hudders on Sat 27/08/2011 17:01:31
No offence to dkh but reading the dialogue would have helped you solve those puzzles easily...

I'm available to do voices if needed. I'd prefer that Merrick was played by someone who has an Eastern European accent, however, so I'm not signing up for that!
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: DoorKnobHandle on Sat 27/08/2011 17:12:16
Quote from: Hudders on Sat 27/08/2011 17:01:31
No offence to dkh but reading the dialogue would have helped you solve those puzzles easily...

I clearly acknowledged that in my cast! I was talking at the same time, trying to make points and all. I should've not talked when any dialogue was on the screen at all (like I and any other half-decent let's player does with voiced games, you don't ever want to talk over voices). Then I would've been able to read it all and not been as confused.

QuoteAnd besides, according to You Tube there have been just 36 views (almost certainly swarm members or people who intentionally wanted to look "under the hood" of the game), so I think the chances of the beta version stealing the thunder of our official release are safely remote.

Oh yeah, I didn't even think about that aspect. As far as I'm concerned, when something is released publicly, you're allowed to screengrab it and talk over it unless the developers clearly state they don't want such a thing (but then they wouldn't release the material publicly in the first place). If you ever want me to take the material down, I'll do it in a heartbeat of course! :D
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Baron on Sun 28/08/2011 02:38:29
Quote from: dkh on Sat 27/08/2011 17:12:16
If you ever want me to take the material down, I'll do it in a heartbeat of course! :D

No, no, no!  It's good for the swarm to see how a "fresh" player would react; it will definitely inform our polishing efforts.  I was just saying that in the "normal" closed-shop development process it's not a good idea to publicly release a beta.  I agree with you that once something has been posted publicly it is fair game.

Quote from: Hudders on Sat 27/08/2011 17:01:31
No offence to dkh but reading the dialogue would have helped you solve those puzzles easily...

At some points, I agree.  But dkh has definitely brought up a valid concern: that some puzzles/objectives should be better or more overtly flagged for the player.  This is, however, the touchiest art of game design.  Make clues too obscure and players whine about the game being too difficult, while make them too clear and they slam you for making it too easy.  Clearly we've got to put some thought into this.  I am inclined towards Merrick making comments as he enters new rooms about how he must hurry before they realize he has escaped, or pointing out the obstacles to be overcome.  We'll see how well that plays in the next build. 
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: DoorKnobHandle on Sun 28/08/2011 02:51:19
Very true, about the

Spoiler

EXIT puzzle
[close]

I noticed the description of the magnets actually contained a second sentence giving a hint. I over-read it while talking and then complained about it in my playthrough. That was obviously mislead and not relevant.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Hudders on Mon 29/08/2011 15:42:34
Maybe something to telegraph the function of the probe would be useful. Maybe a poster or a discarded back-issue of "What Probe?" magazine.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Baron on Mon 29/08/2011 22:51:58
Quote from: Hudders on Mon 29/08/2011 15:42:34
a discarded back-issue of "What Probe?" magazine.

He he he....
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Wonkyth on Tue 30/08/2011 09:25:39
Heh, roboporn ftw!
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Hudders on Tue 30/08/2011 20:44:27
"Apparently BIG probes are in this year... just like every year"
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Jackpumpkinhead on Wed 31/08/2011 14:35:24
http://dl.dropbox.com/u/35944169/Draculator%20II%20-%20Explore%20Loop.mp3

This is a very very rough version of the exploring the facilities loop that i just started working on
let me know what you think.

btw
how do you get a song to just play when you click on the link?
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Baron on Wed 31/08/2011 18:05:49
UPDATED BETA (http://www.vanwijst.com/games/swarm/draculator_beta_2.zip)

OK, I've fiddled with the "magic probe" bug and I think I've got it fixed.  I've left leaving the guardroom as an option up to the point where the Robot Monster enters.  Since you must have the cheetah blood to get to this point, there should be no dead ends and everyone should be happy.

Other Changes:
-cursor text (now you can see what items actually are!)
-flashing window in guardroom (gunfire)
-faster character (we still need an inventory/options/speed slider GUI design!)
-walking to mirror (for consistency)
-stop laser when door is already open
-missing descriptions added
-old menus purged
-double hissing when trying to use door fixed
-new ginger scientist talking frames
-brief instructions to player at start of each screen (do this!)
-and so much more!

I was unable to duplicate Tabata's bug where Merrick was walking in chair mode.  Are you still around, Tabata?  Can you tell me what you were doing?  For now I'm guessing she might have been using an older version....

So, moving forward.  There has been zero interest in VAing so I think we'll cut that aspect for the time being.  We can always add it later in a "deluxe version" and charge people twice ( :=).  What we do need are:

1) New GUI design & implementation
2) Inside Robot Monster background behind vampire twin talking heads for final cutscene
3) simple hand emerging from the wreckage animation for final cutscene
4) More beta-testing
5) Merrick stand-up from chair animation?  It was commented on, and would be nice for continuity (it's the only missing animation in-game).  Not a deal breaker though.

Otherwise, it's mostly all there.  I think I'm going to use ghost's bat screen for the end credits (http://www.adventuregamestudio.co.uk/yabb/index.php?topic=43340.msg583714#msg583714).  Anyone have a favourite version?

EDIT: @Jackpumpkinhead: I get an error from that link.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: ShiverMeSideways on Wed 31/08/2011 19:45:55
Hello! I'd like to apply for voice acting Merrick! :D What do I have to do except being a natural Romanian vampire?
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Baron on Wed 31/08/2011 22:23:37
Quote from: ShiverMeSideways+ on Wed 31/08/2011 19:45:55
Hello! I'd like to apply for voice acting Merrick! :D What do I have to do except being a natural Romanian vampire?

We're interested in a few voiced lines, so the swarm can discuss the "style" of the dialog.  Here's some random lines:

"I look like a freaking bionic vampire!"

"My mom always said that if I ate too many carrots I'd turn orange."

"I'm not putting that thing in my mouth unless it's a life or death situation."

"Meh.  This one needs more salt."

"I gotta get out of this chair first."

See what you can do with that and we'll talk.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Hudders on Wed 31/08/2011 23:10:51
Quote from: Baron on Wed 31/08/2011 18:05:49
There has been zero interest in VAing so I think we'll cut that aspect for the time being.

Wait... what? I've read several comments from people saying they'd like to do it.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Jackpumpkinhead on Thu 01/09/2011 00:19:08
@Baron: sorry i just realized i didnt have my files in a "public" folder. i am new to dropbox and i just figured that out ;D

here is the new link


Exploration Loop (http://dl.dropbox.com/u/35944169/Draculator%20II%20-%20Explore%20Loop.mp3)
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Baron on Thu 01/09/2011 02:18:07
Quote from: Jackpumpkinhead on Wed 31/08/2011 14:35:24

how do you get a song to just play when you click on the link?

Worked for me.  To be honest, I think it's a little too slow, and I had some balance issues with the base (I could hardly hear it unless I jacked the volume quite loud).  That last bit might be my speakers, but I definitely think you could up the tempo by 30-50%.

Quote from: Hudders on Wed 31/08/2011 23:10:51
Quote from: Baron on Wed 31/08/2011 18:05:49
There has been zero interest in VAing so I think we'll cut that aspect for the time being.

Wait... what? I've read several comments from people saying they'd like to do it.

What?  Where?  And saying you're interested and actually committing by posting a couple lines for us to discuss  as requested (http://www.adventuregamestudio.co.uk/yabb/index.php?topic=43340.msg590653#msg590653) are not the same thing.  I like the idea of voice-acting as a way of including more talented AGSers and making the game more awesmoe (sic), but we need more active volunteers in this department if it is to be a reality.

On another note, swarm members are encouraged to send me their sounds as per the Buckethead List (http://www.adventuregamestudio.co.uk/yabb/index.php?topic=43340.msg590653#msg590653) so we can implement that aspect of the game.

On yet another note I've caught the double-use of probe on valve bug and fixed it (although it's not in the updated beta).  Keep those bug reports coming!
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: ZapZap on Thu 01/09/2011 07:32:47
Quote from: Baron on Wed 31/08/2011 18:05:49
UPDATED BETA (http://www.vanwijst.com/games/swarm/draculator_beta_2.zip)

I was unable to duplicate Tabata's bug where Merrick was walking in chair mode.  Are you still around, Tabata?  Can you tell me what you were doing?  For now I'm guessing she might have been using an older version....


I think it happens when you click on the fridge!
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: ShiverMeSideways on Thu 01/09/2011 08:44:30
Quote from: Baron on Wed 31/08/2011 22:23:37
Quote from: ShiverMeSideways+ on Wed 31/08/2011 19:45:55
Hello! I'd like to apply for voice acting Merrick! :D What do I have to do except being a natural Romanian vampire?

We're interested in a few voiced lines, so the swarm can discuss the "style" of the dialog.  Here's some random lines:

"I look like a freaking bionic vampire!"

"My mom always said that if I ate too many carrots I'd turn orange."

"I'm not putting that thing in my mouth unless it's a life or death situation."

"Meh.  This one needs more salt."

"I gotta get out of this chair first."

See what you can do with that and we'll talk.

Ok, I've recorded the lines :) (http://shivermesideways.agser.me/merrick_audition.ogg)

I should also mention that I have an effects processor, so I can do stuff like double my voice, make it sound like an army of Shivers, or add crazy echoes, or even equalize my voice.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Tabata on Thu 01/09/2011 09:00:15
Hey swarmies,
already have had a breakdown with my motorhome (that was a big adventure for little Tabata)
but now I'm „on the road“ again and found a connection to greet my family, ...
so I'm happy to say (http://www.smilies.4-user.de/include/Girls/smilie_girl_062.gif)


@ Baron:
Sorry, but it was the latest version  avaliable (the first beta) I used and there are two ways to make it happen.
If you click not only once at the fridge (the second  time it begins but afterwards the game will crash).
If you want to „walk around“ in the room (while sitting in the chair) use the mouse wheel (press it) somewhere on the walkable aerea in the room and it will go wherever you want.
     (http://smilies-smilies.de/smilies/tiereIV_smilies/hehe.gif)
But whatever you changed to the beta2 â€" it has fixed the version that was possible by using the mouse wheel, too.
So there is only one problem left (using the fridge a second time should repeat the dialog instead of moving the chair and crashing the game)

The beta2 has brilliant changes!
Beside the already told chair/fridge-thingie I only found some little things:
- the science-computers are both named as hotspot1
- the guard stops running after a short period (even when you leave and reenter the room)
- the id-card of “Blondie” is still wrong (mirrored). If I remember it correct Icey told, that he'll correct it?
   ... (and still I think, that “Blondie” needs fangs at the end ;) )
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Jackpumpkinhead on Thu 01/09/2011 14:50:07
well this is what i've got as far as the exploration loop goes. if you want i can up the tempo. but i like it the way it is. i actually lowered the tempo because it sounded to dancey.

also i have an idea for a song for the opening splash screen too.

i'll post it as soon as i have somthing


Exploration Loop Final?
(http://dl.dropbox.com/u/35944169/Draculator%20II%20-%20Explore%20Loop%20Final.mp3)
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Baron on Thu 01/09/2011 15:38:01
Quote from: ShiverMeSideways+ on Thu 01/09/2011 08:44:30

Ok, I've recorded the lines :) (http://shivermesideways.agser.me/merrick_audition.ogg)

I should also mention that I have an effects processor, so I can do stuff like double my voice, make it sound like an army of Shivers, or add crazy echoes, or even equalize my voice.

It's Count von Count!  Now do "That's one voiced game, ah ah ah ah ah!".

Seriously, at first I wasn't sure about the eastern European accent, but it's growing on me and I think the more over-the-top it is the more entertainment value there will be for the player.  I like it.  Anyone else have an opinion?

Quote from: Jackpumpkinhead on Thu 01/09/2011 14:50:07
well this is what i've got as far as the exploration loop goes. if you want i can up the tempo. but i like it the way it is. i actually lowered the tempo because it sounded to dancey.

also i have an idea for a song for the opening splash screen too.

i'll post it as soon as i have somthing


Exploration Loop Final?
(http://dl.dropbox.com/u/35944169/Draculator%20II%20-%20Explore%20Loop%20Final.mp3)

The balance sounds better on this computer.  I like the synth around 50 seconds in, and the tune's not bad.  I just get this groggy vibe from it, which isn't really what we want the player to encounter in an escape game.  If it sounds too dancy when it is sped up try spreading the drums out a bit so you don't get such a quick beat.  Maybe a 50% increase in speed is a bit extreme, but I'm interested in hearing it a little faster to fit in with your other track (which I think suits the game perfectly).

