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SerthVarnee
Mar 13, 2011

It has been two zero days since last incident.
Big Super Slapstick Hunk

TooMuchAbstraction posted:


He's also said he's willing to act as an epilepsy consultant for other goon devs.

Yeah if you are in doubt about the potential impact an animation might have, throw me a PM here or add me on discord: Serth hashtag one two two four and I'll be happy to look it over. Most of the damage done by any flashing or highly color/light contrasted animation will be when it takes me by surprise. So as long as a I get a spoilered link and a "Not Safe for Serth" tag along with it, I'll be fine. I'm also a very very talky person, so I can assure you that I will be giving a very detailed response (and no it won't just be six pages of "gently caress gently caress gently caress gently caress"). If I can help someone avoid an actual full blown seizure by taking one for the team and feeling some mild-moderate discomfort for 20minutes-10 hours then that is something I am willing to do. Neither payment nor crediting needed. I like to help.

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SerthVarnee
Mar 13, 2011

It has been two zero days since last incident.
Big Super Slapstick Hunk

TooMuchAbstraction posted:

That's more or less how it works currently; you have to hold the special and then press a direction.

Welp. That's certainly smarter than the way I've done it. I hold down a direction key and try to hit the booster keys as fast as I can to avoid getting too much out of expected position. In the end I have no clue where I'm gonna end up anyways, the important part was that I don't stick around where I am when I notice the incoming fire.

SerthVarnee
Mar 13, 2011

It has been two zero days since last incident.
Big Super Slapstick Hunk

TooMuchAbstraction posted:

This is the primary reason why my approach to game art is to be hilariously sloppy and then wait until one of my testers calls me out on something before I put in the effort to do it properly.

Fun fact: a bunch of my skyboxes have a misaligned top texture (i.e. the one in the cubemap that you see if you look straight up). This has been noticed exactly once by one player because nobody ever looks straight up.

I also only noticed it because I was streaming it and was showing off the skybox and the background, and then I suddenly had a perfect example to point out to the spectators when I was trying to describe what I meant when I said I was a game tester.

SerthVarnee
Mar 13, 2011

It has been two zero days since last incident.
Big Super Slapstick Hunk

Dirty posted:

I'm working on a space RTS, and I've found myself spending a ton of time on the tools for building the missions. Here's the first mission's logic visualised in the editor I built. Not quite sure the Unity UI system was really built for this, but it works pretty well.



There's a whole game to go with it, I'm just showing off the editor because I've just finished a ton of work on it and I'm super proud! Here's what the "front end" of the game looks like:





Do let us know when we can start shovelling money in your general direction for this. I'm hoping you'll be putting it up on steam...tomorrow? tomorrow would be good.

SerthVarnee
Mar 13, 2011

It has been two zero days since last incident.
Big Super Slapstick Hunk

Dirty posted:


:D I'm hoping to release by the end of the year (I have said that for about 4 years running though, but I really think it might be true this time!). I've just opted in to the Steam Next Fest and I'm working hard to get a demo ready for that in June. There's a store page up now, I don't know if I should link to it here, but the game's called "Dust Fleet".

Wishlisted!

Do let me know if you need someone to do unscripted impulsive testing for free.

SerthVarnee
Mar 13, 2011

It has been two zero days since last incident.
Big Super Slapstick Hunk

TooMuchAbstraction posted:

This is my Panama map:



The overall structure for this mission is:

- There's a giant concrete barrier across the canal entrance (in the top-left)
- Go drop your commando squad to deal with that
- A boss shows up for you to fight
- When the boss is dead, pick up your commandos, they set off the charges on the barrier, and you can continue.

I need some mission content before the boss fight starts, and I am just not feeling inspired. What all should I put in there?

Get there before a rival task force of landing ships drop off their own troops (three way shootout) so punch your way through the defenders that are focusing on you, do that quick enough to intercept the enemy landing ships that are sneaking in behind the original defenders. optionally, the more landing ships you can clear out, the more of the coastal batteries will be on your side for the boss fight.

SerthVarnee
Mar 13, 2011

It has been two zero days since last incident.
Big Super Slapstick Hunk

TooMuchAbstraction posted:

Thanks for the feedback on my cinematic, folks! I made a few minor tweaks, including making the ship pivot about its rear instead of the middle. Ultimately this is a very unrealistic kind of turn for a ship of this size to make, so I'm not sure how to make it properly "realistic", but I hope it passes the smell test now.

https://i.imgur.com/sUXmUYp.mp4

Here you go, some inspirational footage of a heavy ship turning.

https://www.youtube.com/watch?v=qd5MqjvhW9c

SerthVarnee
Mar 13, 2011

It has been two zero days since last incident.
Big Super Slapstick Hunk

Your Computer posted:



https://i.imgur.com/J7k7sEz.mp4

the game's pretty much complete at this point.

