STASIS

  • #20, by PykeMonday, 01. November 2010, 08:53 14 years ago
    ingumak

    Thanks man. wink I don't have a website, but perhaps link through to this thread?

    TabloidReporter

    The next game on my list is FALLOUT New Vegas, but after I'm sure ill be in the mood for some retro gaming. Ive got Sanitarium on the top of that list. grin "But I like the look of the game...very haunting. And if you need voice work at some point down the road, I'd love to help. Story work and voice acting I love...it's all the practical programming and art aspects I have trouble with." Ill definitely be taking you up on that! I'm just doing quick scratch voices with my own voice, but getting some different voices in (that aren't mine!) is something I wanna get to when I'm further in production.

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  • #21, by PykeTuesday, 02. November 2010, 08:06 14 years ago
    Didn't have a chance to work on STASIS last night (sleep was my friend!), but I've been planning a few puzzles on paper. Im altering the 1st part of the game a little. I wanted to have a 'space walk' sequence early on in the game, but I've decided to shuffle things around a little..the space walk will happen, but later on. Updates soon(ish). grin

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  • #22, by NigecTuesday, 02. November 2010, 09:38 14 years ago
    Very cool graphics, and good to see a games progress almost daily!

    Key Killer

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  • #23, by PykeThursday, 04. November 2010, 12:31 14 years ago
    Ill try to update this thread on a daily basis, but work sometimes tends to get in the way of play. grin

    Nothing graphically going on so far. Ive been heading back to the 'ol pen and paper, and have been spending some time working out the puzzles. I dont want them to just be 'puzzles for the sake of puzzles', but want them to have a logical reason for being in the game...a logical reason for the working the way they do. Puzzles in the game shouldn't take you out of the game-but suck you in.

    So far, the puzzles I have come up with are pretty snazzy (I think at least!), and fit really well in the game world. I'm almost going at it backwards, with designing the levels, and then designing the puzzles to fit into the levels. But I think that if people wanted 'puzzle games', they would play puzzle games...adventure games are about the world, the 'feel' of the environment, the story...I think that puzzles shouldn't 'feel' like puzzles. They should feel like things that the character does in the world to move forward. For example, a sliding puzzle (where you make a picture) should never appear in a game where it doesn't make sense to have one. Why would someone build a lock that could only be unlocked by sliding some pieces to form a picture. BUT, you could modify a sliding puzzle to be a puzzle that required you to re-wire a keypad.

    Im also a fan of having to use a pen and paper and take notes during adventure games, so Im trying to incorporate the 'need' to write things down to complete some puzzles. A combination, or a circuit drawing, or something.

    But Im rambling on here! Time to get back to the grindstone. grin

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  • #24, by NigecThursday, 04. November 2010, 23:16 14 years ago
    funny you should mention slider puzzles (I hate em with a passion!) Years ago I did a game with a 6 x 3 sliding puzzle( it wasn't my choice to have the bloody thing) and i reckon half of the people who played the game couldn't do it, I had a bypass button hidden while I was coding the game and even made a "get out of jail" SWF that someone could replace the puzzle to skip it. BUT more meanful sliders are nice and interesting, the guy who designed that game had very little vision he even wanted a maze luckily the game engine started to break so I was saved from doing that lol

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  • #25, by PykeMonday, 08. November 2010, 08:58 14 years ago
    Yeah-I have a particular hatred for slider puzzles! Even the actual 'make a picture' sliders that you get in cereal boxes and stuff annoy the crap outa me! I think that if you MUST have a slider puzzle, it shouldn't 'feel' like a slider puzzle. Like I said, I've been thinking of modifying one to complete a circuit board or something...but honestly, I think I'm gonna kill the idea all together.

    And mazes...they should be banned from adventure gaming! grin

    Didnt get tons done this weekend, as I was away in the mountains:

    http://i54.tinypic.com/u246.jpg

    grin

    HOWEVER! I did manage to get the inventory up and running. Instead of having a 'backpack' or something, Maracheck uses something called a HSD...a Hyper Storage Device. This device can demolecularize any item (assuming it has a certain mass), store it, and remolecularize it whenever it is needed. Some nerdy sci-fi'ness for what is essentially a backpack. grin

    Game-wise its a normal inventory, but it has a really cool 'opening' animation, where it opens up and the inventory is holographically displayed. Havent added in the items yet, but the inventory 'opening' and 'closing' works perfectly.

    http://i54.tinypic.com/2z5992s.jpg

    http://i52.tinypic.com/11m9h5d.jpg

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  • #26, by PykeTuesday, 09. November 2010, 08:31 14 years ago
    http://vimeo.com/16647722

    http://i52.tinypic.com/2qtixxw.jpg

    Worked more on the look of the hologram. The previous version was a little chunky, and didnt quite have that sleek techno feel to it. So I added tons of crap to it. wink

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  • #27, by SubbTuesday, 09. November 2010, 14:39 14 years ago
    Hi Pyke,

    this is absolutely impressive! Can't remember when the last time I have seen such a well designed isometric perspective game. And the first adventure I know since the wonderful Sanitarium.

    Really great stuff, also your new hologram inventory. smile

    (Seems it's worth to visit the english forum frequently ... . Shame on me. wink )

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  • #28, by marvelTuesday, 09. November 2010, 14:54 14 years ago
    Yeah, i think so, too. And i like the animation of the hyper storage device. Very nice stuff!!

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  • #29, by EinzelkämpferTuesday, 09. November 2010, 15:40 14 years ago
    The animation is great, and the design of the invent... err, hyper storage fits perfectly in the futuristic style of the game.

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  • #30, by PykeTuesday, 09. November 2010, 15:49 14 years ago
    Hey guys, thanks so much. These comments are what get me to my computer to work on this, after a full day of being at a computer. grin

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