Kinky Island

Started by , Fri 21/10/2011 00:15:09

Previous topic - Next topic

Bishy

I am pleasantly surprised it reached it's goal. I will admit, I was worried it wouldn't. It seems everyone just piled in the last couple of days. :)

Jared

Once again I'm puzzled by how I've managed to miss this so long. Just gave, even though it's made it (stretch goals? :P) because I felt I should give something back to this great community. Especially with all the cash I've been throwing at the has-beens on Kickstarter :P

Best of luck with it all, m0ds.

kconan

  Wow  8-0 There are now two Rulers of Kinky Island!  The Kinky donaters are coming out of the woodwork in the home stretch.

Stupot

Quote from: kconan on Fri 01/06/2012 06:16:56
  Wow  8-0 There are now two Rulers of Kinky Island!  The Kinky donaters are coming out of the woodwork in the home stretch.
I wonder if those two people are actuaslly being very shrewd, with the whole 2% revenue offer. If the game does well, then that could even turn into a little profit.  Better than buying stock in Facebook, anyway.

m0ds

Thanks for putting something in, in the last few hours :) Done, dusted... very happy... off to the Caribbean now, see you all in a couple of years! ;)

QuoteI wonder if those two people are actuaslly being very shrewd, with the whole 2% revenue offer. If the game does well, then that could even turn into a little profit.  Better than buying stock in Facebook, anyway.

Spoiler

Ha! Well one of the Rulers I did check with to make sure they hadn't slipped and added a 0 to their pledge by accident! The other is my good friend here in my hometown. I think my ranting to him that people in our local vicinity will ask me week in week out what I'm up too but never pay any actual interest when I have something to show made him go for a pledge. And I know it wasn't the 2% share that interested him either, it was the t-shirt. And the t-shirt has kind of strangely ALWAYS been the thing people want ;) He seems to think it will make a great conversation starter, hehe - and of course, he can boast 'It's a game I produced' ;)
[close]

But all these pledges will help, thanks.. Jubilee weekend now though, got so much on, very limited PC/internet time over the next few days but after that, well, KI becomes a 24/7 job, thanks to your kind help! :)

m0ds

#65
A quick update to say I've been working on it, and talk a little bit about it in a project showcase kind of video that I quickly made (and was hoping to stick in the release something thread but missed it)

http://www.youtube.com/watch?v=BSoYiZ22M7c

CamStudio, which still doesn't like videos longer than 5 or 6 mins, was not capturing the game at fullscreen and sadly the stretched edition looks nasty via youtube, but you get the jist of it. Limited time also means I don't go into much detail about anything, but it certainly got my adrenaline pumping making the vid, hehe. I'll make another one in a month's time and report on progress again & hopefully get better in-game footage next time :)

Chicky

Thanks for the update Mark! Kinky Island is looking great, despite the video quality I can't wait to get my sweaty palms all over it.

Ben Jordan - the editing is really tight! I liked the shot where he finds 'the occult establishment'.

Did i hear the humble scratch of a clipper flint? What next, bong hits? :=

m0ds

#67
Cheers Nathan and thanks for your "MIDI" 'like' the other day ;D

Over 6 months and no update here, sorry about that! But I wanted to say production is going pretty well. I've knuckled down over the last few weeks now that Xmas/new year/birthday period is well and truly ended. I've got 80% of the completed assets into the game, going to finish that off in the next week and then begin implementing the story.

Have not touched AGS since December 2011, so it's feeling good to be doing some game dev again :) And even getting to grips with 3.2.1 ;)

Also thanks for the interest shown at AdvX and very sorry I didn't show/really promote the game there nor FoY, but at the next show I hope to rectify that as I'd like to do as much Screen 7-ing as AdventureX team-ing and hungover-ing.

Well, that should cover any web searches for a while after the recent exposure on PC Gamer.com. Also thanks for the coverage gnome. And a Bulgarian blogger. Appreciate it! See you again in a few months  (laugh)


kconan

I was just poking around for the latest Kinky Island news, thanks!  Looking forward to more screenshots, brief beta-news, etc...

m0ds

#69
In a bid to "release something 2013" this little sample was made. I didn't manage to make the deadline but because Micheal did it inspired me to get this finished. So I am done tinkering with it and need to get on with the full game ;)

No narrative, botched puzzle, general testing ground and minimal sprites & sfx here, but still - a preview of the in-game experience :)



Download .RAR file (70mb)

(Updated Aug 4th with Save & Load ability)

Requires: Mouse, soundcard for effects & music, 130mb HDD space, Win XP/Vista/7, an open mind - let me know of any issues!

Some swearing and other equally shocking low-res surprises. Not for kids!

Armageddon

#70
OH YES! Gotta play this right now.

EDIT: So four things, the verb text images should change color and maybe animate to a different pictorial frame when you scroll over them, or maybe just make the verb word change to red or something, would make it feel nicer. Also Do is Use, that's weird. Also I'd change the verb order from Look, Talk, Walk, Do to Do, Talk, Walk, Look. Just a personal preference as look is very wide and Do is very squished when Do is the superior verb and for some reason the Look pictograph makes me thing of Do instead of Look. :P

There is no way to open a menu either, ESC doesn't work and clicking on the Kinky Island center thing doesn't bring up settings. I guess that hasn't been added, but for people that play in fullscreen it's a pain because alt+tab resizes all your other windows and moves them just to close the game in process.