Quote from: Tabata on Thu 01/09/2011 09:00:15
@ Baron:
Sorry, but it was the latest version  avaliable (the first beta) I used and there are two ways to make it happen.
If you click not only once at the fridge (the second  time it begins but afterwards the game will crash).
If you want to „walk around“ in the room (while sitting in the chair) use the mouse wheel (press it) somewhere on the walkable aerea in the room and it will go wherever you want.
     (http://smilies-smilies.de/smilies/tiereIV_smilies/hehe.gif)
But whatever you changed to the beta2 â€" it has fixed the version that was possible by using the mouse wheel, too.
So there is only one problem left (using the fridge a second time should repeat the dialog instead of moving the chair and crashing the game)

The beta2 has brilliant changes!
Beside the already told chair/fridge-thingie I only found some little things:
- the science-computers are both named as hotspot1
- the guard stops running after a short period (even when you leave and reenter the room)
- the id-card of “Blondie” is still wrong (mirrored). If I remember it correct Icey told, that he'll correct it?
   ... (and still I think, that “Blondie” needs fangs at the end ;) )

Alright, I'll look into this.  Happy motoring!
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Cuiki on Thu 01/09/2011 16:55:10
Decided to give this a go. :)
It was short but really sweet! Most of the puzzles were pretty imaginative, which is absolutely awesome, though I didn't find any of them really challenging, or maybe that's because some of the hints might have been too obvious? My favourite feature would probably be combining random items and objects - brilliant responses, loved every single one of them. And the crucifix puzzle, though I solved that one unintentionally. :-[

I also found a few glitches. Some of them are real nitpicking, so I almost feel bad posting them here. I mean, unless the player tried to do every possible move and action for no reason at all, he would hardly encounter any of them. Needless to say, ignore everything that you think isn't worthy of attention. :P

------------------------------------------------------
CORRIDOR:
-A dead end if you drain the carrot, walk under the light, then go back to where you came from - the tan wears off and you run out of usable carrot :(
-even when the UV light is turned off, Merrick can't reach the switch if he's standing anywhere left of it.
COMPUTER LAB:
-the "computery looking things" are named hotspot 1
-looking at the Bonzai tree after having picked up the cone gives a response you should've got before picking it up, and vice versa
-even if you interact with Bonzai tree or cone before gaining information from blonde guy: "I will take SAID pine cone..."
-Merrick recites the scientific facts only once, and at quite fast pace, so it's hard to remember everything. Maybe right-clicking the blonde guy could have Merrick tell the facts again?
OPEN-AIR ROOM:
-after the guard is killed, his hotspot and the hotspot of the catwalk produce same responses when any object is used on them, which is a bit weird, in my opinion
-solar probe cursor covers most of the text that appears when hovering over a hotspot (actually, it's the same with all item cursors in all rooms)
ROOM WITH GUARDS:
-he can use the pine cone over and over, the responses always the same. Is this intentional?
END SCENE:
-the purple font is a bit hard to read on purple background (one of the twin sisters' hair)

also, I didn't pay much attention to the grammar and spelling (well, it's not like I'm exactly competent), but some mistakes were really quite glaring (it's instead of its and such things)
I've put a few down, but there may well be more.
-hotspot 1 + any item: "Your wasting time."
-when using the cone: "...assume it's power..."
-sisters' dialogue: "You're vampire purity..."
-----------------------------------------------------------

Quote from: ShiverMeSideways+ on Thu 01/09/2011 08:44:30
Ok, I've recorded the lines :) (http://shivermesideways.agser.me/merrick_audition.ogg)

I should also mention that I have an effects processor, so I can do stuff like double my voice, make it sound like an army of Shivers, or add crazy echoes, or even equalize my voice.

I think you'd make an awesome Romanian vampire. :D
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Hudders on Thu 01/09/2011 23:08:17
I'll give the good doctor a go, (and by that I mean apply my voice to him), but it'll have to wait until Saturday so I can SHOUT.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Jackpumpkinhead on Thu 01/09/2011 23:21:16
@Baron: I was thinking this was more of a sneaking around music, but i will speed it up a bit and, as you said, spread out the drums and upload it along with some music for the splash screen too!
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Big GC on Fri 02/09/2011 00:16:04
Cool - this is really looking awesome!

One thing that stood out to me visually, is biting the carrot/pinecone/bug I think needs an animation

(http://i193.photobucket.com/albums/z106/overdrawntheband/merrick_BITE-SMALL.png)

Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Big GC on Fri 02/09/2011 01:05:42
Also tried the Merric stand up sequence

(http://i193.photobucket.com/albums/z106/overdrawntheband/merrick_chair_escape.png)

(http://i193.photobucket.com/albums/z106/overdrawntheband/chair_ani.gif)
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Baron on Fri 02/09/2011 02:04:07
@ CUIKI - Good eye!  I've got a new list of things to fix.

@ BIG CG - Awesome!  I feel as if I should harness your pixel animating prowess by pitching game ideas to you, but then guilt about not polishing this project first gets in the way.

@ JACKPUMPKINHEAD - Looking forward to it!
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Knoodn on Fri 02/09/2011 03:33:35
Hello Swarm,

I've played the latest beta and here is what I got:

When you play to the end without biting the scienctists, you can see them small sometimes, when they are talking during the end scene.
And the blond one looks pale and feels cold, although Merrick has not bitten him.

some graphical glitches:
The first room, the computer room and the room with the guards have all the same black borders on the top and the bottom, but the exercise yard has the black border only on the bottom. It looks like this room is moved up. This is not a real problem, but it feels inconsistent.
Also by the corridor there is a grey line on the bottom.
At the end scene the portraits of the twin sisters are one pixel to high. You can see a continuous line.

Apart from that, good job!
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Jackpumpkinhead on Fri 02/09/2011 14:16:52
Here is the Exploration Loop sped up, i had the loop set at 110bmp and now its at 170bmp
i hope it is enough  :-\

Explore Loop Final 2
(http://dl.dropbox.com/u/35944169/Draculator%20II%20-%20Explore%20Loop%20Final%202.mp3)

and this is a very rough version of what i have for the splash screen
its just one instrument at the moment, but i am definitely not anywhere near done
unfortunately i probably wont have it available until around Tuesday

Splash Screen Rough
(http://dl.dropbox.com/u/35944169/Draculator%20II%20-%20Splash%20Screen.mp3)
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Baron on Fri 02/09/2011 18:20:57
@Jackpumpkinhead -  I'm liking that exploratory track now!  Nice.  My musical vocabulary isn't strong enough to give you any constructive feedback on the splash screen track, but it could have potential.  Good work.

EDIT: Do you have the exploratory track in midi format?
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: ShiverMeSideways on Fri 02/09/2011 18:30:34
I'm so happy you guys liked the lines I did. :)

So, what's the conclusion? :D
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Baron on Fri 02/09/2011 20:45:32
BETA 3 (http://www.vanwijst.com/games/swarm/draculator_beta_3.zip)

This latest version should fix all the little bugs and glitches reported to date, as well as implement the latest animations.  Let me know if you find anything out of place.

Otherwise, it's just the end cutscene missing assets:

1) Merrick hand emerging from wreckage (animation)
2) Backdrop for inside of robot monster to put behind vampire twins (background 240x320)
3) Sounds in general

Many thanks to all the beta-testers who have played over the game so far!

Quote from: ShiverMeSideways+ on Fri 02/09/2011 18:30:34
I'm so happy you guys liked the lines I did. :)

So, what's the conclusion? :D

In the absence of anybody speaking up strongly against you, I think it's safe to assume that the part is yours.  My personal preference would be for you to exaggerate the accent slightly to accentuate the vampire-ness of Merrick as well as enhance the entertainment value to the player who has to listen to you over and over again.  Otherwise I'm happy with your sound.

The easiest thing for me to do would be to PM you the voice script.  However, since the "Create Voice Script" option in AGS only seems to produce an empty text file you'll have to wait until a) the search function on the forums comes online again, b) someone around here tells me why it's not working, or c) I hack all the dialog out of the code.  Stand by....
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Jackpumpkinhead on Fri 02/09/2011 20:59:35
@Baron:

here's the midi

http://dl.dropbox.com/u/35944169/Draculator%20II%20-%20Explore%20Loop%20Final%202.mid
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: ShiverMeSideways on Fri 02/09/2011 21:25:33
Quote from: Baron on Fri 02/09/2011 20:45:32
Quote from: ShiverMeSideways+ on Fri 02/09/2011 18:30:34
I'm so happy you guys liked the lines I did. :)

So, what's the conclusion? :D

In the absence of anybody speaking up strongly against you, I think it's safe to assume that the part is yours.  My personal preference would be for you to exaggerate the accent slightly to accentuate the vampire-ness of Merrick as well as enhance the entertainment value to the player who has to listen to you over and over again.  Otherwise I'm happy with your sound.

The easiest thing for me to do would be to PM you the voice script.  However, since the "Create Voice Script" option in AGS only seems to produce an empty text file you'll have to wait until a) the search function on the forums comes online again, b) someone around here tells me why it's not working, or c) I hack all the dialog out of the code.  Stand by....

Awesome, I'm really excited, this is my first voice acting job, so I'll try my best! :D I'll be standing by, waiting for the PM. As for exaggerating the accent, I'll try to add more flamboyancy to the lines! :D Please also tell me in the PM a time frame you'd need the lines done in and also what format you'd like for the recordings and how I should name them, because, as I said, I've never done this before! :D Thanks!
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Hudders on Sat 03/09/2011 12:17:53
I've recorded the Doctor's lines from the intro. Let me know what you think.  :=

http://waffleicious.co.uk/ags/Hudders_Audition.mp3
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: ShiverMeSideways on Sat 03/09/2011 12:29:40
Ok, I'm not in charge, but holy crap, that is very awesome, Hudders!
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Dualnames on Sat 03/09/2011 13:34:26
As not much of an insider in this, my opinion is that Shivers is awesome for Merrick. Everyone in the band meetings loved when he did that accent here and there.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Hudders on Sat 03/09/2011 14:38:18
Quote from: ShiverMeSideways+ on Sat 03/09/2011 12:29:40
Ok, I'm not in charge, but holy crap, that is very awesome, Hudders!

I dunno. I'd like to record afresh from the script; some of the lines sound a bit wrong.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Tabata on Sat 03/09/2011 19:12:59
Shiver and Hudders:
You both sound great and it fits perfect to the game for me (http://i646.photobucket.com/albums/uu190/webkinzpost/Smilies/c8b1b09f.gif)
I am jealous of you because not being able to participate, but it is to be seen, that it will be veeery special and (http://emoticoner.com/files/emoticons/smiley_faces/specool-smiley-face.gif)


Edit:
I did the Beta 3 and (as Knoodn mentioned earlier) you are still able to play the game without biting the scientist (even if it is only half the fun) â€" so what do you think about, if Merrick refuses to leave the room (I need more informations, but they won't give it freely to me for sure. I think, I am in need of a little „drink“ ... or something like this) as long as „Blondie“ is still working?
(http://www.myemoticons.com/images/hobbies-leisure/eating-drinking/drinking-red-wine.gif)

Hey Big GC,
maybe I am outrageous,
but as long as you are "on the ride" and
only if you have some time left, of course
.... ähem ....
how about a little animation of Merrick getting shot?
                                   (http://i646.photobucket.com/albums/uu190/webkinzpost/Smilies/ththPrettyPleaseCherry.gif)
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Big GC on Mon 05/09/2011 12:01:43
merrick getting shot

(http://i193.photobucket.com/albums/z106/overdrawntheband/merrickdies.png)

(http://i193.photobucket.com/albums/z106/overdrawntheband/merrickdies.gif)

(http://i193.photobucket.com/albums/z106/overdrawntheband/merrickdies.gif)
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: TomatoesInTheHead on Mon 05/09/2011 12:51:25
Bloody good! ;D
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Baron on Tue 06/09/2011 02:31:25
Quote from: TomatosInTheHead on Mon 05/09/2011 12:51:25
Bloody good! ;D

Electrifying too!
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Jackpumpkinhead on Tue 06/09/2011 20:24:45
Splash Screen Music


MP3
(http://dl.dropbox.com/u/35944169/Draculator%20II%20-%20Splash%20Screen%20Final.mp3)


MIDI
(http://dl.dropbox.com/u/35944169/Draculator%20II%20-%20Splash%20Screen%20Final.mid)
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Baron on Wed 07/09/2011 04:30:09
Nice music, JackPumpkinhead.  Can we expect more tracks, or is that it?  I've got the splash midi for the title screen, the original track for the more action scenes (Surgery, guardroom), and the explore track for the rest.  How do people feel about this?  I'm wondering if we don't need at least one more track, a sillier one, for the robot lab?  And what about boss music for the final climactic showdown?

The voice actors have finally been given their scripts.  Merrick came in at just under 200 lines -a huge thanks to ShiverMeSideways for undertaking all that work.  Hudders has volunteered to be our Mad Scientist.  Other bit parts still open are:

Ginger Scientist (14 lines)
Blond Scientist (10 lines)
Robot Monster (9 lines, needs to have mechanical effect)
Fair Vampire Twin (11 lines)
Dark Vampire Twin (9 lines)

Basically if you're interested you'll probably get the part..... unless you are horrifically terrible!  Just kidding.  You'll probably get the part even then.  ;)

Let me know via PM if you are interested.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Hudders on Wed 07/09/2011 12:30:30
I wonder whether it might be funnier if the Mad Scientist was called away by somebody offscreen, (his mother or his wife), rather than have an alarm?

Otherwise, if there's an alarm going off, why do the guards look so calm? Why are the scientists blithely going about their business?  ???
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: TomatoesInTheHead on Wed 07/09/2011 13:05:35
Quote from: Hudders on Wed 07/09/2011 12:30:30
why do the guards look so calm? Why are the scientists blithely going about their business?  ???
This and more will be revealed and become completely logical in Draculator IV - the Prequel! :=

The Mad Scientist being called away by his mother is a funny idea ;D Though if I remember correctly, the idea behind the alarm was that it anticipates the arrival of the vampire twins who attack the base to rescue Merrick?
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Hudders on Wed 07/09/2011 13:25:40
They don't burst through the wall until the very end though and in the meantime all the guards are just standing around not doing anything.

Meh, there's probably loads more logical problems with the plot anyway!  ;D
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Tabata on Wed 07/09/2011 14:25:10
Thank you very much Big GC  :-* - great work again!

vocal artists:
grmbl ... I will never start my carrier, if I am not present at the right time (http://smilies-smilies.de/smilies/beleidigte_smilies/beleidigt9.gif)
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Wonkyth on Wed 07/09/2011 14:33:11
If I may offer a little criticism, Jackpumpkinhead, I think the base on the fifth beat sounds a bit off. Like, in a not-good discordant way. Other than that, I'm loving it!

