|
Personally, I'm hyped for Devolver Digital's Tales of Games Presents The Magical Realms of Tír na nÓg: Escape from Necron 7 – Revenge of Cuchulainn: The Official Game of the Movie – Chapter 2 of the Hoopz Barkley SaGa 2.9 coming out on 11/11/2028
|
# ? Jun 4, 2019 07:16 |
|
|
# ? May 29, 2024 08:38 |
|
LibrarianCroaker posted:Yo I don't know about that guy, but I need to know more about this.
|
# ? Jun 4, 2019 07:51 |
ah. good.
|
|
# ? Jun 4, 2019 08:05 |
|
When you read that update you are okay maybe somehow hopium inserted Then you read GZ prediction https://twitter.com/GZStorm/status/1135304375562252288 and all hope dies instantly
|
# ? Jun 4, 2019 08:40 |
|
Well I just pivoted to Lol Dead Game Heh Heh to genuinely gutted after reading all that stuff about gameplay mechanics Jodorarkley's Gune
|
# ? Jun 4, 2019 09:24 |
something awful dot com thread title posted:Barkley 2: Hoopz is Chaos Dunking in Heaven: Chapter 1 of the Dark Drakerz Saga yes. yes! good! good!
|
|
# ? Jun 4, 2019 09:28 |
|
Sleeveless posted:le epic not giving failures and con artists carte blanche to run off with money because they posted a few jepgs of concept art and transcribed their epic idea guys ideas from half a decade ago gimmick, brought to you by the brain geniuses who worked themselves into prodromal mental illness over getting bored of bethesda games after 200 hours
|
# ? Jun 4, 2019 09:46 |
|
Someone will make it as a doom mod eventually. Thank you all for all the barkesl 2 content and I'm still sad I didn't back the Kickstarter. I shall treasure my copy of pc gamer (uk) with a six page feature on varke2, which is somewhere in my flat.
|
# ? Jun 4, 2019 10:05 |
|
cboy posted:Hey guys, this is Chef Boyardee, one of the writers and musicians for the game, and I was one of the original Barkley 1 guys. Hey Chef, thanks for this write-up. Just wanted to let you know that you and the rest of the Barkley 1 crew (and to an extent, GamingW in general) inspired me to pursue game development as a career. I now work on Tomb Raider, thanks to a game about Chaos Dunks. Thanks! Natrox fucked around with this message at 10:36 on Jun 4, 2019 |
# ? Jun 4, 2019 10:14 |
|
Though I'd like it I don't need a borjley 2 to come out I would like you funny guys to make something funny together in the future though xx
|
# ? Jun 4, 2019 10:57 |
|
cboy posted:Hey guys, this is Chef Boyardee, Everyone go get Katana Zero right now!
|
# ? Jun 4, 2019 10:58 |
|
Enemies! Even if most sucked, we did some cool poo poo! In usual ToG style there were grand ideas, but enemy ideas were a lot more realistic, nothing was too far out there. We did Junkbots and they rocked. They roam around and pick up and equip junk pieces - arms, heads, and legs. Washing machine legs vibrated them forward slowly making a rumbling sound, tire pile legs had them bouncing in a slightly uncontrolled way, and there were more. There was a propeller head which let them fly/jump around a bit. They had poison gas arms, rocket launchers, chainsaws, and more that I forget. With the right combination of garbage they were legit threats. I think they were Barkley 2 enemies at their best. With garbagious garbage they were garbage. Cybergremlins were our first real enemies, I think. Their looks and behaviour were randomized. Small, fast, weak, and hit you with wrenches. Ended up being the 'cookie cutter' enemies that most others were modeled off, for better or worse. They were also symptomatic of Barkley 2 combat issues. Just run backwards and shoot. In theory they were dangerous if you got cornered, but in practice with open ended maps that could never happen unless you messed up. When we tried to make them more dangerous, they became murder machines if they could get close in group, hit stunning you until death. We could never find a good balance, they kept alternating between lame ducks and MvC2 Magneto. At some point a walking spider tech demo turned out awesome and became the Crab-o-tron. They were loving Baller, would walk and jump around, with flamethrowers and also would litter the area with static fields to avoid. Legs were shields so had to hit from right angle. To this day they were the most fun Barkley 2 combat I have played. I made a Crab-o-tron boss prototype, ten times bigger size and you would run between the legs and it would spawn minions. I'm not sure if anyone else tested it. They taught