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Messages - Funkpanzer

#101
AGS Games in Production / The Farm
Thu 04/02/2016 19:33:22


A gothic comedy tragedy set in 14th century France.

When Nicole's father takes ill she begins working for the De Fosse family on a neighbouring farm. There she is reacquainted with her childhood friend, Cecille de Fosse, and the rest of Cecille's family. Over the next few days Nicole's presence begins to have an effect on the De Fosse family, for better or for worse.


This started as a MAGS entry and quickly turned into a short passion project. While the story hasn't changed, the final release allows a lot more of Nicole's experience to develop, and gives the player more control over how they interact with the world.

One important element that has been expanded on is Nicole's morality. Depending on how you react to events, the members of the De Fosse family will begin to treat you differently. I don't want to get too much into how this plays out, but even though it's subtle, I think it adds a lot to the story. Nicole and Cecille's relationship was also meant to be at the forefront of the game and is now less vague. That is probably my biggest regret in releasing an unfinished version of the game. :~(


Features
  • Approx. 40 minutes to complete the main storyline
  • Branching storyline
  • 30 minutes of original music
  • Full voice acting

For those who know how the story goes or who don't mind being spoiled, here is a bit more on the game design.
Spoiler

The Farm operates under the philosophy that no matter what, we cannot change our fate, and the decisions we make along the way are merely affectations. No matter what Nicole does to earn the respect of Alaiz, or save her father, events play out in the exact same way. I have been thinking a lot about games in terms of how they represent time, especially in regards to death and permanence. You can play this game and simply let things happen, chose at random etc. or you can react directly to the environment.

These decisions are especially apparent in dialogue. Here is a mock-up of the first set of branches you will encounter speaking with Cecille over the first two days.


These branches will also be affected by how you decide to handle certain situations, and what order you inspect certain items. The fact that things always play out the same is definitely a limitation imposed by me and my ability to make games, but it's also the framework most of the games we play operate under. With this short excerpt, I hope to address this limitation, even if in some small way.

I know this is a simple adventure game, and the concept of morality in games is nothing new, but I hope it's a start for me to explore some broader concepts in my future projects. I also hope this shit is fun to play!
[close]
June 16th, 2016
- Completed music for the 1st act
- Nicole's base animations completed
- Main storyline completed

February 4th, 2016
- Moved game from AGS 3.3.4 to 3.3.5
- Improved UI
- Added dynamic cursor to make navigation and hotspots more obvious
- Expanded background art to fill screen width.
- Added three additional rooms, missing from MAGS version.
- Added walk speed setting to options menu.


You are obviously free to try the MAGS release of the game but as it is barely complete, I would recommend waiting for at least a beta. :)
#102
The three reach for the mug, and simultaneously bury their faces in The-Coctail-That-Must-Not-Be-Named as muffled screams emanate from its contents. After some laboured slurping and gulping, they collectively slam the empty cup down onto the bar and collapse in a heap on the floor. As you don't want to disturb their blissful slumber, you tip-toe your way to the door, locking it behind you (but not before making a point to steal your employer's coveted golden cocktail mixer and leaving a very terse resignation letter in its place).

Winner!

1st - Tabata - The-Coctail-That-Must-Not-Be-Named:


Congratulations, Tabata!

Spoiler
I totally got caught up with MAGS and forgot about this thread :-[
[close]
#103
Quote from: Cassiebsg on Wed 03/02/2016 18:51:15
As long as you're fixing it, could you increase the speed of the walk slightly? It's a pain to go so long at so slow pace...

And I'm stuck... can't seem to get pass the next stage.
Spoiler

Need to help the kid that is bored after his mom took his sword. But can't seem find anything to help him. :-\
[close]

Spoiler
That is an optional task that plays into your morality.
Spoiler
There is a toy in your house that you can give him, if you've already given it to him then I need to fix that :) If you don't have the toy with you on the third day it's impossible to do anything.
Spoiler
If you've already given him the toy you can go one (very optional) step further.
[close]
[close]
[close]

The walk speed got really annoying for me as well and I'm going to figure out a happy medium eventually, most likely a walkspeed option.

e. I should have mentioned, if you hit ESC while playing there is a menu with Save and Load options, etc.
#104
Wow, thank you, Mandle. I am so happy that came across in this version as I was really apprehensive about even submitting it in this state. I have already started implementing the things that were missing and will eventually make a production thread once things are far enough along to get a discussion going. :)

Thanks for mentioning the bug and the suggested fix!
#105
Me and my partner stayed up playing through everyone's entry last night and had a blast! :P Congrats to everyone that took part!
#106


Presenting ‘The Farm', a gothic comedy set in 14th century France.

TheFarm.zip

When Nicole's father takes ill she begins working for the de Fosse family on a neighbouring farm. There she is reacquainted with her childhood friend, Cecille de Fosse, and the rest of Cecille's family. Over the next few days Nicole's presence begins to have an effect on the de Fosse family, for better or for worse.

It's rough, but I think this is a good base to build on and plan on finishing this over the winter. Enjoy!