Could I get you to slow down the blinking lights effect on the shoot again ghost? Its annoying my epilepsy the tiniest bit with the speed it blinks at currently (once it is up to max speed is where i have the problem)

Usually that rate of blinking lights isn't a problem at all for me, so Its probably the colors it flashes between that makes me more susceptible to it. slowing down the effect a little bit should fix it just fine.

SerthVarnee
Mar 13, 2011

It has been two zero days since last incident.
Big Super Slapstick Hunk

Much appreciated!

SerthVarnee
Mar 13, 2011

It has been two zero days since last incident.
Big Super Slapstick Hunk
Is this a hobby for you or a serious attempt at generating an income?

If it is a hobby, then don't bother with the patreon and just do what you do to have a better time of life.

If its an attempt to actually make money, then yes....yes this is actually a job. It can be an enjoyable job, but its still work you do that you expect/hope/dream of getting paid for in the end.

SerthVarnee
Mar 13, 2011

It has been two zero days since last incident.
Big Super Slapstick Hunk
There is a little bit of odd shading going on where the railing meets the door frame. Other than that the building looks fine.
I am wondering about the dimensions of the bench though. how high would that thing be if you put it on its side and leaned it up against the yellow building?
It seems a teensy bit too big for my expectations, but it could just be a cultural thing, me being from Denmark and all that.

Edit: The odd shading is only apparent on the first of the two images you've posted, so the high up, head on point of view where the door frame manages to lightly shade both railings a bit.

SerthVarnee
Mar 13, 2011

It has been two zero days since last incident.
Big Super Slapstick Hunk

TooMuchAbstraction posted:

Some stats on the first day of the Steam Next Fest, because I have them handy and think they're interesting: 911 downloads, 162 unique players, median time played 13 minutes (way higher than I expected, to be honest). A net 233 wishlists yesterday, representing 24% of all of my wishlists since the Steam page went live in early January. I'm just shy of 1000 wishlists now, which is...nowhere near enough considering how much I've spent on this game, but it's a heck of a lot better than it was two days ago!

I've gotten 9 feedback items in my Trello (I have an asset that allows players to submit Trello cards in-game), and 1 submission to the ship designer contest so far :v: Feedback has been generally positive, with a few non-game-breaking bugs identified and a couple of helpful suggestions. Like adding the option to invert the camera's Y axis, which, after I tried it out, had me going "oh yeah, I've always been an inverted player, this feels way more natural".

Keep in mind that its Thursday, so a lot of people may be waiting to play until the weekends (I got a friend working night shifts who downloaded it, but says he won't be able to really play it until monday). cracking a million downloads on day one would have been very nice, but your game is gonna be growing playerbase over time.

SerthVarnee
Mar 13, 2011

It has been two zero days since last incident.
Big Super Slapstick Hunk

TooMuchAbstraction posted:

I bought an asset that you can hook up to a Trello using their API, so players just hit F7 in-game, fill out a quick form, and it uploads their comments, the game's log file, and a screenshot as a new Trello card. You definitely want something along those lines if you want to get feedback. Make it as frictionless as possible or they won't bother.

Can confirm that I've been motivated to give feedback for many many games, but absolutely not motivated to jump through hoops and hurdles to register on an obscure forum with an authentication system that requires a human being to press a button so the system will send me an authentication link and so on and on and on. If it's as simple as a ingame button click and it sends the feedback directly, then great. If its an obscure process to get a forum account so I can make a new thread about the issue (in three days when my account can actually make new threads), then gently caress it. Dev obviously didn't care enough about the feedback for me to bother.

SerthVarnee
Mar 13, 2011

It has been two zero days since last incident.
Big Super Slapstick Hunk

dhamster posted:

I basically put in a small but prominently located tooltip that shows up if you click the mouse during the input phase. I had put in a similar tip if players are taking a long time to take their turn, which would indicate to me that they don't understand how the turn system works. Here's what it looks like when both tips are onscreen:



Dang that top line of the tooltip is difficult to read. Small font combined with white text overlapping partially white background and some black lines thrown into the mix just to make sure you take extra seconds parsing the font? having the tooltips be part of the difficulty curve is less than ideal. I think it took me like 6 attempts before my brain would accept that the words I'd read were correct.