Edit: I take that back. After listening to it some more, I must have not been paying attention, as it seems to work fine now...
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Hudders on Wed 07/09/2011 14:49:25
Quote from: Tabata on Wed 07/09/2011 14:25:10
grmbl ... I will never start my carrier, if I am not present at the right time

Career? What career? As a voice artist?

I think I speak for everyone when I say that you HAVE to be in this game somehow.  ;)
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Baron on Wed 07/09/2011 15:27:38
Quote from: Tabata on Wed 07/09/2011 14:25:10
grmbl ... I will never start my carrier, if I am not present at the right time (http://smilies-smilies.de/smilies/beleidigte_smilies/beleidigt9.gif)

There are a couple of parts left to voice, Tabata......

Quote from: Hudders on Wed 07/09/2011 12:30:30
I wonder whether it might be funnier if the Mad Scientist was called away by somebody offscreen, (his mother or his wife), rather than have an alarm?

Otherwise, if there's an alarm going off, why do the guards look so calm? Why are the scientists blithely going about their business?  ???

Well, the writing group never really materialized after I had hacked out the dialog/messages, and since we've already had beta testers, proofreaders and voice actors working with the script I think it's a little late now to make changes.  I agree the game is a little illogical superficially, but recall that the alarm did indeed indicate that the base was under attack.  Since this is no doubt a commonplace at such a facility then the lower-down grunt scientists and guards would simply go about their business as usual.  The rest of the guards are very intently girding themselves for battle as they watch the gunfire flashes of their comrades through the window of the guardroom door, while the mad-scientist is in some position of authority and therefore must tend to administrative tasks pertaining to the attack.

Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Tabata on Wed 07/09/2011 18:20:42
Well my problem is, that I didn't take my mic for holiday
(and If you will follow the „deadline“, I won't be home before releasing)
                               (http://www.smilie-harvester.de/smilies/Wut/wuetend.gif)
so no chance for my „soft“ voice in „perfect english“
to give it to a char of the game
         (http://smilies-smilies.de/smilies/tanzII_smilies/tanz40.gif)
but I am sure the swarm will rock it ;D
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Hudders on Wed 07/09/2011 20:20:50
Quote from: Baron on Wed 07/09/2011 15:27:38
Well, the writing group never really materialized after I had hacked out the dialog/messages

OK. I obviously didn't realise that was up for discussion at the time.  :(
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Baron on Wed 07/09/2011 22:46:46
Quote from: Hudders on Wed 07/09/2011 20:20:50
Quote from: Baron on Wed 07/09/2011 15:27:38
Well, the writing group never really materialized after I had hacked out the dialog/messages

OK. I obviously didn't realise that was up for discussion at the time.  :(


Quote from: Baron on Wed 10/08/2011 04:25:30

As for finalizing the writing (messages, dialogs), I was wondering if anyone would be interested in forming a working group to haggle over the wording and content of the textual part of the game.  It is probably unrealistic to do everything as a group, but everything of substance shouldn't be that time consuming.  I envisage the group spending roughly an hour or two spread out over the week debating the merits of different approaches and offering suggestions for improvements.  I can compile a text script of exactly what's in-game to speed things up, so it will just require a bit of reading and correspondence.  Please post in the thread if you are interested (PMing makes you anonymous to the group and this is more of a high-profile role).

Sorry if that wasn't clear.  I just assumed that no interest meant that people were generally content with the script.

Quote from: Tabata on Wed 07/09/2011 18:20:42
Well my problem is, that I didn't take my mic for holiday
(and If you will follow the „deadline“, I won't be home before releasing)


Well, I'm sure we could be flexible.... :).  In all honesty we don't yet have sounds, finalized music, credits, read me, GUI, or voice acting yet (indeed some roles have yet to be cast....).  So we'll probably be another couple weeks in post-production before we can finally release the game.

Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Tabata on Thu 08/09/2011 10:10:11
Quote from: Baron on Wed 07/09/2011 22:46:46
Well, I'm sure we could be flexible.... :).  In all honesty we don't yet have sounds, finalized music, credits, read me, GUI, or voice acting yet (indeed some roles have yet to be cast....).  So we'll probably be another couple weeks in post-production before we can finally release the game.

Okay, then I will prepare myself mentally during my vacation on the casting-task ahead of me, (http://www.ecards4u.de/emo/extra/schwitz.gif)
but be warned ...
-  btw. did I already tell you, that I am blonde?!  ;)
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: cat on Thu 08/09/2011 11:53:08
I somehow lost track of which roles are taken, but I might do a female voice. Tabata and I could do the twins, so at least they will be consistant in having a German accent...
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Hudders on Thu 08/09/2011 14:33:39
The robot lines should be recorded by both twins. We can then run them together and add a robotic filter. It'd sound marvellous.


@Baron
I see. I was away from the forum at that time. Nevermind.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Jackpumpkinhead on Thu 08/09/2011 15:29:30
@Baron: I will do whatever the swarm wishes  ;D  i am gonna be gone on vacation for a week next week so i probably wont have anything for a couple of weeks  :-\

@Swarm: i think there should be one person for the voice of the lady vamps just my 2 pennies
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: SpacePirateCaine on Thu 08/09/2011 16:57:29
Oh, what the hell - I'd be interested in loaning my voice for the game if still needed. A little unfortunate I didn't start watching this thread earlier, or I might have been able to find a little extra time to help with the animations and/or sprites. Oh well.

Baron - let me know in a PM what you need by way of audition stuff if you've got an opening somewhere, and I'll be happy to do a quick cold read of a few lines and send them to you as mp3s or whatever format you'd prefer. I'd say listen to my voicework as Professor Drape in Warthogs, but that was a really bad Alan Rickman impression, and not really a good example of my actual voice.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Sinitrena on Thu 08/09/2011 19:51:26
I haven't done anything for the swarm yet, but if there is still need for

a female voice with a german accent

I'd love to do the voice acting. It's a bit difficult to keep track of the whole development if you don't read this thread regularly, so I'm not sure if such a position is still available.

As a site note: Let me just say that the swarm is doing some brilliant work. I love it!!!
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Baron on Fri 09/09/2011 03:18:07
Alright, we've got all the voice lines cast except for the one scientist.  I'm not sure which one, but we'll know in a couple days.  Any volunteers?

The robot monster is shaping up to be particularly fun.  It is actually going to be voiced by two separate people and then stitched together with all kinds of crazy robotic effects..... or so I'm told.  It should be fun -stand by.

Other outstanding items:

1) Big CG -this guy is the most outstanding, so I'm putting him at the top.
2) The BUCKETHEAD LIST (http://www.adventuregamestudio.co.uk/yabb/index.php?topic=43340.msg590653#msg590653) still needs some massive attention.  Am I the only AGSer who keeps hundreds of random sounds on my computer "just in case?"
3) We still need a GUI designer.  Not a scripter -I can probably handle that.  Just someone to do a sketch of what it would look like with all the buttons, inventory items and walk-speed slider.

Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Hudders on Fri 09/09/2011 11:29:58
Idea for inventory: a coffin.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Buckethead on Fri 09/09/2011 11:59:43
I've made a few sounds but I'm not sure how to share them to the Swarm. Not sure if they are good anyway.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Sinitrena on Sat 10/09/2011 03:25:24
I did the voices of the dark vampire twin.

Download here. (http://www.file-upload.net/download-3724307/DarkVamp.zip.html)

I'm not sure how good the quality is. My microphone is not the best.  And I realised I'm not much of a voice actor  :-\  Anyway, I hope it's useful.

Edit: I forgot to mention: I played through the latest beta and haven't encountered any bugs, but a tiny flaw in the hotspot description in the room with the two scientists:  "Cabinet", "Science Stuff" and "banana" are partly outside the screen when you move the cursor far to the right. That's really just a tiny, tiny flaw, but it doesn't look good, in my humble opinion.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Icey on Sat 10/09/2011 03:52:29
I almost forgot about the swarm. So how long to the big release? is it still sep 15?
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Hudders on Sun 11/09/2011 22:13:16
Voice acting for the Mad Scientist, as promised:

http://waffleicious.co.uk/ags/MAD.zip
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Baron on Mon 12/09/2011 01:08:49
Good progress on the Voice Acting so far.  I'm loving Hudder's sound, and SpacePirateCaine has sent me some top notch material for the Ginger scientist.   Sinitrena's Vampire sounds a bit flat in places, but it might work in-game.  Otherwise I'll put my voice-coach hat on and get her to do a few rerecords.  The rest of the roles are cast and work seems to be moving forward.

Quote from: Studio3 on Sat 10/09/2011 03:52:29
I almost forgot about the swarm. So how long to the big release? is it still sep 15?

Well, this won't quite be in the cards.  Realistically it will be another week before I have all the voices.  In the mean time there is still the default GUI to tend to, sounds to be found, credits and read me to be written, cursor text to be nudged over slightly when it is close to the right edge of the screen....  And then there's the title screen.  Someone had volunteered to do it, but hasn't followed through, so if anyone has any special vision and the initiative to do that it'd be great.  Otherwise I guess we'll just go with what's there.  So mid-September is still possible, but the actual date will probably be September 20-25 or so.  But, the faster we get all this stuff together the faster we can get this game out the door.

EDIT: I've got all the credits compiled.  Have a look through to see if I've missed anything/anyone:

DRACULATOR CREDITS

Abstauber: guard designs, Merrick design, mad scientist portrait designs
Ali: art direction, guard design & animation, background edits, gay frankenstein
anian: objects & not interfering.
Armageddon: exploding poodle animation, Merrick sprite design, title screen
Baron: animation, scripting, writing, directing
Big CG: massive animations
Bogdan: beta testing
Buckethead: explosion background, orange Merrick, sound list
CaptianD: writing
Cat: Main character design, cursor design, voice acting (FAIR twin)
Cleanic: Ginger Scientist portrait, beta testing
Corby: robot lab background
Crimson Wizard: guard room backgrounds
Cuiki: beta testing
ddq: voice acting (robot monster)
dhk: beta testing
Ghost: objects, credits background, Merrick biting animation
Grim: surgery background
Hudders: writing, voice acting (MAD), main character design (legs)
JackPumpkinHead: music, vampire twin sprite design
Jared: guard sprite design
kconan: voice acting (robot monster)
Knoodn: beta testing
Paul Franzen: copy editing
Pinback: robot monster design
Ponch: sound seeker
ProgZmax: musical composition (NU)
Prozail: beta testing
Scarab: programming, Merrick side walk-cycle, front walk-cycle
Secret Fawful: vampire twin portraits & animation, night sky background, crash background
Selmiak: Intro Cutscene background
Sephiroth: Merrick sprite design
ShiverMeSideways: voice acting (MERRICK, in progress)
Sinitrena: Dark voice acting
Snarky: writing, main character name
SpacePirateCaine: voice acting (GINGER scientist)
Studio3: probe, blond scientist design, voice acting (BLOND scientist), GUI design (NU)
Tabata: ginger scientist sprite, cockroach design & animation, Merrick sprite design, scientist animation, cursors
TomatoesInTheHead: title guy, guards shooting animations
Wonkyth: definitely NOT writing
Wyz: writing
Yarooze: exercise yard background, scientist sprite design
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Wonkyth on Mon 12/09/2011 09:05:57
When did I write, sorry?  :P
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Big GC on Mon 12/09/2011 09:18:28
Quote from: Baron on Mon 12/09/2011 01:08:49
Big CG: massive animations

Big G C  ;) or Glenn will be fine - cheers glad to help.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Hudders on Mon 12/09/2011 16:35:03
Quote from: Baron on Mon 12/09/2011 01:08:49
Ali: art direction, guard design & animation, background edits, gay frankenstein

That's not a very nice way to talk about someone!  :o  :P
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Corby on Mon 12/09/2011 23:33:27
Draculator is looking great!


Just one thing in the credits I noticed:

QuoteCorby: surgery background
Grim: robot lab background

I believe Grim did the Surgery background, and I did the Robot Lab.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Armageddon on Tue 13/09/2011 01:53:11
Oh, can I still do the menu screen?
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Baron on Tue 13/09/2011 02:57:01
Quote from: Wonkyth+ on Mon 12/09/2011 09:05:57
When did I write, sorry?  :P

Doesn't this count?

Quote from: Wonkyth+ on Tue 30/08/2011 09:25:39
Heh, roboporn ftw!

As for.... 
QuoteCorby: surgery background
Grim: robot lab background

.... I believe you're right.  I've fixed it now (above).

Quote from: Armageddon on Tue 13/09/2011 01:53:11
Oh, can I still do the menu screen?

YES! DO IT!

Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Icey on Tue 13/09/2011 03:31:12
Sorry baron it's taking me so long. I am trying to finish these up soon.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: SpacePirateCaine on Tue 13/09/2011 04:11:46
I've already gotten this all over to Baron via PM, but I figure since everyone else is doing it, I'll share my recorded lines. Actually, it may also be helpful deciding which of the GING voices are better. I recorded two different versions: one more Christopher Lloyd, and one slightly Rick Moranis. Take a listen, gang:

Shoop da whoop. (http://www.mediafire.com/?7hb4cfpboh986lz)

As an added bonus(?), my cold read of the blonde scientist as a valley kid who has some extra 'bonsai experiments' of his own at home.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: mkennedy on Tue 13/09/2011 04:59:44
will Merrick have a portrait?
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: cat on Tue 13/09/2011 20:21:59
Here is the fair vampire twin:

click (http://cat.agser.me/stuff/FairVamp.zip)
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Hudders on Tue 13/09/2011 21:54:04
Nice voices!  ;D

I especially like how cat pronounces it "inwincible"  :D
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Armageddon on Wed 14/09/2011 01:49:38
I tried to copy Secret Fawful, I think I failed.

