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 - Mr Underhill

#21
Thank you all! Your feedback is super-encouraging, while soon releasing the game is hella frightening :)

Quote from: TheFrighther on Sat 12/05/2018 11:29:49

Well done Underhill, very atmospheric!

Spoiler


Where is the light source for the shadows of characters? I'm a bit confused...

[close]

_

Artistic license :D light is moving at a waaay slower rate (x20 so), so it wasn't really worth the effort to move the characters' shadows; also, they're actually lit by a different, off-scene light. It makes more sense at normal speed than I'm making it sound :D
#22
So, what's been up with Gibbous, you ask? Big KS update coming soon, but the tl;dr is that the game per se is done, and we're super hard at work implementing the ~12,500 lines of dialogue, plus the animated cutscenes. Cthulhu have mercy on our souls!

Until then, here's a x20 speed Transylvanian scene to tide you over. I've always loved how beautiful clouds' shadows passing over hills looked, so I had to have it in the game  ;)

#23
M'dudes, just a quick request, if at all possible: could you upload these to something streaming like soundcloud? Already twice I've accidentally started an episode from the beginning and mixcloud on mobile will only let me skip 5 secs at a time. Soundcloud is a pretty good place for people to organically discover the podcast,so it would be a win-win. Anyway, thanks for continuing to do these, they're great.
#24
As I've said in other places, ace trailer. Really looking forward to it, and it's my one AdvX regret not talking to the creators or checking it out. Pumped!
#25
A part near the end of Journey. First and - IIRC - only time in a video game, but oh boy. Shivers and goosebumps and tearing up. :-[((nod)
#26
Quote from: megacles on Mon 08/12/2003 23:40:59
Why on earth would anyone want MI3 and 4?  ???

Because Curse is one of the best point and click adventures ever to grace our screens? Maybe? ;)
#27
Thanks guys! Dark arts are what we do (nod):-*
#28
Sneak preview of Don's appearance in our upcoming launch trailer.



(He won't be looping in the trailer)

It looks 3d-ish, but it's just lots and lots of transparent pngs (30, to be precise) being moved around and scaled at different speeds.
When you can't afford 3d, fake it! ;)
#29
Definitely coming really soon. We keep saying "Hey, we should put that Steam page up" to each other, and keep getting caught in production stuff.
It's coming! ;-D
#30
Thanks Cap! Yep, we're aware :-D
#31
Hey peeps.

New Kickstarter update is up, clickety-click!

I know those of you who backed us (thank you again!) already know, but I figured I'd link it in here for everyone else, too.

We talk about moving office (gasp!), getting two more girls on the team (double gasp!) and being content complete. Check it out!
#32
Good stuff, gents! Enjoyed these. It's funny how I agree with Ben that Guybrush is a non-character, but he's still loveable and relatable as all heck (Dominic Armato might have something to do with that in CoMI, though).

I don't remember if this has been discussed on the podcast before or not, but world-building would make for a pretty juicy topic, especially if you take into account decisions like going for a real-world location versus fantasy versus Sci-Fi versus steampunk etc.

Looking forward to the next one!
#33
I agree that in today's insane market your point and click should have at least one extra hook other than being the genre itself. Good examples: I find Dave Gilbert's approach of trying to dissociate his games from the idea of "oldschool" a viable direction. One that I'm not personally following - heck, a lot of our kickstarter success was based on selling it as a loveletter to Lucas Arts 90s games, which it really is - but, again, viable approach - sell what is essentially point and click as a modern experience. And that's just the thing, put a spin on it. The way your frame your pitch to the world is very, very important.

If you're in it to earn your daily bread, you HAVE to be creative about it. Here's one idea (that I'm desperately hoping will work for our game): tie your creation into something that already exists; something bigger and maybe a bit more popular than what a couple of niche forums on the internet are all about.

I know we're all in it for the love and not the super-widespread appeal, but it really, really helps if there's a connection between your game and any kind of cultural phenomenon that has mainstream appeal. Obviously, it shouldn't be forced. When creating art, none of us are really starting from scratch, but rather smashing things that we love together and then sifting them through our personal filter. In my case, it was stuff like Lucas Arts games, cats, and the Cthulhu mythos. The latter is a pretty darn' popular phenomenon to be connected to - maybe too popular sometimes, to the point of people going "Cthulhu AGAIN?" - But if it's coming from a place of honesty and passion, yeah, why the hell not? And that's just one example. I'm not saying rip off well-known media or ride a trend for the sake of it; just find something you and a heck of a lot more people have in common and enjoy, and try building in that direction.

Yes, we're all making what is ultimately antiquated (mechanically, at least) games, but sticking your fingers in your ears and pretending it's not 2018 and just trying to remake (not literally) Monkey Island or Kings's Quest - unless you're their original creator - is not going to cut it. You ignore the zeitgeist at your own risk, and you're risking enough by making an adventure game already. Working in a vacuum is a bad, bad, bad idea. You should be up to date with where indie games in general are constantly.

And, last but not least, echoing the sentiment about keeping in touch with your audience and constantly reminding them that you exist. Yes, trying to make a game and at the same time remembering to tweet, post to facebook, stream on twitch daily and talk to your (future/potential) fans on discord can be super time consuming, but 100% worth it, especially if it's your first game and not a lot of people know who you are. You simply can't just put your game up on the internet, even on Steam, and expect anyone to discover it or care, regardless of the effort you've put into the product itself.

And that's my 2 Eurocents Captain Obvious rant. Fingers crossed for everyone in this thread and their games.
#34
Happy Halloween, folks! Hope you have a better one than Kitteh ;)

#35
I totally get that, however I recall seeing your game before somewhere and the font thing stuck with me. I know gamedev is pretty much "this is a priority, no THIS IS A PRIORITY!!!" :-D ...But in such a crowded market, basically your game gets condensed to screenshots and your logo, so you might as well make those count :)
#36
That's very cool.

Just one hopefully constructive criticism, and it might seem like a nitpick - it's the font. I don't recall its name now but it's very widely available on a lot of free font websites - that wouldn't necessarily be a problem, but I've seen quite a few media projects use it, and I think it's detrimental to the personality of the game. Now, obviously, I'm not telling you what decisions to take, of course... Just that if I were you I'd modify it a bit more, to set it apart from other projects that have used it. You can't go wrong with a unique logo for the game ;) Hope I didn't sidetrack the conversation too much, and I hope I didn't offend you. It's just the kind of thing that I'd like pointed to me if it were the case.
#37
Thank you, Cassie. Well, they always say adventure games aren't big on replayability, so while it doesn't affect the plot, you can have another go just to see what you've missed.

I was initially considering a "rubbed everything on everything" achievement, but at this point it would be nigh unachievable (laugh)
#38
Hey, so, in case you were wondering what's taking this game so long to appear, among others it's responses. Custom responses. LOTS OF THEM.

But everything is better grasped visually, so I made a gif:



...this number doesn't include the actual bulk of the writing, that is character to character dialogues.

Fun times! (laugh)
#39
Yay. Go get'em! You're off to a great start. :-D
#40
Sometimes I wonder if it's worth putting the extra few hours into fun little animations like this, but hey, apparently it is! Thanks, you guys :-D
SMF spam blocked by CleanTalk