Known bugs/changes
Spoiler

  • One of the four possible endings isn't working :sad:
  • The wheat field is a pain to interact with
  • The grain shed will eventually have its own room
  • An entire day of dialogue and puzzles had to be cut so things get a bit rushed in the last act
  • Sometimes the menu isn't accessible
  • Lots of audio dropouts etc.
[close]

e. I changed the file because I forgot to turn debug mode off :/
#107
I'm submitting whatever I have ready at 6:30pm EST tomorrow, which is currently looking like a good example of things to come. ;-D
#108
AGS Games in Production / Re: Dagstadt
Tue 26/01/2016 18:36:08
Thanks for all the kind words. Unfortunately I need to rethink a lot of the game's mechanics as the way I was treating the main quest lines was very predictable, and I hadn't fully grasped my options with AGS. This game is really dear to me and isn't something I want to rush. In the meantime, here are some of the things I was working on:

Here is an early version of the music that plays after the game's intro cutscene: https://soundcloud.com/charlietwitch/breck-street-v1/s-Kv8LF

... a teaser of two really annoying and/or charming characters you will be potentially dealing with:



... and a more detailed, but likely to be replaced, starting room:



The story is staying pretty much exactly the same but I imagine it's going to be quite some time before I post another update for this project. :-[
#109
Alternatively, in the Monkey Island remakes, right-click showed you which interactions were available. I don't know how easy (or difficult) this would be to implement but it's always been my favourite.

e. Thanks @Cassiebsg, now I finally know what verb coin means. :P
#110
Everything is a bit of a mess right now as I keep coming up with puzzles that fit into the story better but I'm about half way there, with 13 of the 19 rooms wired. I imagine a lot of them are going to look like this in my entry:
Spoiler
[close]
Music and sound are going to be pretty important and I really don't want to make another silent game this month so a lot of time has been spent refining ambient sounds and music so they blend together well.

https://soundcloud.com/charlietwitch/gardenlooprough/s-wSZaj

I'm actually really happy with how this has turned out so far, unlike last month where I was trying to force AGS to do something it definitely wasn't designed to do! :-D
#111
Critics' Lounge / Re: Screen Mockup,
Wed 13/01/2016 17:55:28
This looks fantastic! The only thing that I could see being a potential problem is contrast between the character's legs and the background. Even against the sky in the picture they start to blend in a bit, but other than that it's looking great. Maybe moving the sky's gradient downwards would help?

I also agree with Kumpel on the ground looking a bit lifeless but those two things are it. This is truly looking great. :-D
#112
Site & Forum Reports / Re: Bug reports
Tue 12/01/2016 15:47:26
This is an incredibly minor issue but the 'PR' option in profile settings shows the icon and text for 'Web-Design' on the forums, and has a broken link when viewing a user profile.
#113
<<    Cocktails!     >>

It's Monday night and closing time is just around the corner when three nefarious looking reprobates walk in and sit right at the bar.



The smallest one drops a pile of rare gems, unrefined metals, one Canadian dollar, a bus ticket of unknown origin, and the most adorable hunk of lint you've ever seen and points to your largest, most decadent drinking vessel.



You and any of your coworkers who haven't fled get to work, taking care to keep the sweat beading on your brow from falling into your creations...

RULES
1. Mix a mean cocktail using the provided silhouette.
2. Drinks can be served rotated or flipped.
3. You may color in the outlines.
4. Animation is fine!
5. Name your concoction!

TROPHIES




Winner!

1st - Tabata - The-Coctail-That-Must-Not-Be-Named:
#114
Ahhh, thanks for the votes! :P Congrats Tabata and Mokho!
#115
I really love the character design, can't wait to try this!
#116
I've been here for a few months but thought I should properly introduce myself. I'm an artist and composer that has been wanting to get into games for the past decade and decided to start with AGS, mainly due to my undying love for adventure games and pixel art.

So far I'm really enjoying learning how to code from all of you and genuinely love how supportive this community is! ;-D Really looking forward to finishing one of the three games I've started since I joined...

e. Here is my music if anyone's interested: http://music.charlietwitch.com/
#117
I'm in with a depressing period piece.



I've been working on this all week and can safely say that after showing the first few scenes to a few people that it's appropriately soul crushing.
#118
Thanks for the support!

Quote from: Cassiebsg on Mon 04/01/2016 17:27:37
Congrats on the release! :)

I've found a bug on level 2
Spoiler

You can pick up the refreshments forever... meaning it's rather easy since you never run out of juice...
[close]

Haven't finished yet, all my plants seemed to have died... maybe I should have payed more attention to the instructions... (roll)
Is there a way to save, or do I need to start over ever time?

Thank you for pointing the refreshment bug out, replacing individual objects with hotspots was a last minute addition!

Unfortunately I couldn't figure out how to get saves to work with the BASS template so I had to remove them for the MAGS entry. I ended up loweing the round timers to account for this after playing through the first two levels way too many times. :P

Level 3 is just hard but regarding running out of juice:
Spoiler
Spinners and flowers can be Outta' Juice for roughly 10 seconds before they die.
[close]
#119
Presenting Outta' Juice!



You play as Sport and it's your job to make sure the spin students in Coach's class don't run Outta' Juice!

Collect items from the three rooms in Coach's gym then go see him to start the round. Be sure to follow Coach's instructions! Keep all the spinners from collapsing until the timer runs out and watch those delicious, failure prone point algorithms do their thing!

Download: OuttaJuice.b1.zip



This is my first game ever and I'm really happy with how it turned out, despite the issues and it not being finished. There are a lot of things that don't work but I'm planning on putting some time aside at some point to finish up and add the final level. :) Hope this is fun for some of you!

Thanks to Snarky for help with the game timer.

Know issues

  • Empty inventory slots are still selectable
  • Sound and music missing almost everywhere
  • Being outside of the main room when the time runs out will prevent the level from ending
  • Level 4 doesn't work at all (but the coffee machine does!)
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