(http://dl.dropbox.com/u/5479044/Title.png)

And it's also based off, uh... Quest for Glory... :(
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Baron on Wed 14/09/2011 02:16:03
I like it -it's got atmosphere.    My only real issue is the legibility of the font.  Either it's gotta be less scrawling, or it needs an outline or to be offset with a darker colour for contrast.  Also we should probably put who the game is made by somewhere: by SWARMAGS.  I can put the buttons on -do you think down the lower right hand corner would look best?

Quote from: cat on Tue 13/09/2011 20:21:59
Here is the fair vampire twin:

click (http://cat.agser.me/stuff/FairVamp.zip)

I can't seem to get this -can someone mirror it please?
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Armageddon on Wed 14/09/2011 02:33:41
Oh, totally forgot the text, I'll do that in a min. Also does anyone else think the title isn't readable? If so I'll redo it.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: cat on Wed 14/09/2011 08:19:28
Quote from: Baron on Wed 14/09/2011 02:16:03
Quote from: cat on Tue 13/09/2011 20:21:59
Here is the fair vampire twin:

click (http://cat.agser.me/stuff/FairVamp.zip)

I can't seem to get this -can someone mirror it please?

That's strange, just tried the download here at work and it is ok for me.

Quote from: Hudders on Tue 13/09/2011 21:54:04
I especially like how cat pronounces it "inwincible"  :D

Oh no, I knew I would get some pronunciation wrong  :'( what would be the correct way to say it?
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Hudders on Wed 14/09/2011 10:34:27
No, I like it. I shan't tell you how to pronounce it!  >:(



...oh, OK, the v makes a sound almost like a b, I guess. Difficult to explain. You did better than I would have done in any language that isn't English anyway.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Snarky on Wed 14/09/2011 11:10:07
V in English is pronounced like W in German, not like W in English.

It's a very common form of hypercorrection for foreign speakers. Most European languages don't have the English "W" sound, so once we learn it, we tend to overuse it where it should be "V". You'll hear Norwegians speaking English talk about "wikings" all the time. I used to do it constantly (saying "W", not talking about vikings) until an English friend started mocking me; I still do it when I get drunk.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Peder 🚀 on Wed 14/09/2011 12:10:44
Quote from: Snarky on Wed 14/09/2011 11:10:07
You'll hear Norwegians speaking English talk about "wikings" all the time. I used to do it constantly (saying "W", not talking about vikings) until an English friend started mocking me;

I do this alot, but only some words, other words I manage fine.. And I also get mocked about it constantly specially since I live in Wales now and only speak English :P.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Wonkyth on Wed 14/09/2011 13:14:39
I do it sometimes, and I'm a native speaker. Don't think it's a speech impediment thing either, just my over-dramatic brain acting stupid on me when I tired.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Hudders on Wed 14/09/2011 13:32:03
Quote from: Snarky on Wed 14/09/2011 11:10:07
V in English is pronounced like W in German, not like W in English.

Oh yeah, I forgot about that. That's probably what I should have said.  :=
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: cat on Wed 14/09/2011 13:35:34
Ok, I'll try to re-record that line.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: SpacePirateCaine on Wed 14/09/2011 13:42:28
No need to re-record the line in my opinion - I think that the characters sound much more like the stereotypical Germanic/mainland European vampire with a bit of an accent. Not to be disrespectful of your accent - I think it's perfectly charming.

But for the sake of assisting in linguistic study, the pronunciation of the letter V in standard North American and West-European Native English is a voiced labiodental fricative (http://en.wikipedia.org/wiki/Voiced_labiodental_fricative) sound (i.e. a sound created by forcing air between your teeth and lips, which is accompanied by vocal movement). To properly create the 'v' sound as it appears in basically any English text, make the mouth-shape of an 'F' and voice it instead of making it just with air.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Hudders on Wed 14/09/2011 14:32:31
Quote from: cat on Wed 14/09/2011 13:35:34
Ok, I'll try to re-record that line.

No, please don't.

Quote from: Hudders on Tue 13/09/2011 21:54:04
I especially like how cat pronounces it "inwincible"  :D

I wasn't being sarcastic.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Baron on Wed 14/09/2011 23:04:45
You're a voiced labiodental fricative!

Back to serious mode: I've got Cat's lines.  It's strange how last night nothing would download for me from the ags.me server....  Anyway, I think the voice work sounds fine.  It will be interesting to see how you and Sinitrena sound conversing with each other since she interpreted her character differently.  I'm really looking forward to the completed voice version (hint, hint, nudge -get to work Studio3!).
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: cat on Thu 15/09/2011 08:36:10
Yeah, since I got the fair twin and she had the dark twin with a rather dark interpretation, I thought I'd try to do a rather stereotypical blond voice. But I could try to do a another interpretation as well.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Hudders on Thu 15/09/2011 10:41:33
IMO it's the Dark Twin recording that needs re-doing. It sounds too quiet and breathy.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Snarky on Sat 17/09/2011 14:14:22
I haven't been paying too close attention to the development progress, but I just played the beta3 version. Holy crap that's awesome!

I didn't realize until I tried the beta that you'd actually used some of my puzzle ideas (and the concept that vampires take on the characteristics of the things they drink from), so that was particularly fun for me.

Things that were specially awesome:

Spoiler
-Merrick being hooked up to a poodle to keep him docile.
-Making the eXiT sign: "It's not a crucifix any more, just an everyday letter T."
-The inventory item for the drained carrot, complete with two bite marks.
-The ginger scientist climbing up onto the cabinet and successfully fending of Merrick with a broom.
[close]

Things I thought could still be improved:

Spoiler
-The @OVERHOTSPOT@ tooltip is displayed when you mouseover the background even during cutscenes (like the intro) and while the inventory is open. It'd be better to disable it at those times.
-I found the plot a little confusing at some points:
a) Wasn't Merrick turned into a vampire by the mad scientist? How does a history with the vampire twins come into it?
b) The mad scientist just seemed to disappear after the intro. Maybe there could be DOTT-style cutscenes showing what he's up to interspersed with Merrick's escape progress.
c) It was odd that the twins call him a traitor, when it seemed like they accepted that becoming a cyborg wasn't his fault.
-It's hard to understand that the background behind the mad scientist closeup is the ceiling, and it doesn't seem to match the room bg.
-When you look at the blond scientist after you've drained him, it would be nice if the dialog said something about him being passed out.
-It's just "M*A*S*H", not "M*A*S*H*" (the asterisks go between the letters, so there's none after the H).
-The inventory. Very plain, and uses those two annoying mouse modes instead of just left-click/right-click.
[close]

Finally, I thought it would be cooler if the poodle started to swell up once you force your blood into it, so I added a slightly bloated, bloodshot version (for after the second time you click on Merrick) and edited the burst to be more balloony.

(http://i.imgur.com/w4Fq4.gif)
(http://i.imgur.com/YUMoq.gif)

There should really be a sound effect of a heartbeat for this action, and maybe some yipping from the dog as well. What's the current sound and voice acting status? I take it all roles are filled, but have the sound FX been claimed as well?

I was skeptical in the beginning that this kind of project could actually work, but the result speaks for itself. Very cool!
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Tabata on Sat 17/09/2011 16:10:09
The swarm has been very busy and I like, what I can see and hear.  :D

I am back home refreshed and ready for (almost) everything and best of all -
I could get rid of my nightmares:
               (http://emoticoner.com/files/emoticons/smileys/bed-bug1-smiley.gif?1292867554)
I don't know, where I got it from (http://www.smilies.4-user.de/include/Frech/smilie_frech_080.gif)

So count me in again if there is something (technically easy  ;)) left to do.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Icey on Sat 17/09/2011 19:34:42
Baron I have a gift for you : http://www.mediafire.com/?5thae4j4788847b
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Baron on Tue 20/09/2011 04:36:24
Quote from: Snarrrky on Sat 17/09/2011 14:14:22
b) The mad scientist just seemed to disappear after the intro. Maybe there could be DOTT-style cutscenes showing what he's up to interspersed with Merrick's escape progress.

Hey Hudders, are you up for writing a bit of a cutscene for this and then voicing it?  It would be only the Mad scientist talking, probably about 5 lines max so it doesn't slow the pace down too much, explaining that the base is under attack by a robot monster commandeered by vampires bent on liberating Merrick?

Quote
There should really be a sound effect of a heartbeat for this action, and maybe some yipping from the dog as well. What's the current sound and voice acting status? I take it all roles are filled, but have the sound FX been claimed as well?

The Buckethead List (http://www.adventuregamestudio.co.uk/yabb/index.php?topic=43340.msg590653#msg590653) shows what sounds we're in need of.  I haven't been crossing any off since it can never hurt to have other options to choose from.  If you have any of those sounds or ones you think would work well then please send them along!

Quote from: Studio3 on Sat 17/09/2011 19:34:42
Baron I have a gift for you : http://www.mediafire.com/?5thae4j4788847b

Nice!  Except there's a funny beep on track 270.    We are still waiting for ShiverMeSideways to finish up, but to be fair his part was pretty massive.  We still need sounds (above) and a GUI....

Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: ShiverMeSideways on Tue 20/09/2011 07:28:02
Quote from: Baron on Tue 20/09/2011 04:36:24
We are still waiting for ShiverMeSideways to finish up, but to be fair his part was pretty massive.

Still waiting for your reply on the last message I sent you ;o
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Jackpumpkinhead on Tue 20/09/2011 22:48:17
Well i am back...what did i miss
;D

what pieces of music do i need to do again?
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Hudders on Thu 22/09/2011 16:53:58
Quote from: Baron on Tue 20/09/2011 04:36:24
Quote from: Snarrrky on Sat 17/09/2011 14:14:22
b) The mad scientist just seemed to disappear after the intro. Maybe there could be DOTT-style cutscenes showing what he's up to interspersed with Merrick's escape progress.

Hey Hudders, are you up for writing a bit of a cutscene for this and then voicing it?  It would be only the Mad scientist talking, probably about 5 lines max so it doesn't slow the pace down too much, explaining that the base is under attack by a robot monster commandeered by vampires bent on liberating Merrick?

Hello! I've been on holiday so I only just saw this. I'd totally be up for writing such a thing and will probably do it tomorrow if I get some spare time.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: ddq on Sun 25/09/2011 20:08:44
Hello Swarm. Here are the voices for the robot that kconan and I did that I sent to Baron. Feedback! Give it to us!
http://www.mediafire.com/?nrsv3e59dclg6h7
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Tabata on Sun 25/09/2011 20:26:21
Quote from: ddjew on Sun 25/09/2011 20:08:44
Feedback! Give it to us!
(http://www.smilie-harvester.de/smilies/Movie/cylon9.gif)    -  Coooool!
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Baron on Tue 27/09/2011 04:34:53
Quote from: ddjew on Sun 25/09/2011 20:08:44
Feedback! Give it to us!

Yes, I think that will do nicely!

In other news, I've spent all of 10 minutes playing with this:
(http://www.vanwijst.com/games/swarm/cockpit.PNG)

No one came through with a cockpit, so I just poached it from an old game of mine.  As I was attempting to change the palette to something compatible with this game I realized I'm no good at pixel backgrounds anyway and I've got better things to work on (New GUI at the moment).  So can somebody do a quick paintover of this (or something else) so that it fits into the game.  Remember, it will probably only be on screen for 15 seconds, mostly hidden by the vampire twin portraits, so don't expend a lot of effort here.  Thanks!

Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Ponch on Tue 27/09/2011 04:58:00
I put together a few sounds. Here they are if anyone wants to use them.

Sound Pack (http://www.barnrunner.com/SwarmProject.zip)

* Exploding dog
* Guard gets electrified
* Alarm / Siren

Hope this can be of some help to the project.  :)
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Buckethead on Tue 27/09/2011 18:13:20
I finally got around uploading my sounds:

Click (http://dl.dropbox.com/u/6325410/DraculatorSounds.zip)

They include:

*Gaurd trip over
*Laser
*A longer laser
*Lightswitch
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Snarky on Tue 27/09/2011 22:16:12
Quote from: Baron on Fri 02/09/2011 20:45:32
1) Merrick hand emerging from wreckage (animation)

I'll do this one.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Jackpumpkinhead on Wed 28/09/2011 22:07:09
New Music

this is the Vamp Twins theme
and should be placed before the music at the end when Merrick has to fight the robot

http://dl.dropbox.com/u/35944169/Draculator%20II%20-%20Vamp%20Twins.mp3 - MP3

http://dl.dropbox.com/u/35944169/Draculator%20II%20-%20Vamp%20Twins.mid - MIDI
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Baron on Wed 28/09/2011 23:15:05
Quote from: Jackpumpkinhead on Wed 28/09/2011 22:07:09
New Music

this is the Vamp Twins theme
and should be placed before the music at the end when Merrick has to fight the robot

http://dl.dropbox.com/u/35944169/Draculator%20II%20-%20Vamp%20Twins.mp3 - MP3

http://dl.dropbox.com/u/35944169/Draculator%20II%20-%20Vamp%20Twins.mid - MIDI

Nice, it really suits the scene.  About that music at the end, though -you're composing that?  Or do you want your original theme music there?