SerthVarnee
Mar 13, 2011

It has been two zero days since last incident.
Big Super Slapstick Hunk

TomR posted:

I'm making a game for a game jam. It's a Tetris like game but the play area wraps around. Anyone want to give it a shot and let me know what I'm missing? https://atomr.itch.io/hyperblocks



Thanks!

Also the gamejam is here: https://itch.io/jam/vaporjam

Good game from the gameplay perspective and general feel of the game.
Only managed to play it six minutes before my epilepsy couldn't handle the many different moving colors and lights anymore (this is alot better than the usual instant punch to the face that some games invoke). Its a slow and gradual sense of unease and very slowly escalating nausea that results from the background moving around like that.

If you could add in an option to simply freeze the entire background lighting shift, I'd certainly play it more.

E: bleh yeah definitely still feeling the ripples of that visual input. good game, not for epileptics at present.

E2: half an hour since my original post and my head has almost stopped spinning. If you want me to provide you with more detailed feedback as you work on a fix for it, hit me up on discord Serth#1224 or send me a PM here.

SerthVarnee fucked around with this message at 11:52 on Jun 30, 2021

SerthVarnee
Mar 13, 2011

It has been two zero days since last incident.
Big Super Slapstick Hunk

TomR posted:

I published my game. https://atomr.itch.io/hyperblocks

ESC key brings up the menu where you can stop the scrolling texture and turn off the music.

Holy poo poo that made a world of difference! Thank you very much for implementing that fix.

Previous version I played it 6 minutes and had to stop due to starting to seriously worry about my health.
This version I managed to play it for 22.5 minutes and only stopped because the game ended in game over. This is now an awesome game that I feel like I'll need to throw some money at you so I can keep playing it off and on.

SerthVarnee
Mar 13, 2011

It has been two zero days since last incident.
Big Super Slapstick Hunk

the only part of that video that I didn't like was the blue flickering at the start of it (from 2 seconds in to 3 seconds in roughly.) That felt out of place and didn't really win you anything from being there. The rest looked great.
Oh wait you said HUD...

Err sure, its looks good, although I can't tell the numbers of the two bars in the bottom left at a glance. Have to stare at it for a second to read the green on green. Also I got no clue what the thing in the bottom right is displaying with those seemingly random white lights.

SerthVarnee
Mar 13, 2011

It has been two zero days since last incident.
Big Super Slapstick Hunk

FuzzySlippers posted:

Playing around with some ways of doing fog of war and backgrounds. When the game switches to isometric combat there are spaces in view which have nothing there in addition to which is hidden.

All Black:


Colorful background (we are cosmic fantasy so spacey poo poo is in our wheelhouse):


All colorful:


I'm thinking #2 but any thoughts appreciated.

All Black is good in the sense that it focuses the player's attention on the battle and makes it easier to notice special terrain features (small shiny stuff that can be interacted with, treasure chests, odd looking tile that totally isn't a trap. That sort of thing)

Colorful background is good in the sense that brings the dungeon into a the game world instead of a wholly disconnected instance.

All colorful: no, just no. I'm not sure if it is my ADD or my epilepsy, but I can't get that image to A) sit the gently caress still B) give me the information I need to understand what is happening in the game.

SerthVarnee
Mar 13, 2011

It has been two zero days since last incident.
Big Super Slapstick Hunk

FuzzySlippers posted:

Thanks for the comments!

Here's #2 with the space background a lot less bright:

That seemed to be the most popular option. I was also experimenting a bit with a greyer fog because it animates a little but that's not clear in a screenshot.

One confusing thing about that shot is that its my combat test which loads in the player and then immediately has a pack pounce them so there's no "explored but not visible" area. I do the usual greyed out can't see enemies bit for that

Though that screenshot makes me think I actually need to darken the "not currently visible" area more.

Gotta say, I vastly prefer the areas that are obscured to actually be blacked out. Could always have a button you could toggle to enable "map mode" which then gives you the greyed out of fog of war effect on places you've discovered and left sight of.

SerthVarnee
Mar 13, 2011

It has been two zero days since last incident.
Big Super Slapstick Hunk
Might also be worth responding to the tweet that requested the feature in the first place and ask them what types of changes they'd need to be able to play. Who knows, you might get another specialist tester out of it.