I'd also change the right mouse click to use the default main interactive verb of the object, right now it only does look. In traditional 9-verb the text saying what will happen above the verb bar would go a color shade higher when hovering over inventory items and it would show the action that would happen if you right click an inventory item and it would auto use the default main verb for that item. Right now it just stays as Walk To Brain even if you right click in regular dark grey, when it would be more responsive to the player if it went to a lighter grey and showed Look At Brain, obviously that would be overwritten if you select a verb yourself. Also Left click would still do nothing as it does right now. I hope I explained that right. Mostly just show what verb will be used if you right mouse click instead of just showing walk. And actually just use a lighter grey for the text when going over ANY hotspot or object so you know it's something to interact with quicker.
I'd also remove the right click on hotspots to scroll through verbs and just make it show the default main verb that item wants to use like inventory items. Like in FoA doors would always show Open when you hovered over them and right mouse clicking would auto do that.

It bothers me in more commercial adventure games that you can't cancel a look or use sequence while your character is walking to a hotspot. GotThere is the greatest thing ever and makes games feel 10x more professional. :)

These are nitpicks of my preferences, the game is very good regardless. :-D I love the brain hints too, and all the wacky Humoungous Entertainment type sounds for the UI.

Oh and this game needs more T&A. And raise the walk speed just a little bit, 10 seconds to walk across a screen gets tedious. Also you should add "I can't x that." defaulting phrases because using the rubble or using the stapler on the large hole nothing happens and it feel buggy when that happens. Also I can't get out of this square box with weird light rubble door, where is the key, how do I move the rubble? Cut the web, ect...

EDIT EDIT: I got a badly drawn vine now, that was a pixel hunt. :P Also when using items on hotspots sometimes the hotspot name disappears while the player is walking to the hotspot. And the use sparkly sound is the most annoying of all the others ones because of length and tingy soundnessness. I noticed only the stapler has the nice dark red outline, brain and vine do not. Brain has no AA on the edges but the vine does. The dust/flies are impressive and gives some volume to the space.

EDIT EDIT EDIT: I gave up sadly, I'll wait for a walkthrough. I've never played an adventure game without a walkthrough so I'm not the best person to judge puzzles. :) Brain gave the same hint all three times and then I never got hints again.

Tabata

Ha, ha, ha â€" that was fun! 
Just some responses missing and little things like running through an object.
Nice graphics, interesting locations and funny responses gave me some laughs.
Hopefully, filming the end didn't hurt you too much?

I am eager to see the game finished to play it  (nod)

kconan

#72
  Cool!  Is there a rough release date?

cat

#73
I tried the demo. The graphics are nice, the lines are fun and the music is nice. But I hate the GUI. It feels like the unwanted bastard child of Lucas Arts and Sierra. Having to right-click every time or clicking the "use" button (where the sound starts to get annoying pretty soon) is complicated. I prefer the standard right/left click interface, but if going for verbs either use the standard LA system with right-click default actions or Sierra style with keeping the cursor mode and not changing to walk after every action. This mix starts to get tedious.

Btw, I'm still stuck in the room with a vine.

Edit: Is there a way to save a game? I tried several buttons just to get the game restarted  :(
Edit2: I like talking to the brain  :)
Edit3: Just read the other posts, so, yeah, what Armageddon said :P

kaput

Played the tech demo and completed it. The dialogue was quite funny - especially the end with the alien. The outro movie was genius (laugh)! I was really impressed by the naked lady animation, pretty spot on.

Like others I can see how the 'do' sound effect can grit on the nerves after a while. The other sfx were good, though. The first puzzle was a bit 'out there', but anyone playing will probably realize it's not supposed to be the most logical game in the world. The Gui was easy to use.

Best of luck!

m0ds

#75
Thanks for your thoughts folks, have a penny!



No way to save a game, I forgot, sorry. Complete one action in the first room and you'll be able to finish it in under 10 mins after that. I'll look into that "GotThere" thing. I only learned of the animate inventory module the other day so that was a brand new idea there. Too bad I can't find a way to end an animation via that module, it seems to only allow for an anim to start and to loop, not to end. Also sounds don't play if you've linked them to a view via that module for some reason.

QuoteDo is very squished when Do is the superior verb
Interesting point. I'd beg to differ though, in this demo it's inferior ;)

PS. Tab for (some) options. 1,2,3,4 for walk speeds.

GUI, right mouse button AND mouse wheel give you some options, two ways to avoid the chimes ;) You'll be able to turn GUI sounds off in the full game. And, though only slightly effective in that tech demo, you'll get a hint at why there are three ways to cycle the options. Because sometimes using the GUI is too slow (THAT IS YOUR HINT ARMA AND CAT!!!)

Thanks for playing!

PS. Not to be construed as an official demo, though I will update it before announcing it beyond the AGS forums with some of your suggestions (before I go to Mittens) so thanks for taking the time!

Update: You can now Save & Load, just re-download the RAR file above. regards!

Armageddon

Tried it again today. No luck. :-\

m0ds

Hehe ;)

Gentle hint:
Spoiler
[close]

Bigger hint:
Spoiler






[close]

Armageddon

Well he comes out, now what?

m0ds

Here's the full solution.

Spoiler

"Talking with spiders"

Talk to large hole
Immediately look at large hole

Talk to large hole again
Immediately look at large hole again

Talk to large hole

Talk to large hole again

Talk to dark gap

Talk to burrow (small hole)
[close]

SMF spam blocked by CleanTalk