Quote from: Ponch on Tue 27/09/2011 04:58:00
I put together a few sounds. Here they are if anyone wants to use them.

Thanks for the sounds Ponch & Buckethead.  Keep them coming!

STATE OF THE PROJECT ADDRESS:  So we're obviously not releasing on schedule, but it's literally day-to-day.  I think the most optimistic scenario is that we'll be ready to go in a week: I'm still waiting on voice work, and Snarky's hand animation, more sounds, and I've got to implement the credits.  There also might possibly be more music and a short cutscene featuring the mad scientist to offer more narrative as events unfold (Hudders?).  Oh, and there should be one more test round when things are finalized just to be sure.  But none of that is very steep considering what we've done so far.  Remember, patience is a virtue.  Unless you owe me work -then it's a liability!
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Hudders on Thu 29/09/2011 09:11:27
Sorry, I need some help on this. I'm not convinced I really understand what you want regarding the information that should be conveyed.

Is this an off-screen conversation with an unseen colleague? Where would this scene fit in the current game?
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Jackpumpkinhead on Thu 29/09/2011 14:23:24
@Baron:

i am composing music for the end
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Baron on Fri 30/09/2011 01:20:20
Quote from: Hudders on Thu 29/09/2011 09:11:27
Sorry, I need some help on this. I'm not convinced I really understand what you want regarding the information that should be conveyed.

Is this an off-screen conversation with an unseen colleague? Where would this scene fit in the current game?

I think the Mad Scientist will just have to monologue it alone (they're good at that, anyway).  I think somewhere mid-game, like right before Merrick makes it to the exercise yard, for example, we'll just cutaway to the Mad Scientist talking out loud about what is happening.  Things to include:

1) News that Robot Monster is attacking the secret base (called a "Robot Destructor Unit" elsewhere in the game)
2) Supposition that it must be those vampire twins that he (the Mad Scientist) had stolen Merrick from
3) An announcement that all active guards are to remain at their posts, while all the rest are to report to muster point A (or whatever) to fight the robot.
4) Some deranged ranting to flesh out the Mad Scientists' character more and give the player a laugh at the same time.

Let me know if you want me to collaborate on the writing bit.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Hudders on Tue 04/10/2011 10:48:28
I feel like I'm letting people down taking so long over this! So, yes, some collaboration would be welcome.

I thought I'd try and flesh out the backstory a tad in order to organise my thoughts and figure out what the maniac should be shouting about. My ideas run like this, (excuse the rambling):

The doctor didn't actually create Merrick as such, he merely placed his brain inside a vampire. This means that the vampire body must have come from somewhere to start with, presumably stolen from a crypt by someone and then illicitly sold onto the mad scientist black market, (this is actually quite a good idea for the plot of the original Draculator wherein the protagonist is an employee of one of the world's leading body snatching companies... but I digress).

If you woke up from a 1000 year slumber to find that your on again off again boyfriend and vampire sire was missing, you'd be a bit pissed off. Particularly if you'd been kidnapped yourself and were about to be spliced into a sexbot by a sweaty teenage mad science student. With the aid of your "twin" sister, you steal a mint-in-box collectors edition Robot Destructor Unit and track down your boyfriend's kidnapper to a secluded facility somewhere in the Swiss Alps to stage a prison break.
But when you get there, the man you loved doesn't recognise you - he's not the vampire you once knew. They've cut him open and stuck the brain of an inept soldier inside. The body of the man you adored and worshiped is now being paraded around like some sick puppet. Understandably, you're pretty angry.

----

I had the idea that the mad scientist would get a phone call from the guy who had abducted the vampettes. This is how our Dr Science learns about the robotic monster come to rescue Merrick. You would only hear one side of the conversation:

*phone rings*
"Hello? What? Walter, slow down. Walter, I can't... WILL YOU CALM DOWN YOU ASTHMATIC LUNATIC! That's better, now explain to me... escaped? What? How did that happen? Dear God, man... can't you keep it in your pants for five seconds!? Well... I'm not going to worry. I'm sure one of your toy robots isn't going to give me any trouble, even if it is piloted by a pair of vampire twins. I'm perfectly safe inside... No that isn't an alarm you can hear, that's just the, uh, microwave. I'm having a baked potato... yes, they are better done in the oven but... look, Walter, I'm a busy man... Yes I'll let you know if I see them but really I have better things to do. Yes. Goodbye, Walter."
*puts phone down*

Muttering to self: "Grad students... give them a chemistry set and a brain in a jar and suddenly they think they're Victor Frankenstein!"

Over loudspeaker: "Attention all guards. This is not a drill. Execute Giant Robot defense plan Alpha immediately. I repeat: this is not a drill... and someone turn that damn alarm off!"
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: on Tue 04/10/2011 11:29:10
I like how there's both serious, hard facts being passed to the player AND a good amount of humour (baked potatoe = epic grin). Also fits the story, I really think this is spot-on.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Jackpumpkinhead on Tue 04/10/2011 15:02:55
Final Ending Music:

Robofight - MIDI
(http://dl.dropbox.com/u/35944169/Draculator%20II%20-%20RoboFight.mid)

Robofight - MP3
(http://dl.dropbox.com/u/35944169/Draculator%20II%20-%20RoboFight.mp3)
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Lumpupu on Tue 04/10/2011 15:55:47
Quote from: Hudders on Tue 04/10/2011 10:48:28
*phone rings*
"Hello? What? Walter, slow down. Walter, I can't... WILL YOU CALM DOWN YOU ASTHMATIC LUNATIC! That's better, now explain to me... escaped? What? How did that happen? Dear God, man... can't you keep it in your pants for five seconds!? Well... I'm not going to worry. I'm sure one of your toy robots isn't going to give me any trouble, even if it is piloted by a pair of vampire twins. I'm perfectly safe inside... No that isn't an alarm you can hear, that's just the, uh, microwave. I'm having a baked potato... yes, they are better done in the oven but... look, Walter, I'm a busy man... Yes I'll let you know if I see them but really I have better things to do. Yes. Goodbye, Walter."
*puts phone down*

Muttering to self: "Grad students... give them a chemistry set and a brain in a jar and suddenly they think they're Victor Frankenstein!"

Over loudspeaker: "Attention all guards. This is not a drill. Execute Giant Robot defense plan Alpha immediately. I repeat: this is not a drill... and someone turn that damn alarm off!"

That was the best bit of a script i've read in two years. I pissed myself! And now i have to clean it! And even so i'm happy! ;D ;D ;D
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Baron on Wed 05/10/2011 02:07:59
@HUDDERS -Yeah, that covers all the bases and it's hilarious as well!  I say go with it.  Go ahead and record the lines and I'll insert the scene.

@ARTISTS - I now need a hand holding a phone sprite, and a hand holding a command centre microphone sprite.

@JACKPUMPKINHEAD - Nice.  I'll have a listen and plug it into the game.

@SNARKY - Hand?

@EVERYONE -  Slight delay due to the illness of one of our main voice actors -it's a hard job to do if you don't sound healthy.  If I had all the material in my hands that people owe me it would take me 2-3 hours at the most to have our final version circulating for one last round of beta tests.  Soon, my precious brood, soon.....
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: 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.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Hudders on Wed 05/10/2011 08:06:18
Release date 31st October?  ;D
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: cat on Wed 05/10/2011 08:19:10
That would be awesome, Hudders!
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Snarky on Wed 05/10/2011 20:45:08
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.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: 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.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Armageddon on Thu 06/10/2011 03:02:09
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
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Jackpumpkinhead on Fri 07/10/2011 14:27:03
ooh i get so nervous when this thread sits for to long  :-[
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Hudders on Sun 09/10/2011 15:57:13
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
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Baron on Tue 11/10/2011 01:49:52
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.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Hudders on Tue 11/10/2011 12:28:32
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
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Tabata on Sun 16/10/2011 16:04:46
       (http://emoticoner.com/files/emoticons/skype_smileys/music-skype-smiley.gif)          ...       did I hear something in the far distance?       



Uuuuuuh       ...           (http://www.smileyvault.com/albums/userpics/10404/fingerscrossed.gif)          ...        let it happen, let it happen, let it   ...
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: cat on Tue 18/10/2011 08:41:21
So, what are we still waiting for? Is there still a chance for a Halloween release?
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: on Tue 18/10/2011 09:31:08
This is Halloween, this is Halloween, everybody's waiting for the next surprise!

C'mon, it really would be awesome!
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Baron on Wed 19/10/2011 03:19:51
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. 
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Armageddon on Wed 19/10/2011 06:28:03
Let's get this thing rolling, we don't have all two weeks.

(http://dl.dropbox.com/u/5479044/Title.png)

What else do we need?

EDIT: How is this for an inventory?

(http://dl.dropbox.com/u/5479044/GUI_Mock.png)

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.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: NickyNyce on Wed 19/10/2011 13:13:33
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.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: cat on Wed 19/10/2011 13:17:04
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.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Tabata on Wed 19/10/2011 19:16:43
@ 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    (http://emoticoner.com/files/emoticons/smiley_faces/borg-smiley-face.gif)


@ 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 (http://emoticoner.com/files/emoticons/smileys/voodoodoll-smiley.gif?1292867695)
(http://emoticoner.com/files/emoticons/smiley_faces/fisch-smiley-face.gif?1302011361)  


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!               (http://www.smileyvault.com/albums/userpics/10172/fantasy-mummy-33~0.gif)  
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: NickyNyce on Thu 20/10/2011 00:34:58
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
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Hudders on Thu 20/10/2011 09:11:08
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
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Baron on Fri 21/10/2011 01:53:58
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.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: on Sat 22/10/2011 22:18:16
Quote from: Baron on Fri 21/10/2011 01:53:58
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

I'll do that, got a lazy sunday comin' up anyways.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Baron on Sun 23/10/2011 06:05:59
BETA 4 (http://www.vanwijst.com/games/swarm/draculator_beta_4.zip)

Known issues:
-missing or holder graphic backgrounds in Mad Scientist cutscene and vampire twin cutscene
-no animation for mad scientist's arm for phone and microphone
-no animation for Merrick's hand at the end (holder message)
-still old title screen, since the new one still has a spelling error
-untested credits system (from menu and end of game)
-a few missing sounds

Otherwise..... I'm drawing a blank.  But then it's late and I have already assembled another game today....  Major updates since the last beta are new GUI, full music implementation, credits, full voice acting, spell checking, additional debugging, additional animations.....

Let me know if you notice something out of place or missing and I'll get on it.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Armageddon on Sun 23/10/2011 07:03:37
/facepalm

(http://dl.dropbox.com/u/5479044/Title.png)

EDIT: Playing the beta now, it's much more hilarious with these voice actors! A few things I noticed, there is no alarm sound, I think only playing it during the short cut scene would make sense or it would get annoying. In the second mad scientist cut scene when he says 'I'm not going to worry.' the voice actor said 'I'm not going to worry too much.' The Merrick Carrot line is missing, after he eats the carrot. The probe still doesn't stand out very much, maybe give it an outline or move it? Weren't we going to use that old floating robot Merrick design inside the tube in the lab? The inventory looks great, but could it disappear when the mouse cursor goes outside of the screen when you have an item selected? Like Sam and Max. Grabbing the banana was kind of a pixel hunt, in fact, most of the doors are hard to step through. Also in the credits it said, EXECUTIVE PRODUCER by BARON. Sound kinda strange, maybe Executive Produced? The umbrella was hard to find, but I got it soon enough. And those are my nit-picks! :P I expect none of them to be done. :)

BUG: Okay so I used the Cheetah blood on Merrick then it gave me this error.

(http://dl.dropbox.com/u/5479044/%21noooo.png)
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Hudders on Sun 23/10/2011 10:10:20
That was excellent.
The inventory & options screen is awesome.

Some things I noticed that weren't already mentioned by Armageddon:

You can stand just east of the UV light and still fail to use the switch.
There's a rogue tooltip that says "Vampire" if you mouseover the hole in the wall after the robot monster comes in.
There is the word "Impereble" or something in Merrick's talk when he eats the cockroach. I'm pretty sure this should be "Impermeable".

I think you should get rid of all the "by"s in the credits. It would look neater.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Tabata on Sun 23/10/2011 15:31:06
You did an awesome job again!
It is double the fun with the excellent voice-acting and the inventory-screen is top notch (http://www.smileyvault.com/albums/userpics/12962/respect.gif)

The only thing I am a bit sad about is, that you still can get out without biting the scientist (so you
/he doesn't even know about the pine, but he is suddenly able to explain everything, when eating it).

This aside I didn't find anything, that's not mentioned already (but I didn't get the error when drinking the blood).

The Gag about me in the credits made me jump up from my seat (http://www.smileyvault.com/albums/userpics/12962/c8b1b09f.gif) - always good for a joke you guys
and a very nice gesture I am proud to get from „my daddy“        (http://www.smileyvault.com/albums/userpics/12962/thankusmile.gif)
(I'll save that version to brag with it ;))
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: DoorKnobHandle on Sun 23/10/2011 16:44:32
Dunno if it's a known issue but you can still hit TAB and get the old inventory. I personally also would hide the cursor during cinematics - in the intro with the talking mad scientist for example it's annoying because you can hover over the character and a distracting label pops up.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Sinitrena on Sun 23/10/2011 20:59:51
I love the cheerleading credit for Tabata  ;D

My name is spelled wrong in the credits. It should be Sinitrena not Sinetrena.

Other than that I noticed no bugs other than the ones already mentioned by Armageddon.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Knoodn on Sun 23/10/2011 21:35:55
This game is more and more fun to play.

The extra cutscene with the professor gives a better drive to the game. Well done!

