Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - goldensox

#1
The design is 95% complete. Game production has now begun.

Still needing voice actors and someone with a tablet to help me with the art.
#2
Quote from: fireapache on Thu 17/06/2010 18:08:01
If you need actors voice, i can help...

anyway... good game theme... interesting.  8)
I currently need voice overs for children and for some old folk. Either way, you can contact me @ jsneto777@hotmail.com and I will see how you can help me :3

Quote from: Pablo on Fri 18/06/2010 21:41:23
This looks and sounds fantastic. And voice acting might be fun!
Contact me if you're interested in doing some voice work. Thank you for the fantastic :3

Quote from: ddq on Fri 18/06/2010 22:00:23
So, wait. Just for clarification, is the title supposed to mean Love: The Adventure or Love the Adventure, where adventure is the direct object? Either way, it looks great!
It's an ambiguous title.
It can be the adventure of Love, the ghost.
It can be very own adventure that loving is.
It can be a game called Love.
Let your imagination decide.

Quote from: straydogstrut on Fri 18/06/2010 22:18:03
@ddq I think it's meant to be Love - The Adventure as that's what's on the blog, and you could read all the 'love is about..' sentences as talking about the game itself. So the main title of the game is simply 'Love' as I understand it.

Nice idea goldensox, I really love the graphics=)

Just messing around with Scribbletoo is very easy on the eyes. Very zen.
The game will be release as Love the Adventure. I explained early on this post why.
The Love is About sentences talk both about actual love and the game, also called Love.
I'm working on those graphics with a lot of passion actually. The squiggle effect is simply gorgeous and scribbler is capable of some pretty beautiful illustrations. I choose it because I'm not very good at drawing, and it's a quick way to achieve the mood that the game requires.

Quote from: Chicky on Sat 19/06/2010 00:26:37
I like this. Please finish.
Okay, doing :3
#3
After some pretty long time, failed projects, expectations, some trips on new states of mind and alotza other stuff... I'm back, and this time I don't present you remakes or horror, or anything between the two.

Now, my friends, I present you to





Love the Adventure

The Story:

What is love?

Love is about Love.
Love is about Family.
Love is about Passion.

Love is about...
Love.

Love is a ghost, trapped somewhere, the Inbetween, in between lives - The Real Life and the Afterlife.

Love wishes he was alive. He used to love his life, but now he lost it, and the only way to go back to his beloved life is to gather 5 moonflowers hidden on the In Between.

Will Love live again?

You tell me.

Some screenshots:



Development Progress:

Story: 25%
Scripting: 0%
Graphics: 10%
Sound/Music: 30%

Expected completion date: Christmas

Development Diary:

June 10
The idea came to my mind after watching a fan made video of Kettering, on youtube. The video was made using Adobe Flash and Scribblertoo.
Decided to make a deep, sentimental and reflexive, and minimalistic, adventure game using Scribblertoo and AGS.

June 11
Made the final character design - A little coward ghost called Love-, also created some sceneries and sketched the first mission.

June 12
Some more character designs. Done some animated tests to see how well the Squigglevision effect would apply on the game and the effects are simply gorgeous.

June 15
More character design, hired a bro to make one of the histories. Worked on the character's backstory and set some art guidelines. Resolution is now set to be 800x600 in grayscale. The game will use Squigglevision animation for everthing interactive and for the characters.

June 16
Created Snowby, the Ice Cold DJ, a huge snowball who'll serve as sound test to people.
Some songs by Moby were kindly given by the man himself.

June 17
Removed the Mask from the final design of Love.
Made some promo art.
Made the thread on AGS forums.

June 18
Made a new scenery, the Bridge of the Cliff by the Lake. Posted it on the wordpress site.
Made some new concepts and hired a new artist to help me do the graphics.
More info can be found @ lovetheadventure.wordpress.com, but it'll be compiled here very very soon.
#4
This week I stumbled upon a very interesting concept for an adventure game:
A full-motion video adventure game, like Myst, Phantasmagoria or Dark Seed.

