tiny & Tall : Gleipnir

  • #50, by sebastianThursday, 10. September 2015, 21:54 9 years ago
    played the demo on os x.
    Is it normal the the hammer wasn't visible in the scene?
    It was very hard to figure out what happened after using the hook-stick with it...

    I liked the style a lot and how mr. tiny has no arms when they aren't needed smile
    Also i like the interface animations when combining items and the coin menu itself smile

    good work

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  • #51, by pinsThursday, 10. September 2015, 22:00 9 years ago
    Thanks a lot for playing it!
    Definitely not normal! I suppose this is the type of debugging I'll have to face when switching platforms, haha... Basically it disappeared right after you used the hookstick on it, right? I know there's currently an error that makes it appear behind the character when it's still hanging, but having it disappear is a first.

    Thanks for your kind words about the styling smile

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  • #52, by sebastianThursday, 10. September 2015, 22:25 9 years ago
    it was also not there before using it. the only reason i recognized that there is something was that glistering at the wall...

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  • #53, by esmeraldaFriday, 11. September 2015, 10:12 9 years ago
    I played the demo on windows and really liked what I saw. (hammer was visible btw) I'm not used to the UI - coin-interface appearing on right-click - but it's a great idea. Works fine and is less annoying than the old "hold-down-the-mouse-button"-thing.
    Any estimation how long the playtime of the first part will be?

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  • #54, by pinsFriday, 11. September 2015, 10:37 9 years ago
    @Sebastian.204: Alright, thanks for letting me know! I'll try to grab a mac-owning mate and see what gives.
    @Esmeralda: Thanks a lot! The UI is actually not final, I'm thinking about ditching the verb wheel in favour of a left click -> interact, right click -> observe approach! There will be less room for silly interactions like "talk to bag of nails" but it'll be much more convienent and accessible, I think.
    I'm aiming towards a minimum of three to four hours.

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  • #55, by esmeraldaFriday, 11. September 2015, 15:25 9 years ago
    I think a coin interface or as you call it a verb wheel is accessible enough. It is the button-holding that puts me off usualy. If you're going to reward silly ideas by giving out a funny line or showing an extra animation - by all means, keep the verb wheel! I don't think it pays off to "dumb down" a game for the sake of accessibility.
    The left click - interact, right click - examine UI would be ok, but please don't go any further to the one-click-does-it-all approach (like broken age).

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  • #56, by pinsFriday, 11. September 2015, 16:18 9 years ago
    Oh, no, I definitely need to have at least the "observe" action to be able to put some silly lines! grin
    I've noticed a lot of playtesters still having trouble with the verb-coin-wheel-round thing, even without the button holding, that's why I'm probably going to get rid of it.

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  • #57, by sebastianFriday, 11. September 2015, 16:27 9 years ago
    ..but thats the most stylized verb coin ever D:
    As an alternative you could use rightclick to switsch between the actions and left click to execute them...

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  • #58, by pinsFriday, 11. September 2015, 16:33 9 years ago
    Why thank you! Even on the styling, some playtesters had a bit of trouble reading the icons for talk to, look at and use... I honestly think it will be for the best and won't take away too much of the game. I think I'll probably publish a Kickstarter news asking people what they prefer and try to get a general idea!

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  • #59, by Simon_ASASaturday, 12. September 2015, 11:43 9 years ago
    I discovered your game on Indiemag.Fr - I had never seen your thread here on the VS forums before. Shame on me! (too many interesting projects to discover here).

    I love the style of your game and comic book, you look very talented. Will definetely try the demo and try to spread the word.
    I love the idea of releasing both a comic book and a game, it's exactly what I wanted to do in the future with my collective The Icehouse for my project Mon Village est Magique, or what Atelier Sentô has been doing with the Coral Cave game and prequel book.

    Good luck!!

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  • #60, by pinsWednesday, 16. September 2015, 22:55 9 years ago
    Thanks a lot for your words both here and on facebook smile

    As for the verb wheel, I asked on twitter what people thought and got very convincing opinions from both sides. The best idea seems to be to include both and leave the choice to the player, but I don't know if this is going to be a good solution.

    I'm in the process of building a demo for Linux, but I have no way to check whether it works or not as I actually don't have any computer running Linux. Would anyone mind to tell me if this works/looks ok?
    https://www.dropbox.com/s/qqas0bfkk6rmjnb/GleipnirAlpha1_lin...

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