Beside the missing voice when biting the carrot, there is also the last line missing when biting the cockroach ("Just a second.").
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Snarky on Sun 23/10/2011 23:22:12
Quote from: Tabata on Sun 23/10/2011 15:31:06
The only thing I am a bit sad about is, that you still can get out without biting the scientist (so you
/he doesn't even know about the pine, but he is suddenly able to explain everything, when eating it).

One possible way to solve this would be to make it necessary to bite the scientist before you can drink the cheetah blood (and therefore before you can reach the end scene). If the bag only had the Latin name (Acinonyx jubatus), Merrick could refuse to drink it without knowing what it was. Drinking from the scientist would allow him to translate the Latin.

Would require some lines to be rewritten and rerecorded, though...

And yes, I still owe you a hand, Baron. I'll try to have it finished tomorrow.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Baron on Mon 24/10/2011 02:06:26
Hey all,
       Thanks for the feedback.  I should be able to fix most of these things without too much issue.  I'm a little reluctant to change lines at this point, however, due to the strong probability of the rerecording of lines pushing back the release date.  When it comes to not biting the scientists, you'll just have to believe that Merrick already knew a thing or two about nature (it was just put in as a hint anyway).  And besides, who plays a vampire game without biting people?!?  I refuse to do extra work to cater to that market!
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Armageddon on Mon 24/10/2011 02:48:57
Quote from: Baron on Mon 24/10/2011 02:06:26
Hey all,
       Thanks for the feedback.  I should be able to fix most of these things without too much issue.  I'm a little reluctant to change lines at this point, however, due to the strong probability of the rerecording of lines pushing back the release date.  When it comes to not biting the scientists, you'll just have to believe that Merrick already knew a thing or two about nature (it was just put in as a hint anyway).  And besides, who plays a vampire game without biting people?!?  I refuse to do extra work to cater to that market!
Maybe add a door on the hallway that only opens after you bite the scientists? Also I couldn't seem to go back to the brightly lit room after going into the room with the guards.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Baron on Mon 24/10/2011 03:58:56
Quote from: Armageddon on Mon 24/10/2011 02:48:57
Maybe add a door on the hallway that only opens after you bite the scientists? Also I couldn't seem to go back to the brightly lit room after going into the room with the guards.

Redrawing rooms isn't really feasible at this point with release just a week away.  I'm very comfortable with someone already knowing that pine cones survive forest fires without biting the scientists.  And if you think about it, all the other powers seem to fade within a few moments, so wouldn't the "knowledge" power fade too (i.e. he forgets?).  The primary function of the scientists was always to provide information and comic relief to the player.  If neither of these two are necessary for the player, I really don't see why he/she should be compelled to bite the scientists.  At any rate, we are beyond the pale here for making this kind of plot alteration -you guys should have spoken up sooner!

As for going back from the guardroom, you should be able to while the guards are still alive.  After the robot fight sequence begins this is no longer possible (due to the debris from crashing through the wall obstructing the exit...) since this would rationally result in the robot destroying you.  As it is not necessary to leave to be able to finish the game, this works.  However, if you are having problems leaving before you kill the guards, I'd like to know about the circumstances surrounding that.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Hudders on Mon 24/10/2011 09:13:32
The simplest solution, (if we need one), is to stop Merrick picking up the pine-cone if he hasn't bit the scientist. You can still complete the game by biting a cockroach instead.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Tabata on Mon 24/10/2011 21:57:58
Quote from: Baron on Mon 24/10/2011 02:06:26
And besides, who plays a vampire game without biting people?!?  I refuse to do extra work to cater to that market!

If „Daddy“ decides something about this game - who am I to say, it is wrong.  :-X
No, no, please don't expect such a disrespect from this little (still very happy) player-girl!

But please don't be unfair to the others, who only try to offer a solution:
Quote from: Baron on Mon 24/10/2011 03:58:56
-you guys should have spoken up sooner!
You may allow me to answer your question from the earlier quote and direct your attention to the first time, it came up here in reply#530 (http://www.adventuregamestudio.co.uk/yabb/index.php?topic=43340.msg591714#msg591714) which was the reason for to be mentioned again there in reply#541 (http://www.adventuregamestudio.co.uk/yabb/index.php?topic=43340.msg591963#msg591963), so it's not that new, isn't it?

                                          (http://www.smileyvault.com/albums/userpics/12962/love.gif)
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: cat on Mon 24/10/2011 22:56:10
Just played the game for the first time and I have to say - wow! Looks great and real fun to play. Some issues I noticed (not sure if someone mentioned them already):

- TAB should open the menu screen with inventory and save/load, not the standard inventory window.
- There definitely has to be some hint about clicking self bringing up the menu. Just knew because I read something about it in this thread. Also, you first click him to solve a puzzle and then it is the inventory - quite confusing!
- Two minor walkable area issues: When the blond is lying on the floor you can walk on his head; when the fridge door is open, you kinda walk through it.
- In the vampire twin room, when they are waiting for your last words: wrong hotspot "Vampire" somewhere on the left side.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: on Tue 25/10/2011 18:35:09
Re Beta:
* I noticed that the magnets' background no longer matches the fridge door- no big offense, and can be easily fixed.
* I find the credits fond a bit hard to read- often characters appear very jagged.



Background done! I assumed the scientist stands to the right, correct?

(http://i.imgur.com/68SPe.png)(http://i.imgur.com/68SPe.png)


__________
* This looks totally like a Doom screenshot, and I just realised that NOW!**

__________
** I think it's the cheap-o shading on the wall.

[edit]
This was made, at great expense and with a lot of forethought and hindsight, to look EXACTLY like a Doom screenshot.

I hope you like it.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Snarky on Wed 26/10/2011 00:03:29
I'm still working on the final hand animation, but in case you're getting worried about the looming deadline, I thought I'd post the first half of it:

(http://i.imgur.com/1xv0G.gif)

The idea is that it emerges from a heap of rubble and claws at the sky. REVENGE!

The rest of the animation is sketched out, and I finally gave up on the idea of animating the fingers individually, so finishing the rest should go much faster.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Jackpumpkinhead on Wed 26/10/2011 14:15:12
this is so amazing. i cant believe that just a few months ago this got started and now it has almost come to an end.
the only thing i would change, and no disrespect to "Pinback", but i still think the robomonster character doesnt fit with the rest of the art.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: cat on Wed 26/10/2011 16:26:30
Quote from: cat on Mon 24/10/2011 22:56:10
- There definitely has to be some hint about clicking self bringing up the menu. Just knew because I read something about it in this thread. Also, you first click him to solve a puzzle and then it is the inventory - quite confusing!

Quoting myself is weird, but I have an idea: How about showing a messagebox (display, like the inventory descriptions) after picking up the first inventory item like "You pick up the <itemnamehere>. Click on Merrick to access your inventory."
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: on Thu 27/10/2011 00:00:18
Quote from: cat on Wed 26/10/2011 16:26:30
How about showing a messagebox (display, like the inventory descriptions) after picking up the first inventory item like "You pick up the <itemnamehere>. Click on Merrick to access your inventory."

Sounds like the best way to make things clear to the user. Could also be useful after getting the drone, as long as figuring out what to do with it isn't itself considered a "puzzle".
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Baron on Thu 27/10/2011 05:09:19
BETA 5 (http://www.vanwijst.com/games/swarm/draculator_beta_5.zip)

UPDATES FROM LAST BUILD:
-Readme
-Mad scientist telephone animation and background
-Alarm flashes in command centre
-clearer credits font (difficult due to the game colour depth not supporting alpha channels, but hopefully it is more readable than last time)
-credits spelling fixed
-magnets background doesn't stand out from fridge anymore
-TAB should bring up new inventory (er.... not tested)
-Rogue tooltip labels fixed
-Mouse disappears for cutscenes
-Crashing bug fixed
-Vampire Twin sisters cutscene now has a background (of sorts....)
-Message stating how to access inventory

STILL MISSING:
-2 voice lines for Merrick (in progress)
-Some sounds (in progress)

Let me know if you see something out of place.  I'm really angling for a weekend release so that it will be available by Hallowe'en in all time zones.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: on Thu 27/10/2011 06:00:58
Now downloading.

- Credits font still a bit jagged when playing windowed at x2 filter. It has improved though.

- Custom text window? I got one right here...
 (http://i.imgur.com/UCo0N.png)  (http://i.imgur.com/UCo0N.png)x3

- "Dat banana might come in handy." Best quote ever. Whoever plays this without grinning must be DEAD.

- Found nothing that hasn't been mentioned. And it's awesome! Congrats, Baron, and yay Swarm!
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Armageddon on Thu 27/10/2011 06:41:12
This is great! Just two things I noticed, why does clicking on the title skip the intro? And 'drop item' in the inventory seemed strange to me at first, I thought I was actually going to place it on the ground, shouldn't it be 'select'? Also, most every item is still a pixel hunt to get and I don't know how to set it to 2x scale.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: ShiverMeSideways on Thu 27/10/2011 06:50:33
The last two Merrick lines shall be delivered today! :D
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Dualnames on Thu 27/10/2011 07:03:18
Quote from: ShiverMeSideways on Thu 27/10/2011 06:50:33
The last two Merrick lines shall be delivered today! :D

filthy lies!!  ;D
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Hudders on Thu 27/10/2011 07:27:48
Bravo

There are still tooltips on the cutscenes. I can move my (invisible) cursor around and see "Mad Scientist" floating in the air. This is pretty minor though.

The telephone animation is fantastic btw. Far better than what I was expecting. And with the flashing lights behind it just looks awesome.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: on Thu 27/10/2011 12:14:38
Quote from: Armageddon on Thu 27/10/2011 06:41:12
...and I don't know how to set it to 2x scale.

Run winsetup and select the x2 graphics filter.

I'm playing windowed here mostly and agree that some items are small enough to miss them first place, but since there aren't that many locations it's no big issue IMO.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: cat on Thu 27/10/2011 12:52:48
I had no problems with pixelhunt.

I have to agree that "Drop item" is a bit misleading, I thought I would drop the item to the floor too. Could you rename it to "Deselect" or something?
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Tabata on Thu 27/10/2011 20:30:01
I am playing in fullscreen whenever possible, so this might be the reason, why I don't have probs with pixelhunting.
The telephone scene is highly powerful and I really like, what you made of it.

It's very impressive to see this nice little game now getting near to the final stage
and I am proud of all the swarmies and especially for the leader of the pack, who makes it possible.

Baron, you are really ... "a good daddy, swarm queen ..."                            (http://www.smileyvault.com/albums/userpics/12962/er_lebe-hoch.gif)
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Jackpumpkinhead on Thu 27/10/2011 20:41:44
Quote from: Tabata on Thu 27/10/2011 20:30:01
I am playing in fullscreen whenever possible, so this might be the reason, why I don't have probs with pixelhunting.
The telephone scene is highly powerful and I really like, what you made of it.

It's very impressive to see this nice little game now getting near to the final stage
and I am proud of all the swarmies and especially for the leader of the pack, who makes it possible.

Baron, you are really ... "a good daddy, swarm queen ..."                            (http://www.smileyvault.com/albums/userpics/12962/er_lebe-hoch.gif)

for sure
i am really happy with it too ;D
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Icey on Thu 27/10/2011 20:56:22
If it wasn't fixed yet, Baron you could set the mouse position to 1x1 and same goes for it's bounds. Then back to 320x240.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Armageddon on Thu 27/10/2011 21:34:45
Quote from: cat on Thu 27/10/2011 12:52:48
I had no problems with pixelhunt.

I have to agree that "Drop item" is a bit misleading, I thought I would drop the item to the floor too. Could you rename it to "Deselect" or something?
Or just unselect with right-mouse button like you can do when the GUI isn't open.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Snarky on Thu 27/10/2011 22:20:21
Quote from: Armageddon on Thu 27/10/2011 21:34:45
Or just unselect with right-mouse button like you can do when the GUI isn't open.
This.
So much this.

Also, the cleaner way to not have mouseover labels when in a cutscene is probably... to make the mouseover label not visible when in a cutscene.  ;)
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Armageddon on Thu 27/10/2011 22:35:21
Or you could just not give that object a label. Just make it a space or something.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Baron on Thu 27/10/2011 23:16:14
RE: TOOLTIP LABEL - I forgot to disable the label in all cutscenes when I disabled the mouse.  Should be fixed now.

RE: DROP ITEM BUTTON - Yes, "deselect" or "select" would have been my choice too, but neither fits very neatly onto such a small button in such a small resolution.  You have to appreciate those letters are only 4 pixels high -there's not a lot that can be done with that space and still make sense.  I like the right click option.  I've implemented it for right-clicking the GUI background, but I can't figure out how to intercept right-clicks for the Inventory window (i.e. not the items, which need the right-click for descriptions) -any ideas?

RE: SKIPPING INTRO WHEN CLICKING ON TITLE - Well, there wasn't a "skip intro" button on the new title screen, but for testing purposes it was handy....  Frankly I'm inclined to leave it as a feature in case someone wants to replay.  I don't think a lot of people will randomly click the title by mistake....

RE: PIXEL HUNTS - It is a 320x200 game.  I have it set up to run full-screen, since I have a hard time even reading the text at 320x200 let alone seeing the details.  I guess that explains some people having problems exiting rooms as well....  Given the level of detail of our art I really do recommend running the game in full screen mode.  I had assumed that since I had the compiled folder's WinSetUp configured that way it would be the default on other people's machines as well, but I guess that's not the case.  Does anyone know how to make this the default, so that people would have to intentionally change the settings to run in a window?