us the lesson that enemies were best designed by just trying something out in game and seeing what works. Unfortunely we didn't really learn this lesson as a team and start working this way. The opposite way - have an idea, write it down, create sprites, and then try to make it work in the game - led to garbage like Weresnails. By now you should be able to spot their problem instantly by just watching that clip, where I am intentionally playing bad, and repeating "Open Ended World" ten times. By the time we made Catfish we had got better, but they and the way they were made still had all the above issues. We tried to make them work by casting nets to trap you in place. It helped a bit but all the core issues were still there. They saw a lot of polish, or in other words, time spent on something that wasn't great instead of talking about and fixing the game's issues. This was 2016/2017 and by now I was giving up hope we would ever really honestly discuss and fix combat. Aliens were my attempt to make a faster enemy. They were strong, and faster than you when running straight, so for a first in B2 you couldn't just run away. I think they showed the way to good B2 combat. Unfortunately I could never give them enough polish to prove it to myself or others. It turns out it's really hard to focus and polish something when you're working free on late evenings an hour or two at a time. Swamp Monsters and Kobolds also happened. That clip shows me dodging like a moron trying to make the clip looks interesting. In reality you would stand at a distance and calmly gun them down. The swamp area had a nice mechanic to try to force combat into high gear: Mosquitoes. You got more mosquitoes surrounding you over time, fast, and would start losing health. Only getting close to a certain type of plant would make them go away. Some of those plants were Mimic monsters. It could have been really cool but was also hard to get to work well and fun in practice, because 1) 'poisonous floor' areas are rarely anyone's favourite areas and 2) swamp never really came together with fun combat because see above swamp enemies. What could we have done differently to avoid this massive garbage void of time and work? loving Playtesting. We should have playtested everything from day 1. We should have had as a standard workflow to implement one thing, playtested it, and got feedback before even dreaming of doing something else. We should have playtested once a month. All our problems would have become instantly obvious. After two years when it became apparent that this was an issue, I brought this up thousands of times, to deaf ears, there was always some loving reason why we couldn't playtest at that specific moment. Gun's breeding wasn't complete so the player couldn't see the whole experience. We needed affixes first. We needed more polish first. Everything needed to be connected first. Who cares? We need a good core gameplay before anything else matters. This is the one big learning I take away from this project into all future projects, and you should too. This was also a chicken and egg problem, we never playtested, meaning the game was never really playable by an outsider, meaning we could never playtest, meaning it was never... on and on. It was a huge effort to get demos ready for conventions, and while the game was really liked it also needed someone there to explain it (from what I hear - I never went to the conventions, sadly) When we came back from cons we had lots of feedback, but never really did anything with it combat wise. Bisse fucked around with this message at 12:07 on Jun 4, 2019 |
# ? Jun 4, 2019 11:42 |
|
I really appreciate you writing all these up Bisse!
|
# ? Jun 4, 2019 12:01 |
|
ImpAtom posted:Honestly I'm just happy people are breaking their silences. I don't really need the game to be finished. I'm just glad the bandaid has been ripped off and people can like... go back to doing things without being asked about Barkley. You guys did enough, it was a failed Kickstarter and that's that.
|
# ? Jun 4, 2019 12:12 |
|
Imho the story of this is fascinating and rules. Somebody release the gamemaker files so there can be multiple illconceived attempts to turn the rubble into a full game
|
# ? Jun 4, 2019 12:44 |
|
Vax posted:When you read that update you are okay maybe somehow hopium inserted The funny thing is that's how Fez got made.
