tiny & Tall : Gleipnir

  • #10, by pinsSunday, 10. May 2015, 19:38 5 years ago
    Well, I'm thinking more and more seriously about setting up an indiegogo project, who knows? At the moment I'm planning the next scene and making a lot of touch-ups to the actual game, including the bilingual menus.
    I think this forge scene will be the "tutorial", with optional help boxes to guide a novice player through the first puzzle.
    Duly noted for the font, will make it bigger, thanks!

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  • #11, by afrlmeSunday, 10. May 2015, 20:37 5 years ago
    I had a wee go on your little demo yesterday. Art style is very interesting & it's nice that you are following similar style & settings to your comics.

    I came across some of the bugs mentioned already in this thread too.

    My suggestion instead of the ring / coin command interface would be to go down the simpler route & use the left click for interaction & right click for examine style interface - aka the Broken Sword interface, but the interface is, as they say: completely up to you. wink

    In regards to funding: I would recommend using kickstarter if you can as it has a much higher rate of success for game related projects & projects asking for more money than $5k unlike indiegogo, which doesn't seem to have many success stories when it comes to game related campaigns or for campaigns asking for over about $5k plus - don't ask me why, as I have no idea.

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  • #12, by pinsSunday, 10. May 2015, 23:20 5 years ago
    Thanks a lot for the feedback!

    The bugs are being hunted down and exterminated.

    The thing with the interface is that I find more "simple" choices a tad bit sad. I absolutely don't mean to diminish them, but I really enjoy a slightly outdated feeling that provides the player with a lot of useless choices (if I actually put in the extra choice and write comments for them!) and to me, it makes sense with the kind of game I'm aiming for. I even thought about the verb list options (particularly when I saw the verb list from The Preposterous Awesomeness of Everything that made me burst with laughter) but I figured three choices would be best for my particular game.

    I'm noting down your remarks about funding. Kickstarter indeeds seems like a better choice, I was under the false impression one had to be from the US to be able to create a project there, but it turns out I was wrong. I'm going to set up a slightly more professional website, a few assets, and I'll post any further development in that topic!

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  • #13, by afrlmeMonday, 11. May 2015, 00:09 5 years ago
    No Kickstarter used to be US only, but over the past few years it has been expanding to allow for other countries, however, there's still a long way to go before all countries are supported.

    By the way, even if you aren't in one of the countries listed, you can still kickstart by getting a friend or someone you know in one of the listed countries to setup the campaign for you. I'm not really sure on the details on how to do that, but a few of the members on here have had to setup kickstarter campaigns through other people.

    Thomas (Marvel) the founder of VS, had to go through someone else I think.

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  • #14, by pinsMonday, 11. May 2015, 00:41 5 years ago
    Yeah, it seems I spoke too fast, you can't kickstart a project from France. Oh, well!
    I don't think I have any close friend in those countries, unfortunately. I guess indiegogo will have to do! I'm not going to ask more then 5k anyway, probably closer to 2k - I'm trying to get the comic published through more traditional ways in the meantime.

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  • #15, by LebosteinMonday, 11. May 2015, 00:42 5 years ago
    The thing with the interface is that I find more "simple" choices a tad bit sad. I absolutely don't mean to diminish them, but I really enjoy a slightly outdated feeling that provides the player with a lot of useless choices (if I actually put in the extra choice and write comments for them!) and to me, it makes sense with the kind of game I'm aiming for. I even thought about the verb list options (particularly when I saw the verb list from The Preposterous Awesomeness of Everything that made me burst with laughter) but I figured three choices would be best for my particular game.

    Ha! That's my opinion too! More than one choices gives a better feeling to control the situation by yourself. Which gives one the feeling of having solved the puzzles with your own decisions. That is low-level psychology. On the other hand you have more possibilities to handle and comment useless and funny choices. Therefore I oppose one click games too. It feels like clicking through an interactive film and everything feels predestined...

    I 've been thinking about to add a "listen" or "smell" to the verb coin of my current project. These verbs are useless in the most cases and not needed for solving the puzzles. But to produce funny comments and reactions they are ideally suited.

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  • #16, by pinsTuesday, 12. May 2015, 11:50 5 years ago
    I think it also depends on the story you're telling: if your characters are really fleshed out, the one click interface might be enough (as seen in Hector : Badge of Carnage). In my case, most of the interest (both in the game and in the comics) lays in the contrast between the "epic" backdrop and the total inadequacy of those petty protagonists, so it would be a shame not to use the opportunity of irrelevant action verbs to reinforce that contrast.

    Also, good news! Apparently I hold a power far greater than I imagined, because after my moans about kickstarter not being available in France, they announced they would, in fact, come to my country in two weeks! I'd say the stars are aligned for me to make this game, somehow, happen.

    I'm currently working on the main menu, with extensive help from AFRLme's great menus examples, along with the first assets for the second scene. It's inspired by this page:
    http://2.bp.blogspot.com/-IRgtqqM7EL4/U9k5lWN3dBI/AAAAAAAAAqc/B-ThAjemv3U/s1600/ENP11+copy.jpg
    and here's a preview of the background:
    http://i.imgur.com/3pmuXM6.jpg
    It will definitely need some more work on these books.

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  • #17, by pdsWednesday, 13. May 2015, 22:31 5 years ago
    really well done! is your first visionaire project?

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  • #18, by pinsWednesday, 13. May 2015, 22:38 5 years ago
    Hey, thanks a lot! Yes it is, and first game project in general, I'm pretty excited about it. smile

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  • #19, by pinsWednesday, 24. June 2015, 18:13 5 years ago
    Hey there, Visionaire! (it kind of rhymes, doesn't it?)
    I've just released a trailer for this project, I hope you will enjoy it!



    If you wish to be a part of the development process, comment it as it goes, suggest stuff and all the like, you're more than welcome to join the tiny & Tall Appreciation Society!

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  • #20, by ke4Wednesday, 24. June 2015, 20:37 5 years ago
    Looking great! :-)

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