RE: CUSTOM TEXT BOX -I like the art, but the colours I feel are all wrong.  Any suggestions?  If we're going to pursue this I also humbly request that you frame in those elements so that I know what to select and what to cut (your art runs between segments).

If anyone has some last minute sounds I'd appreciate them.  I'm off to scour the internet for an alarm, a phone ringing, a CRASH! and a BOOM!  Anything else we'll just have to do without unless someone else finds the time for it.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: on Thu 27/10/2011 23:35:58
Re TxtWin:
Sorry, my bad! This one's clearer and more in style with the overall palette I hope; feel free to alter if necessary. It's cleaner, too, with all panels the same size and less clutter.

(http://i.imgur.com/i47By.png) (http://i.imgur.com/i47By.png)x3
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Armageddon on Thu 27/10/2011 23:39:59
Quote from: Baron on Thu 27/10/2011 23:16:14
RE: PIXEL HUNTS - It is a 320x200 game.  I have it set up to run full-screen, since I have a hard time even reading the text at 320x200 let alone seeing the details.  I guess that explains some people having problems exiting rooms as well....  Given the level of detail of our art I really do recommend running the game in full screen mode.  I had assumed that since I had the compiled folder's WinSetUp configured that way it would be the default on other people's machines as well, but I guess that's not the case.  Does anyone know how to make this the default, so that people would have to intentionally change the settings to run in a window?
It is set to full screen by default, but when I play AGS games I always make sure it's not fullscreen because I hate blurry pixels, and when it stretches my resolution it resizes windows which also annoys me, could you just add an option to double the screen size? That's what I use for all AGS game that allow it. I'm a picky person I know. :(

That new text box looks great! ;D

EDIT: Oh I didn't see the 2x filter thing, nevermind. I'm used to having a box that shows the size you choose. Also it takes like two seconds to skip past the cut scene at the start, but that's just me. :)
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Baron on Thu 27/10/2011 23:51:04
Well I tried the 3x filter and it looks much crisper than full-screen, so I guess we'll release it like that for people who like to do multiple things at once (  :P ).  Unless you guys think there are a lot of people with low res screens that can't handle that, in which case 2x would be safer as the default? 

Thanks for the new text box, Ghost.  The skulls on the corners would have been cool, but the new one I think better suits the game.

Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Armageddon on Fri 28/10/2011 00:12:41
I think 2x would be good.

Also I added the black bars to the control room background and I animated it because a control room that doesn't move isn't a control room. :P

(http://dl.dropbox.com/u/5479044/Drac_Back1.png)
(http://dl.dropbox.com/u/5479044/Drac_Back2.png)
(http://dl.dropbox.com/u/5479044/Drac_Back3.png)
(http://dl.dropbox.com/u/5479044/Drac_Back4.png)
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Hudders on Fri 28/10/2011 00:38:27
I did actually record my phone ringing on the first take of my voiceover but I get so few phonecalls that I hadn't realised my phone sounds nothing like anybody else's... it's less a *ring ring* and more of a *meheheheeheh* kind of noise... so, I cut it out.

Also it was incredibly loud and, upon picking up the phone, I completely forgot what I was doing. Clearly I am unable to read a script and also hold a telephone. It's a good job I'm not an actor.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: on Fri 28/10/2011 01:18:45
Regarding blurry pixels, I am pretty sure that this depends on the monitor. At home I can run AGS games in all combinations of filters, windowed and fullscreen, and they are always "sharp". The sorry heap of LCD junk I got here, however, stretches to widescreen and smoothens the image as soon as I go fullscreen: It always looks ugly.

x3 sounds okay but I think x2 is the safest setting- best not to annoy peeps who still run 800x600. That could lose us ~2 potential players  :=
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Baron on Fri 28/10/2011 04:59:53
OK, 2x it is, with instructions in the readme for people who may want to fiddle with the settings.

Also HERE (http://www.vanwijst.com/games/swarm/draculator_proof.zip) is the version of the game to be released Friday/Saturday, unless anybody finds any last things to update.  I've got Armageddon's animating backgrounds in the middle cutscene (I had to alter the colour of two of the frames to preserve the flashing alarm effect), what there is so far of Snarky's hand animation, a 20-minute destruction background, all the sounds discussed above, custom text box and all the latest finicky things taken care of.  If there are no revisions offered within 20 hours this will be the version released to the public this weekend.

And good work, everyone.  I get so focused on getting the work done I sometimes forget to be appreciative  ;)
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Armageddon on Fri 28/10/2011 05:22:52
I noticed one thing, it's not big at at all, and it could stay in. But when you click exit it shows the unfitting Grey GUI. Other than that the game was lots of fun to play, I'm definitely going to get someone to play it on Halloween! Good job everybody, let's do this again in another eight years. ;D
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: on Fri 28/10/2011 06:13:44
Quote from: Armageddon on Fri 28/10/2011 05:22:52
I noticed one thing, it's not big at at all, and it could stay in. But when you click exit it shows the unfitting Grey GUI.

We can't have that! Gimme a second!

(http://i.imgur.com/Q6N7q.png)
This should do the trick.  I swiped the buttons and the colours directly from the in-game menu/inventory GUI, so it should be consistent.
The center plate has room for a "Quit?" label, and there's Yes/No buttons with sprites for all button states.

Ouit GUIs are a nuiseance to set up, but maybe we got a scripter for a quick addition?

[edit]

This is from the manual:
QuoteThe results are BYTE OF THE DRACULATOR II.

Shouldn't it be "The result is..."?  (Since it is only ONE game?)

I'm German, so I may be totally wrong!
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Snarky on Fri 28/10/2011 07:21:56
Good job Baron!

Less than twenty hours to go, eh? I thought it was due for release this Sunday. I'd better hurry up, then.

As of beta 5, I noticed these outstanding issues:

Misspellings:
-"anihilate" for "annihilate" (I don't remember the form, it might have been "anihilated" or "anihilation")
-"M*A*S*H*" for "M*A*S*H" (one too many asterisks)
(These seem to have been fixed in the latest version)

You haven't put in my edits for the exploding dog to make it more balloony:

(http://i.imgur.com/w4Fq4.gif)
Inflated dog

(http://i.imgur.com/YUMoq.gif)
Dog burst

I also think there should be a sound for when Merrick bites someone, so I recorded this:
http://www.mediafire.com/?kfw33i2426ps7y9

I have some code for dealing with the right-click to deselect items in the inventory window. (It's also smart enough to work over items: if you have an item selected it deselects it, and if you don't it works as look.) Here:


function on_mouse_click(MouseButton button) // called when a mouse button is clicked. button is either LEFT or RIGHT
{
 iSelectedItem = InventoryItem.GetAtScreenXY(mouse.x, mouse.y);
 if(button == eMouseRightInv) // Right click (in inventory)
 {
   
   if(mouse.Mode == eModeUseinv) // Unselect selected inventory item
   {
     player.ActiveInventory = null;
     mouse.Mode = eModeInteract;
   }
   else  // Look at inventory item
     iSelectedItem.RunInteraction(eModeLookat);
 }
}

// This is the OnClick handler for the inventory GUI
function gInventory_OnClick(GUI *theGui, MouseButton button)
{
 if(button == eMouseRight && mouse.Mode == eModeUseinv)
 {
     player.ActiveInventory = null;
     mouse.Mode = eModeInteract;
 }
}


You have to set "Override built-in inventory window click handling" to True in the general settings for this to work.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Armageddon on Fri 28/10/2011 08:01:12
Aw, that was my first animation.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Wonkyth on Fri 28/10/2011 08:14:00
Any Box-Art? :D
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Snarky on Fri 28/10/2011 08:28:53
Quote from: Armageddon on Fri 28/10/2011 08:01:12
Aw, that was my first animation.

And I like it! I didn't change much; I just thought it would be funny if you could see the poodle filling up with blood and inflating like a balloon.

One other thing I forgot to mention: for me the alarm sound plays only once, even though in the mid-game cut-scene it should be playing constantly in the background, right? (After all, the doctor shouts for someone to turn off the alarm, even though it's not sounding.)

Are we happy with Baron's "20-minute destruction background"? It looks fine to me, the only thing I was thinking was that it might be good, for extra drama, to do a lightning flash when Merrick shouts "REVENGE!", so we'd need a high-contrast silhouetted version of the BG and the hand sprite. (I'll do the latter.)
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: cat on Fri 28/10/2011 08:59:31
I love that quit GUI, ghost! Now we only need a custom save/load gui. Aren't there modules for that?
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Baron on Fri 28/10/2011 12:42:12
QuoteYou have to set "Override built-in inventory window click handling" to True in the general settings for this to work.

Ah, the missing piece of the puzzle!  The right-click drop for the inventory window shouldn't be hard to implement.

QUIT GUI - I'll get to that tonight -these ones aren't hard.

DOG EXPLOSION - It was Armaggedon's first ever animation.  Since I think it's important that he make it into the credits as an animator, I'll only change it if he has animated something else in-game.  I don't have it in my records, but that's not saying much.  Armageddon? 
      In my heart of hearts I'm not really happy with the IV tube just disappearing too, so I'll probably go in and fix that.

ALARM - The alarm gets in the way of the voice acting.  I think it suffices to play it a couple times to give the impression of an alarm going off, then leaving it.

BITING SOUND -Good idea!

LIGHTENING FLASH -Good idea!

SAVE/LOAD GUI - For a five minute game???  I remember customizing one a while ago.... I think it was for Besieged.  I don't remember liking the process....
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Snarky on Fri 28/10/2011 13:21:40
Quote from: Baron on Fri 28/10/2011 12:42:12
DOG EXPLOSION - It was Armaggedon's first ever animation.  Since I think it's important that he make it into the credits as an animator, I'll only change it if he has animated something else in-game.  I don't have it in my records, but that's not saying much.  Armageddon?

Well, apart from the fact that my version of the burst animation is just an edit of his, so I'd still expect him to get the credit, he would still have his initial tail-wagging animation (before the dog gets pumped with blood and slightly inflated) unaltered in the game.

Regarding the alarm: Just play it at a much lower volume?
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: cat on Fri 28/10/2011 13:53:27
Quote from: Baron on Fri 28/10/2011 12:42:12
SAVE/LOAD GUI - For a five minute game???  I remember customizing one a while ago.... I think it was for Besieged.  I don't remember liking the process....

Yeah, true, that's not needed. Although I actually saved the game once or twice when playing.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Corby on Fri 28/10/2011 14:41:32
Still time left? Figured some computer activity could liven this scene a bit.

(http://www.corbydesigns.com/robotlab_anim.gif)

(http://www.corbydesigns.com/robotlab_export.gif)
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: on Fri 28/10/2011 15:03:25
Wow. Look at the swarm all doing ninja edits! I'm lovin those animations, corby!


Quote from: cat on Fri 28/10/2011 08:59:31
I love that quit GUI, ghost!
Thankies!
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Hudders on Fri 28/10/2011 15:18:35
Quote from: Ghost on Fri 28/10/2011 15:03:25
Wow. Look at the swarm all doing ninja edits!

Typical late-rush behaviour! I was considering doing something with the idea of the vampire in the tube, but I can't be bothered now.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Tabata on Fri 28/10/2011 17:39:00
                   (http://www.smileyvault.com/albums/userpics/12962/omg.gif)

What is happening in here? That's incredible!
Such an amount of really nice gifts for the game during the last hours.

WOW!  -  Just WOW!
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: on Fri 28/10/2011 17:43:21
Quote from: Tabata on Fri 28/10/2011 17:39:00
What is happening in here?

We're totally SWARMIN'! Join us for teh Cockroach Square Dance!    <- if you find a smiley for THAT, I'll eat my sheet!
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Corby on Fri 28/10/2011 18:00:54
Quote from: GhostI'm lovin those animations, corby!

Thanks! Also, lovely looking GUIs there.

BTW, did that Merrick getting shot animation make the game? I never saw it?
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Tabata on Fri 28/10/2011 18:26:17
Quote from: Ghost on Fri 28/10/2011 17:43:21
Quote from: Tabata on Fri 28/10/2011 17:39:00
What is happening in here?

We're totally SWARMIN'! Join us for teh Cockroach Square Dance!    <- if you find a smiley for THAT, I'll eat my sheet!

Sorry, but I have had enough of them dancing around me the last weeks.  ;)

But since you have been swarming really nicely and did a good work,
you alternatively might be satisfied with the music
(http://clf.uua.org/kidtalk/2006-05/lacucaracha.gif) and a little peek over here (http://4.bp.blogspot.com/_wSqzLrQcshA/S8HDYBTk_rI/AAAAAAAAABE/gDt3tiBwNLo/s1600/cok.jpg) (and hold on to your sheet) ;D
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Ekeko on Fri 28/10/2011 21:31:03
Hey guys!
Just played through it. Cool game! ;) Would you like me to translate it into spanish? :D
If you would like, just tell me here, please!
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Ponch on Fri 28/10/2011 23:15:52
It's my birthday! I demand this game now!  :D
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Ekeko on Fri 28/10/2011 23:55:46
Have a great day, Ponch!!  ;D :D
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Snarky on Sat 29/10/2011 00:04:06
AFAIK, the last thing Baron is waiting for is my piddling five-frame animation that I've been promising for weeks. What can I say? I don't think I've ever handed something in before the actual minute of the deadline. Anyway, here it is:

(http://i.imgur.com/dIg07.gif)

And here's the version lit by lightning flash:

(http://i.imgur.com/AhcW8.png)

... and my very rough mockup of how it's meant to look in the game:

(http://i.imgur.com/ZarXu.gif)
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Hudders on Sat 29/10/2011 01:02:59
Freezeframe.

"To be continued..."

