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Messages - Mr Underhill

#1
Thanks guys! We're releasing a week from Wednesday. SO EXCITED AAAAAH!  :-D
#2
Yay! Thanks!  :grin: We're as excited as we are scared.
#3
P'nglui mwgnwafh fhtagn, thread resurrected!

Gibbous launches August 7, 2019!

https://youtu.be/Zfbel8N52xY
#4
It's not out yet :P Just kidding. My favorite is Call of Cthulhu Dark Corners of the Earth, and I KNOW it's not really an adventure game, buuut it kinda is (up until you get the gun, at which point it kind of spirals down anyway). I'm super curious about Eternal Darkness, is it even on anything else other than Gamecube? I've played a bit of Chronicle of Innsmouth but it was a bit to uneven to get into. Shadow of the Comet is great but the controls are punishing - not to mention the idiotic deaths, ugh.
#5
This is very, very, very much right up my alley, and it looks great! Loved that trailer. On my to-see list, question is, where can I buy it / stream it?
#6
Yay! Thanks, you guys! :-D
#7
Speaking of trailers...

https://youtu.be/JAMl8W2HeDE

Whew! That sure took a lot to come out :) Alright, back to feverishly finishing this game.

Also, here's the Steam page. It would really mean a lot to us if you took a moment to wishlist it. Apparently Steam's hermetical and unholy algorithms take the number of wishlists into account, the more there are the more visible the game on launch. Thanks!  :)
#8
For dialogue branching there's great free software out there,such as Chatmapper and other diagram-based tools. They will really help you visualize your choices, and you can use it for puzzle dependency charts (I haven't and I regret it). Good luck!
#9
I actually changed my mind about this after having started to design my game, allowing the player to pick up anything. I do have one item that the sidekick won't pick up until they are convinced that they need it, but this is in tune with the sidekick's personality, sort of a show don't tell thing. Ideally, if you do limit the player's ability to pick up stuff, try and work it into the story by reinforcing a character trait, for example (PC can be  germphobic, off the top of my head :P).
#10
Heh, yeah. Well, it is just a gif. Getting this trailer right takes so damn much I might as well show off bits here and there.

Have you guys - who've already had trailers out - had such a hard time getting yours right too? Is it just me?
#11
Thanks guys!
We are getting closer to release, just editing and inserting voices into the game like there's no tomorrow.

Basically, it would probably have been out by now, had it not been for me insisting on having unique responses to all possible combinations, which resulted in a script the length of the freaking...
I mean, here you go:



Quote from: Mandle on Sun 01/07/2018 17:19:17
Does the sentence continue after "Experience an occult"?

Just asking because "occult" is an adjective and needs a noun following it to make sense.

For example: "Experience an occult ritual."

Probably you guys have it covered but thought I'd mention it just in case...

Yeah, it does. I cheekily ended it there so it left people a bit curious. It goes "Experience an occult globe-trotting adventure" :)
#12
It's screenshotsaturday, so here's a bit of our launch trailer!

#13
Quote from: cat on Thu 28/06/2018 20:21:50
Quote from: Ali on Thu 28/06/2018 12:49:02
I think examples of people quitting games because they don't know how to use verb-coins are probably proof? Some people hate single-click games, but no one has ever stopped playing one because they were confused.
Can we please stop ignoring that there is a difference between those hold-down-to-show and single-click verbcoins?

But Danvzare has a point: we don't have any facts yet. Maybe we should collect what we have?









GUI typeHow many interactions?Intuitive?Suitable for mobile devicesCovers screen spaceErgonomic
Lucas Arts 9-Verb GUI9Yes?YesYesNo (long distance mouse movements)
Sierra (right click rotate)~4NoNoNoNo (several clicks required)
Verbcoin (hold to open)2-4NoYesOnly when activeNo (hold)
Verbcoin (click to open)2-4YesYesOnly when activeYes
BASS (left-right click)2NoNoNoYes
Single click1YesYesNoYes

With ergonomic I mean how convenient is it to use by mouse i.e. multiple clicks, long ways, holding buttons etc.