So I made a quick but very meaningful search on the forum and found about the Theora video player, that can actually play extremely compressed videos during the gameplay with an more than awesome quality.

The thing is, I'm making up a kind of game um my head, something that goes like this:

A 15~25s video of the current scene/event plays, giving the illusion of a real time recording. The hotspots can be applied on this video, and they can trigger to another camera angle/video cutscene. There is no need for a player model because I can make it in full first person, or in second person (kinda like third person, but with different angles and the indirect control of the model's actions).
I can make cutscenes for almost everthing, from item grabbing to door opening or stuff like that...

It's kinda weird, but I'll have to organize stuff very carefully. A simple walk from a room to another would require a lot of cutscenes, like
Current room scene
Door Opening Cutscene
Character getting out of the room cutscene
the corridor scene
Walking to the end of the corridor cutscene
Opening another door cutscene
entering said room cutscene.

So like... Does anyone here have any opinion/sugestions on how I could make it more simply or anything? I would be glad to hear your ideas.

Thanks in advance.
#5
Brazilian Portuguese Translation complete ;D
#6
You guys think it is possible to make something like Strangehood with this plugin? I mean... I can totally see it.
#7
Quote from: Joe Carl on Mon 14/09/2009 21:30:23
with PT-BR you mean Portuguese-Brazilian? If so It would be perfect  :D
When we finish the game I'll pm you the trs file, right?

Completely right friend.
#8
Would you be interested in a PT-BR translation of your game? We have a huge and hungry fanbase of indie adventure games here and you project would be nice enough to work on.

Also, Esp to Bra translation is quick and easy to do.
#9
Not sure if it's really compatible with the PQ look, but damm, looking good there pal. I really liked the visual, this photographic, realistic look really appeals to me, tho I'm more fond of bigger resolutions, it's looking good anyway.
#10
Humm, sounds beautiful, it only saddens me that only a tenth of the games have links... And the posts are only moddable by the Omnipotent UD Crew, so helping them find links or even upload small games into the server is off da hook.
#11
I actually laughed a lot about the pun you made. Didn't realized that, seriously. As in Xenmas (KH Character) it's an anagram to mans--

Anyway, It's only the project name, the final game will not be called this.
About your comment towards the general look of the game... Wouldn't you say the same about Myst?

QuoteThe art looks fine to me, deserted and disturbing places could set up a great heavy atmosphere. The way you presented the whole game description and story adds a lot of depth and help people seeing it as a game screen. But if you just posted the photos without any description I would have liked them a lot but wouldn't know that they were meant for a game.

Yup, same applies to Myst. I'm trying to do something more artsy here, more... Atmospheric. I know sme pictures simply doesnt fit for the whole (dang, made one myself now) look of a game, but the beauty in indie dev'ing is to make things different. Understand those pictures as Concept Arts for the final game, they could not even go in the final release anyway.

Actually, more into game production, I'm using a 640x440 resolution, so no, no thumbs (this time, mwar gar har)
#12
An Adventure Game is a game of critical thinking, exploring the possibilities and using you brain more than your reflexes.
An Adventure Game tells a history, a tale. It's an interactive book, where we can read the pages while discovering more and more, to the point that we must think to get more text to read more to think more. It's a brain exercise and a infinite pond of satisfaction to see the puzzles solved, the doors unlocked, the credits.
An Adventure Game is an experience. A voyage to outer worlds, times and realities, where all odds are considered and where fantasy meets ou conscient and make us think about it.
#13
I use RenomearTudo. It sure rename everthing, make smart sequences and all. It's the photoshop of the filenames. :=
#14
Updated everthing. Sorry for my bad manners towards all members. Will make this project steam hard from now on. Enjoy.
#15
Quote from: ginanubismon on Sat 15/11/2008 15:01:47
Wow, this seems pretty interesting.