|
# ? Jun 4, 2019 12:51 |
|
Unbelievably Fat Man posted:Imho the story of this is fascinating and rules. Somebody release the gamemaker files so there can be multiple illconceived attempts to turn the rubble into a full game It would be interesting to see how a crowdsourced game does, if there will be some passionate driver to tie the thing together. Plus dumping a pile of godlike assets drowned in steaming crashing garbage on the fans to figure it the hell out themselves is the most The Magical Realms of Tír na nÓg: Escape from Necron 7 - Revenge of Cuchulainn: The Official Game of the Movie - Chapter 2 of the Hoopz Barkley SaGa thing ever. Bisse fucked around with this message at 13:05 on Jun 4, 2019 |
# ? Jun 4, 2019 12:58 |
|
I don't like early access so I never thought I'd say this but aiming for early access probably would've helped identify a lot of issues sooner
|
# ? Jun 4, 2019 13:03 |
|
is this an ARG to gain hype before the game is released
|
# ? Jun 4, 2019 13:06 |
|
Natrox posted:Hey Chef, thanks for this write-up. Just wanted to let you know that you and the rest of the Barkley 1 crew (and to an extent, GamingW in general) inspired me to pursue game development as a career. I now work on Tomb Raider, thanks to a game about Chaos Dunks. Take it, Lara. Take the Incan gold. You want it, Lara. You want it more than anything else.
|
# ? Jun 4, 2019 13:08 |
|
rodbeard posted:The funny thing is that's how Fez got made. Lmao actually true
|
# ? Jun 4, 2019 13:20 |
|
This thread has been wild and I could not stop laughing at Dark Drakerz.
|
# ? Jun 4, 2019 13:21 |
|
I just got here from kotaku what's this about a dark drakerz
|
# ? Jun 4, 2019 13:27 |
|
I was working on a VR film just this past year and Jesus did playtesting help a lot just to know where fresh eyes were actually looking. It was so useful in the end.
|
# ? Jun 4, 2019 13:31 |
|
Is it pronounced drakers or draker-z
|
# ? Jun 4, 2019 13:32 |
|
the moral of the story is to not hype up a goon project and just freaking do it, i mean baba and hypnospace came out recently no mess no drama
|
# ? Jun 4, 2019 13:33 |
|
Seconding the ideas to either convince the remaining dude on the Barkley 2 team to give it up and then release the assets, or hold another campaign a few monhs down the road and try and get the ol' gang back together. Up or down, my friends, which one are you?
|
# ? Jun 4, 2019 13:35 |
|
Alan Smithee posted:I just got here from kotaku Gortarius posted:Just to throw in my two cents into this barkley toilet...
|
# ? Jun 4, 2019 13:39 |
|
Bisse posted:This sounds like the most likely way to get the game out, to be honest. Just slap a 'to be continued' screen wherever the usable content ends, let people play what's there, and see if it's worth moving onwards. Instead of a 'To Be Continued' screen, in traditional JRPG fashion just hack together whatever remaining assets and planned plot beats so the game degrades from 'playable but clearly unfinished' to 'completely broken mess full of Dark Drakers' to 'nonsensical collage with no gameplay and remaining plot described entirely in text' as it goes on.
|
# ? Jun 4, 2019 13:42 |
|
Alan Smithee posted:I just got here from kotaku It’s really funny that kotaku writers lurked this thread. Patrick klepek from vice games also tweeted that he was reading the thread too. They would never actually post tho lol this ain’t no resetera Phobophilia posted:the moral of the story is to not hype up a goon project and just freaking do it, i mean baba and hypnospace came out recently no mess no drama The moral of the story is the same with other failed kickstarters from this similar era. They got more money than what they asked for an expanded the scope of the game but oops actually turned out it was much more difficult than they originally thought. And they didn’t even receive that much compared to other projects, but at least the public now knows more about the realities of game dev now.
|
# ? Jun 4, 2019 13:44 |
|
lih posted:Instead of a 'To Be Continued' screen, in traditional JRPG fashion just hack together whatever remaining assets and planned plot beats so the game degrades from 'playable but clearly unfinished' to 'completely broken mess full of Dark Drakers' to 'nonsensical collage with no gameplay and remaining plot described entirely in text' as it goes on. If that is the goal then you don't actually have to do anything because that's already what Barkley 2 is.
|
# ? Jun 4, 2019 13:50 |
|
someone should pitch this to noclip, i bet danny would do a video on it
|
# ? Jun 4, 2019 13:52 |
|
Gor, Bisse, Hiratio, Frankie and Chef (please mock me for leaving anyone out), thank you for shedding a ton of light onto the last few years. I have loved to read about the ambitions you had for the game and it is nice to understand what happened and why! The pixel art guns you shared, the gun system and screens are just amazing. I really wish they existed in a form to experience! I love the gun names too! If I was not 'videogames' then 'rogue taxidermy' would be a name change so quickly!
|
# ? Jun 4, 2019 13:53 |
|
Sounds like the game is ready for release then!