This is great, I took the liberty to share it on the AGS discord. Thanks!
#14
Quote from: ManicMatt on Thu 28/06/2018 15:33:28
Starting with text adventure, yay.

You are in a room


LOOK AT ROOM

Single click, two-click, verbs or verb coin?

QUIT GAME
#15
Quote from: Mandle on Thu 28/06/2018 15:01:51
Someone needs to make a game called "GUI Quest" where the player collects the elements to assemble their own user interface as the game goes on, starting out with one-click. They can design it as they want and continue playing the game as the interface evolves, for better or worse.

Like "The Stanley Parable" but about GUIs instead of freedom of choice.

Oh man I would play that in a heartbeat!(laugh)Make it so!
#16
I think the reason this is going nowhere it's that it's devs discussing games, whereas this should simply be put to the players - not to mention that for this to go from anecdotal to statistical you'd need quite a lot of people. I'd say that unless, say, 500 people pitch in, the results would still be irrelevant. And getting together 500 people that play adventure games is a bit of a tall order ;-D

And let me remind you folks that last year's most commercially and critically acclaimed game sported the clunkiest and most antiquated UI of them all (and didn't even take full advantage of it, heheh).
#17
Maybe going radiant might help? I find it a bit easier to either flick the mouse to the left, right or down instead of a vertical or horizontal arrangement.



I think it also makes life easier for the player in case a touch screen is involved.


E: Scratch that, just saw that you only have two options, so my point is moot.
#18
They're my personal favorite, but I didn't let that make UI decisions for me; instead, it was pretty much a requirement because of our game having two protagonists that both have a special ability in addition to use and examine. It should also work decently on tablets with a bit of tweaking.

From a comfort and user-friendliness perspective, I'd theoretically be in favor of the one-click interface, but that tends to remove the 'examine' part, and is what really brought down Broken Age for me, for example. I agree with the fact that people are idiots and forget to right click - I am in fact one of those idiots, and went through half of Primordia (I think?) until I realized I could right click on stuff (and kept forgetting throughout).

Unforeseen Incidents did an interesting thing with both click and right click acting as the same thing, but tbh that was super confusing to me, and maybe I'm slow but I think I was half-way through the game until I realized that both clicks do the same. Having the character say one thing on left click and another on right click made it hard to be sure what did what exactly, and I would've preferred right click to open the inventory (I may be in the minority, but I dread inventories that appear on hover in games).

So, yeah, if you do have at least 3 interactions that are consistently used throughout your game I think verb coin is justified and welcome. We actually experimented a 2 click no verb coin interface by accessing the sidekick from the inventory, but it lead to more annoying clicking every time you wanted to use her on a hotspot and...eeeh.

Another interesting thing that I think Unavowed does, and can lead to a nice compromise, is descriptions of hotspot appearing in text while hovering over them. Saves you VO budget, too! :)

And, as a verb coin user and endorser, I do agree they should instantly pop up when you click the hotspot. I have no idea if it's also doable in AGS, but you can both click-hold down-drag and release, or click, verb coin pops up, click option. It's pretty friendly, but again, it's Unity, don't know about AGS.

And that's my rant done :)
#19
W00T, thanks! We just published our latest Kickstarter update, containing much more info about where we're at. Check it out! :)
#20
Hey guys! Thought I'd let you know what exciting things have been happening lately in zee world of Gibous.

Yesterday we went into the studio with Rolli, an INCREDIBLY talented local 18 year old violinist. An incredible contribution to the soundtrack - we were absolutely blown away.

He took a glance at the music sheets, and was like "Yo, can I improvise?". We gave him an enthusiastic go ahead, and... Well, it's all in the video below, but to give you the tl;dr EVERYTHING is 100% improvised, and all takes were absolutely perfect and will make it into the song as they are.

Truly mind-blowing. We're super grateful to all our backers for allowing us to afford such jaw-dropping talent.

https://youtu.be/mnWpiEEdnhY


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