My question is where are you getting your photos and props from?
Quote from: Eggie on Sun 16/11/2008 04:41:59
Yeah, where is this place you're taking these photos.
If the game is a hit, maybe you can charge people for tours of it. It's really pretty spooky.
Quote from: Buckethead on Sun 16/11/2008 09:52:04
It's probably some abandoned building. My brother goes to those all the time to take picture. Old houses, empty factory's.

The photos were taken in Aberdeen, Scotland. They're from an artist whose I frgot the name now but soon I will comment on him.
The photos were taken inside a abandoned factory, an abandoned special child hospital and tunnels. I'm using all of them in the game, but the map, the proximity ad other things will be fictitious.
#16
Quote from: Ghost on Fri 08/05/2009 20:43:39
Quote from: goldensox on Fri 08/05/2009 20:37:51
Vanilliesóli

An interesting and thorough concept! Though this reminds me of a certain dessert...  ;)

Well thanks, but actually come from Vanirye/Vanile, that means Bauty in Qenya.
I use an everchanging system of rules to set out names, using mainly old norse and as-sound words.
One more example:
Tuskásólinem is divided in three parts:
Natterpartei, the cold, northern part.
Madenpartei, the middle part, where most histories happens.
Sudentropartei, the southern, tropical and hot part.
The last part is an hyper-corrupt version of Southmost Tropical Part. Thats more or less how I set the names of stuff.

From the Mainland, or MaderSólinemorai, theres a huge cable car connection to the forbidden, utopian land called Glosóli.
I took the word Line and Car, and Connection, so it is called the Linenbusocon Pont.

Most of the geography name is based on it' characteristics, like:
The blue montains that you must cross through the Autobahn to get in the Eastern part of the islands are called Lazulevatos.
Lazuli, Elevations. Lazulevatos. The Lazulevatos Mountains.
#17
I draw all my maps and backgrounds like those technical architecture drawings, kinda like this:


Then I plan the whole game using those rooms and whatever they have inside, so I take the plans and turn them into oldschool perspective drafts. Kinda like, wallcam perspective, something on the molds of


I make the models in Sketchup, and use them as they appear or do some editing, mainly I render them and apply photoshop effects. I'm currently working on a hybrid of Clay Render and Digital Colouring.

Alternatively, I ask for some people around the worl to take pictures of places I wish to use, then I edit them, add rendered things, details, atmosphere and everthing. 'Tis kinda hard, but works like a prim.

I'm not very fond of outdoor sceneries, so I make them the most... Indorish possible. The feeling of a person struggling through a closed space to free itself motivates the player, also, a large number of rooms, passages, cabinets, drawers, secret passages and corridors make the player want to explore more and more.

About characters,  my games are mainly an lonelosome experience, with the story being told to the player through the eyes of the main character. I use dialogue scenes an such using photos of my friends and stuff like that.
I've got no human drawings ability (even though I can still concept and design), But making sprites an such is far away from what I can do.

To the deepest part of the character, my character are generally made like this:

First I think about the scenery: A ghost hospital in the middle of Europe (at least, some europe-looking place). The character arrives misteriously, after a 's'posed train crash.
Middle europe, Train, A not-hero character... Humm sounds plainly empty.
Then, we add the backstory:
The guy's grandpa was killed in the hospital 20 years ago. So the character must be at least 20.
Europe is cold, so he must wear europpean-fashioned winter clothing.
Europe is mainly white, people tend to let they'r hair long and wear glasses.
So we got a 20's white male dressed in winter clothing and glasses. He also wears a touque and it's kind overweight, to break completely the HERO look.

About his personality: He's an europpean young adult, the hospital was huge and expensive, so we can bet his family was rich enough to put his grandpa on it for years. But, ho! Hi's gramp's death was acause of money, so they aren't so rich anymore.
Thus, he got a lazy, dispretentious personality. He's kinda sour because of growing up in a decadent family with various judicial problems. He also is not fond of cold, then he is always sleepy.

We got a sour, dispretentious young male adult who likes sleeping, hate expensive stuff and it's introspective.