Fade out.

That's a wrap.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Baron on Sat 29/10/2011 03:44:37
Ha, well I worked late tonight and you've all given me a bunch more stuff to plug into the game, so my goal is to release tomorrow, probably late.  Thanks for all the extras!
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Armageddon on Sat 29/10/2011 08:33:12
Quote from: Ponch on Fri 28/10/2011 23:15:52
It's my birthday! I demand this game now!  :D
Happy Birthday to you, watch out for Tabata.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: cat on Sat 29/10/2011 08:42:33
Found a bug in beta 5:

I was in the vampire twin room, ate the cockroach. Then I wanted to access the inventory, missed Merrick, he walked somewhere, I clicked him again. Then the inventory came up, but it was all disabled with waitcursor, couldn't do anything anymore (no click, not close the gui, nothing)

btw, do I have to either eat the cockroach or the pine cone or both?
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: on Sat 29/10/2011 11:32:08
Quote from: cat on Sat 29/10/2011 08:42:33
btw, do I have to either eat the cockroach or the pine cone or both?

Both will do and you need just one.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Ekeko on Sat 29/10/2011 11:43:31
I suppose you don't care about the translation, right?
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: on Sat 29/10/2011 11:52:03
Quote from: Ekeko on Sat 29/10/2011 11:43:31
I suppose you don't care about the translation, right?

I can't speak for the swarm, but as it is the release will be very soon indeed, and there's just no time for a translation now. Such an offer never is forgotten, though: Maybe the game will get translations after the initial release.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Ekeko on Sat 29/10/2011 12:15:10
Actually... I was talking to the WHOLE Swarm... Well... I suppose you are right! :D
I'll just wait, and meanwhile continue with my GIP... 8)
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Big GC on Sat 29/10/2011 13:31:39
Cool. I have had computer problems for a while and have only just played beta 5 - voices are awsome.

Credits say BIG CG should be BIG GC.

That hand animation is great too.

Chilling the champagne for the release party.
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Tabata on Sat 29/10/2011 15:03:21
Quote from: Armageddon on Sat 29/10/2011 08:33:12
Quote from: Ponch on Fri 28/10/2011 23:15:52
It's my birthday! I demand this game now!  :D
Happy Birthday to you, watch out for Tabata.

Hey â€" Don't warn him! ;)

Since my job here is done, I'll take a little ride on my broom to Texas for to cheer him up personally  by   (http://www.smileyvault.com/albums/userpics/12962/censored.gif)
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Baron on Sat 29/10/2011 22:30:15
Soon, my swarming minions.  Soon....
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: on Sat 29/10/2011 22:45:28
It's a good day to do what has tobe done by me and help my brother to defeat the enemies and do a little swarmin'!

Exiting times. Exiting times. I stumbled over this way back when it was a budding little thread with no more than seven replies, all of them along the line that it would never work out. And if it did, that it would never catch on. And now see this. Banana jokes. Puzzles involving blood. Dramatically raised fists, sexy vampire twins, and exploding poodles.
It's like watchin' the Rocky Horror Show hittin AGS in slow-mo, only with vampires.

Yeeee! Haw!
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Ekeko on Sat 29/10/2011 22:49:30
I bet this would be a milestone in the AGS Community!  :D
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Baron on Sun 30/10/2011 01:58:48
Check out the completed games thread!  This puppy is OFFICIALLY RELEASED!

A few notes:

1) I was unable to replicate the bug Cat found.  If anyone finds this, please send me the error message and I'll patch it up.

2) I had to modify Snarky's exploding poodle slightly so that all the carnage didn't accumulate  mid-air.

3) I chickened out on the "right-click = drop item" in the inventory window since it wasn't functioning properly.  I think I know what's going wrong, but I ran out of time.  Again, something that can be patched when I can look at it more leisurely.

I think that's it.  We'll keep this thread open for our post-mordem discussions for a week or so, but that's it for "new" features (I've got a bake sale game I should be focusing on!).

Finally, I wanted to offer my heartfelt thanks to all the contributors for all their hard work in making this game a reality and this experiment a success.  Fantastic work, everybody!  Five months ago I couldn't be sure that this game would even get built, let alone imagine that it would turn out so well.  You guys made this happen!  Everybody stand in a circle, turn left, and now pat that person on the back.  Awesome work, Swarm!
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Ekeko on Sun 30/10/2011 01:27:35
OMG! IT'S HERE!! This is something all Swarmers should be proud of! Later I'll check this out and give some feedback (Which I can assure is going to be positive  ;) )
Now let's just have to wait for the next Swarm game (There IS going to be another one, RIGHT?)  ;D
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Tabata on Sun 30/10/2011 02:16:19
For this special post I jumped in my halloween-costume
to do one last cheering for all of us:


(http://www.smileyvault.com/albums/userpics/12962/cheerin_cow.gif)

  (http://www.smileyvault.com/albums/userpics/12962/mummy.gif)  (http://www.smileyvault.com/albums/userpics/12962/polonaise2Cli.gif)(http://www.smileyvault.com/albums/userpics/12962/polonaise2Cli.gif)(http://www.smileyvault.com/albums/userpics/12962/polonaise2Cli.gif)(http://www.smileyvault.com/albums/userpics/12962/polonaise2Cli.gif)



YAY - it's really done! 

~ Good daddy, swarm queen lead us to the victory! ~

(http://www.smileyvault.com/albums/userpics/12962/bat~0.gif)
Happy Halloween for everyone!
Title: Re: Swarm Development: Experimental Game in Progress -BIG PUSH!!!!!
Post by: Baron on Sun 30/10/2011 03:18:54
Party Time, everybody!

 HERE (http://www.adventuregamestudio.co.uk/games.php?category=&action=detail&id=1491&refresh1319944314) is the game's entry in the database.  The "game authors" section couldn't handle all of our information, so I just pasted it into the game description and left the other section blank (if you're wondering why your profile doesn't show your contribution.....).  I'm going to PM a moderator about rectifying this.
Title: Re: Swarm Development: RELEASE!
Post by: Corby on Sun 30/10/2011 03:36:08
Hey, you forgot my animation! HMF. Oh well, looks/plays great! Good work everyone!
Title: Re: Swarm Development: RELEASE!
Post by: Baron on Sun 30/10/2011 03:42:21
Quote from: Corby on Sun 30/10/2011 03:36:08
Hey, you forgot my animation! HMF. Oh well, looks/plays great! Good work everyone!

Dammit!  Too much going on in the eleventh hour.  I'll make sure to plug this in next build.  Sorry!
Title: Re: Swarm Development: RELEASE!
Post by: cat on Sun 30/10/2011 06:41:46
Yay!

Could you release the translation file? Ekeko offered to do a translation and others might want to do that too. It's quite common that translations are added later on.
Title: Re: Swarm Development: RELEASE!
Post by: Snarky on Sun 30/10/2011 11:47:17
I assume that at some suitable time, maybe after v1.1, the game files will be released?

I played through the release version this morning, and it's great fun! The whole thing has come together really well. And the voice actors are fantastic throughout. This time it was SpacePirateCain who really cracked me up.

If we're looking at things to polish up post-release, I think the main area is still sound effects:

-My vampire sucking sound effect doesn't time up with the animation at all. I think with some editing it will. (Or I can rerecord it.)
-I'll look for a heartbeat effect to use with the poodle-pumping
-It still really bothers me that there's no alarm sound while the doctor is having a conversation that discusses the alarm, twice! It wouldn't need to be loud or constant, just in the background intermittently would be sufficient ("drrt! drrt! drrt! - pause - drrt! drrt! drrt!" etc.)
-Maybe also a telephone mumble for the other side of that conversation? I could record some blah-blah sounds.
-The final screen with the hand emerging doesn't quite pop the way it was meant to, I think. Some combination of the audio, timing and animation is off. Of course, by handing in the animation so shortly before the deadline, I didn't give Baron much time to work on it. If I could get my hands at the source files I could take a crack at it.

And finally, I've thought of a name for the sequel:

Bryde of the Draculator

Title: Re: Swarm Development: RELEASE!
Post by: Ryan Timothy B on Sun 30/10/2011 14:00:57
Quote from: Snarky on Sun 30/10/2011 11:47:17
And finally, I've thought of a name for the sequel

No, I think it should be:
Bryde of the Draculator IV
Title: Re: Swarm Development: RELEASE!
Post by: Ponch on Mon 31/10/2011 02:14:30
Bryde of the Draculator IV
The Extra Special Edition
Title: Re: Swarm Development: RELEASE!
Post by: qptain Nemo on Mon 31/10/2011 02:22:46
Well, hey you just can't leave revenge out of it. I mean, seriously.
Bryde of the Draculator IV
The Extra Special Revenge Edition
Title: Re: Swarm Development: RELEASE!
Post by: Ponch on Mon 31/10/2011 02:40:26
Bryde of the Draculator IV
The Extra Special Revenge Edition
[size=8]IN 3-D![/size]
Title: Re: Swarm Development: RELEASE!
Post by: Armageddon on Mon 31/10/2011 02:41:29
Bryde of the Draculator IV
The Extra Special Revenge Edition
[size=8]IN 3-D![/size]
With Extra Special Sauce and Large Drink!
Title: Re: Swarm Development: RELEASE!
Post by: Igor Hardy on Mon 31/10/2011 02:46:24
Or... What if you'd call simply

Bryde
Title: Re: Swarm Development: RELEASE!
Post by: Gilbert on Mon 31/10/2011 05:11:29
Brydraculator HD* -Special Studio 3-D Cut-

*HD stands for Heavily Degraded.
Title: Re: Swarm Development: RELEASE!
Post by: Nikolas on Mon 31/10/2011 07:11:48
how about...?

NIKOLAS'S Bryde of the Draculator 69

Come on... You know what an important part I played in the making of the game. without me, there wouldn't be a game! ;D
Title: Re: Swarm Development: RELEASE!
Post by: Hudders on Mon 31/10/2011 10:07:11
The next one should have a pirate in it somewhere.
Title: Re: Swarm Development: RELEASE!
Post by: Tabata on Mon 31/10/2011 15:13:49
Quote from: Hudders on Mon 31/10/2011 10:07:11
The next one should have a pirate in it somewhere.

If he is wearing tight leather pants - I'm in  ;D
Title: Re: Swarm Development: RELEASE!
Post by: Armageddon on Tue 01/11/2011 02:14:34
Alright, let's get straight to the biscuits.

(http://dl.dropbox.com/u/5479044/Byrde.png)

Man I suck a sprites, I think he's supposed to be Dr. Byrde. link (http://www.youtube.com/watch?v=0Z09bNgSeMI)
Title: Re: Swarm Development: RELEASE!
Post by: Grim on Tue 01/11/2011 02:34:26
The pirate looks even meaner, with what appears to be an open zipper and his willy out....  :P  :)

(http://i.imgur.com/AOG6V.png)

Title: Re: Swarm Development: RELEASE!
Post by: Armageddon on Tue 01/11/2011 02:57:03
It's a belt buckle! :o
Title: Re: Swarm Development: RELEASE!
Post by: Buckethead on Tue 01/11/2011 06:25:09
Quote from: Grim on Tue 01/11/2011 02:34:26
The pirate looks even meaner, with what appears to be an open zipper and his willy out....  :P  :)

(http://i.imgur.com/AOG6V.png)



Dude Grim, I don't where you compare it with but, if so, that must be some really small manliness  :=
Title: Re: Swarm Development: RELEASE!
Post by: Igor Hardy on Tue 01/11/2011 14:50:08
Quote from: Grim on Tue 01/11/2011 02:34:26
The pirate looks even meaner, with what appears to be an open zipper and his willy out....  :P  :)

(http://i.imgur.com/AOG6V.png)

Oh my! That pirate not only has his willie out, but he's also peeing blood in such a way that it forms the shape of a pointed arrow and the letters "ARR" ("...ROW"?)
Title: Re: Swarm Development: RELEASE!
Post by: Tabata on Tue 01/11/2011 14:58:49
I have the suspicion that some of you guys use a distorting monitor resolution (or have visual impairments)  ::)
Title: Re: Swarm Development: RELEASE!
Post by: Grim on Tue 01/11/2011 20:04:29
I demand this pervy pirate has a role in the next OSD game hahaha!  ;D  ;D Just think of the possibilities!!!  ;D ( just add a parrot on his shoulder and imagine all the jokes about his bird that he wouldn't get)
Title: Re: Swarm Development: RELEASE!
Post by: Baron on Sun 06/11/2011 04:35:53
Well we're getting a bit off topic here so I've posted my postmortem comments in TomatoesInTheHead's new thread here (http://www.adventuregamestudio.co.uk/yabb/index.php?topic=44774.msg598763#msg598763).  I think for the sake of including as many people as possible -people who very sensibly are reluctant to wade through 38 pages of game making discussion -we should close off this intimidating behemoth of a thread and start afresh.  See you there!

Baron
Title: Re: Swarm Development: Postmortem
Post by: Baron on Fri 11/11/2011 01:49:12
Sorry to double post but this is an important update.  After due consideration of the pros and cons, I finally decided in favour of releasing the source code for the game.  I reckoned that we had a fair number of AGS newbies contribute and many of them are quite familiar with the plot and game mechanics, so why not open up the back-stage component so they can learn how it was done.  I've posted the source in the Swarm post-mordem thread  here (http://www.adventuregamestudio.co.uk/yabb/index.php?topic=44774.msg599213#msg599213).  Post over there or PM me if you have any questions.

EDIT: Also, I now have translation files available if anyone is interested.  I've already PMed our volunteer about the Spanish translation, but anything else is open for grabs!