|
# ? Jun 4, 2019 13:54 |
|
lih posted:Instead of a 'To Be Continued' screen, in traditional JRPG fashion just hack together whatever remaining assets and planned plot beats so the game degrades from 'playable but clearly unfinished' to 'completely broken mess full of Dark Drakers' to 'nonsensical collage with no gameplay and remaining plot described entirely in text' as it goes on. Dreaming... I was dreaming... Perhaps it may have been but a long forgotten memory... A dream... A memory... Things remembered when one is asleep... Things forgotten when one is awake... Where the deepest layers of memories become the outmost layers of one's dreams... Which are reality? Which are illusions? One cannot tell until one awakes... Or perhaps they are, at the same time, both truth and fiction... A vast b-ball court... With no boundaries... An emptiness equivalent to my own existence... I dreamt such a dream... A long... Never-ending, dream.
|
# ? Jun 4, 2019 13:56 |
|
release on steam store as forever early access aka early access
|
# ? Jun 4, 2019 14:15 |
|
Without Barkley I’d never know to spend my evenings listening to streams of prog rock while a French Canadian guy softly curses under his breath for hours
|
# ? Jun 4, 2019 14:27 |
|
uncurable mlady posted:someone should pitch this to noclip, i bet danny would do a video on it lol this would own but I doubt he'd do it
|
# ? Jun 4, 2019 14:58 |
Bisse posted:What could we have done differently to avoid this massive garbage void of time and work? loving Playtesting. We should have playtested everything from day 1. We should have had as a standard workflow to implement one thing, playtested it, and got feedback before even dreaming of doing something else. We should have playtested once a month. All our problems would have become instantly obvious. After two years when it became apparent that this was an issue, I brought this up thousands of times, to deaf ears, there was always some loving reason why we couldn't playtest at that specific moment. Gun's breeding wasn't complete so the player couldn't see the whole experience. We needed affixes first. We needed more polish first. Everything needed to be connected first. Who cares? We need a good core gameplay before anything else matters. This is the one big learning I take away from this project into all future projects, and you should too. This was also a chicken and egg problem, we never playtested, meaning the game was never really playable by an outsider, meaning we could never playtest, meaning it was never... on and on. It was a huge effort to get demos ready for conventions, and while the game was really liked it also needed someone there to explain it (from what I hear - I never went to the conventions, sadly) When we came back from cons we had lots of feedback, but never really did anything with it combat wise. This is the part where instead of cheerleading from the sidelines, I actually get to contribute to the conversation directly. Hi, my name's Lurdiak, freelance writer, pixel artist, video editor, and part-time game dev. In addition to being a horrible poster on these forums, I've been real life friends with Frankie since college. Through him I became friends with Chef, and we've worked together on a few game jams and a few dead-end game projects besides that. I was never part of the GW crew, I came into the picture when GamingWorld was pretty much dead already. I was very briefly considered as backup coder when B2's team was assembled, but I just didn't have enough coding experience at the time for it to be a worthwhile hire. I would've probably slowed the project down, honestly. But pretty much from the day the kickstarter met its goal, I had been constantly offering my services as playtester. Not because I wanted to get my hands on the game before anyone else, but because I had worked in QA professionally before and wanted to help make this project a reality. Time and time again I asked if QA or general gameplay testing was needed, and was told, nah, we're not at that stage yet. We don't have enough to even test, this or that system isn't complete yet, we don't have enough enemies, we want to test this internally, it'd slow down work on the project to have to get builds ready to playtest, etc... Hardly having more insight into the project than anyone in this thread, I didn't want to assume a mistake was being made by refusing a free playtester, but it always struck me as strange. So did the deep secrecy around the project, to be honest. Any info I got from Frankie or Chef was always through gritted teeth and with the caveat "I shouldn't even be telling you this much". But it blows my mind to hear that my offer for a meager contribution to the project might've actually been something that the project desperately needed. Lurdiak fucked around with this message at 15:23 on Jun 4, 2019 |
|
# ? Jun 4, 2019 15:21 |
|
|
# ? May 29, 2024 08:38 |
|
The importance of playtesting is often really overlooked and a lot of devs view it as 1) does it run and 2) did my idea get done, and leave it at that
|
# ? Jun 4, 2019 15:26 |