That's more or less how I create my scenery and charaters. Hope you guys enjoyed =D

#18
Tutoring
Modestly, I can help with general tips in game design proceedments and other stuff, like game theory, equilibrium of the games and game evolution as a whole.

Playtesting
I've got a LOT of spare time to beta test. Also my biggest flaw is being TOO perfectionist... That's why I take so long to even start something.

Music
I know nothing about MAKING music, but I got a pretty decent notion of mood and atmos., So I can help in directing the music part of any game.

Character Art
I can work making competent caracter concepts and all. Just don't ask me to do Generic Bald Space Marine #38399 lol.

Proof Reading
I can help a lot in  pointing flaws, nonsense and lame parts in scripts and dialogue, as said before, I'm one hell of a perfectionist.

Translation
I can translate games to Brazilian and Portuguese. Believe me or not, there's a sadly poor market of adventures in Brazil, people carve this genre since the last adventure to make success here was Myst.

Story Design
This is my main job. I'd be hapy yo help anyone here polish it's script. I'm a pro in dramatic, strong scenes and plots that makes people think. I'm a lovough I don't follow any school (Lovecraftian, Poe, Stephen King, Wilde, Byron or anything), I got my own way of writing and directing, that works strongly with the notion of some superior force, the supremacy of the love towads other feelings, the inner fears of the men and the pure, intelligent comedy.

Will soon enough post my texts in the expo boards... Hope you guys take a read.

Also, in respect of the ier of twisted, mental plots, and over dramatic stuff too, like love stories, unnaceptance and even horror. Thndie developers: It's all free.
#19
MalaQuest
Thew In
By the Gates of xxx
Malakey and the Gate
I'm out of ideas, put you can always do like I do:

Choose a project name, like Project Ala-Nove, or my new Project WhitEye. You will work ith the project name and the overall name will be put on the last minute, like it should be. Or you can stick with the project name, and keep on with that, what I suggest you, since it's a way to brainstorm you into getting a name to it.

Otherwise, you can search some non-english names like I do, making a smal system for putting names into your stories and such... Leme give you an example:

My stories happen in a word called Panaikos. It's a simplification from the greek Panatinaikos (though I'm not into soccer).

In Panaikos, every land ends with Solí, and all islands with Solinem.

So I take the adverb 'Shine', from the old norse, that is Glós. So, the heaven-like city-state of Panaikos is called Glosólinem (kinda lika that music name). The island where Ala Nove happens is called Tuskasólinem (Island of the Agony). The northmost, but beautifuler land is called Lillisóli and Vanilliesóli. The main continent is called MaterSólinemorai and so it goes like this.

Ala Nove and the Whiteye Project all happen in Tuskásóli Soterpartei (South of the Island of Agony), but I call the whole series the Panaikos Tales.

Just for you to know =D

Good luck.
#20
Quote from: Buckethead on Wed 06/05/2009 09:16:20
I'm going to try a more realistic style... I was going for something more Video-Game looking cause I think that, with all games appealing to realism without content, without style, they're losing the point in games. Will try to conceal both things.

Quote from: Hudders on Wed 06/05/2009 09:41:49
I'm turning the first post into a Gallery, using Linkage to make it faster and connection friendly. I'm going to overhaul the pictures with textures, effects and such... Remembering that those are only for exhibition, I don't plan on doing a remake for 5days, I just want to settle down my style.

Also, I don't know why, but I laughed for like 3 minutes nonstop at the Postman Pat comment x3

Quote from: anian on Wed 06/05/2009 10:06:04
I'm giving up on vray, I mean, it's really good, the results are superb but... It's too technical, too professional for a indie gamedev.
I've worked before with Kerkythea, It sure is an awesome renderer, but it's WAY slower, also It effs up my textures when I load my SU models in it.

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

In addendum, will post other pictures using the hybrid method I'm experimenting... You guys should take a look at the new picture, it shows how well the rendered graphics fit with 5days style...
SMF spam blocked by CleanTalk