SerthVarnee
Mar 13, 2011

It has been two zero days since last incident.
Big Super Slapstick Hunk

dhamster posted:

Still kinda at a loss on how to find more testers so I paid thirty united states dollars for a very "intricate" and "high effort" banner ad to run on the something awful forums. Should show up pretty soon

What do you need tested? send me a PM and I can give it a go.
Standard fee is one (1) pizza if you make more than 1 million $ on the game in a year. Bonus if you deliver the pizza in person.

SerthVarnee
Mar 13, 2011

It has been two zero days since last incident.
Big Super Slapstick Hunk
Yeah this is good stuff. Original while still being obvious at what it displays.

SerthVarnee
Mar 13, 2011

It has been two zero days since last incident.
Big Super Slapstick Hunk

Coldrice posted:

Sorry to gif dump again!

One of the things I put together when I first started the concept of Duster was a list of "mini-games" I wanted to plug into it. Just fun things that can randomly happen to break up gameplay. When I was struggling to get funded, I pushed it all to the end and narrowed it down to like... 1 or 2 games max. Well now, I'm going hog wild!


Poker, spawns in saloons. Random number of opponents



DUELS (Excuse the darkness, this is an overlay, so the black background is really a shadow that overlays your game while you're playing)



Fording a river. Anytime you cross a river on the map, you can either pay for a raft or try to swim across



Stampede - can trigger when leaving an area



Scorpion stomp - 1 in 10 chance to happen when you sleep outdoors



fend off vultures - 5% chance to happen when you die, allowing you to revive at 1 health


Remove a bullet - if you get shot and have a knife you have a chance to remove a bullet, healing you or hurting you if you fail




This is probably about half of what I got planned so far. I'm having so much fun, I might add more as well.. good ol' overscoping

HI! All of this looks great except for two things:

The bullet digging gif is a very visceral change in tone and is likely the cause for all the reactions you are getting for that.
As an epileptic I'd really like it if you could extend the length of the flashing animations a little bit. A slower, more drawnout flash is alot easier on my broken brain than a super quick flash, even if it is the same animation just slowed down a bit.

SerthVarnee
Mar 13, 2011

It has been two zero days since last incident.
Big Super Slapstick Hunk

Coldrice posted:

I think I'm just going to have an option to disable any "objectionable content" in the game. Anything bloody or gory (which is minorly here or there). I find it kinda silly, and I think others will too so I'd like to leave it in if I can.

Also, I will definitely have an option to disable flashing in the settings FOR SURE.

I generally prefer having the effects be modified to not be a problem in the first case, but I certainly appreciate the "just turn it off entirely" option.
If you want, I'd be most willing to work with you on each flashing animation (by providing feedback as you go through incremental minor changes until it no longer registers as a problem). Anytime you want it reviewed by someone with "safe" epilepsy, just hit me up through PMs here or you can add me on discord: Serth hashtag one two two four.

I do this sort of epilepsy consultancy on a volunteer basis just to make my own and others' lives easier when gaming, so no need to worry about pay or compensation.

SerthVarnee
Mar 13, 2011

It has been two zero days since last incident.
Big Super Slapstick Hunk

eonblue174 posted:

https://twitter.com/IndeedRyan/status/1428676262659346433?s=19

I've done some more work on my HUD, primarily on the bit that floats around enemies. I've made each pip represent a set amount of health. I feel that this makes each enemy more fun, since it feels like a more dramatic engagement as you wear it down. I've also added in a simple cover seeking mechanic to this enemy.

My problem right now is coming up with an interesting set of behaviors for this enemy. It will shoot you with a hitscan smg, it'll jump into cover, and it has a big pew pew laser it can shoot. Unfortunately the player reaction is always seek cover and take shots of opportunity and I want some of the moves to lead to different player behaviors

If players always take cover, use this unit to flank them.
If you have several of these units flanking you at the same time, they could link up with a gradually intensifying beam corresponding to the number of units currently linked up. The more intense the beam, the more damage the big laser does.

SerthVarnee
Mar 13, 2011

It has been two zero days since last incident.
Big Super Slapstick Hunk
phoning home causes the next supply drop of loot boxes to be replaced with mimics. Suddenly the loot box is using the ammo it contains against you. Killing it causes the remaining ammo inside it to blow up, dealing its combined damage to the surrounding units (this includes you). Mimics enjoy hugging players and shooting in an attention seeking manner. The closer they get the more attention grabbing their fire.

SerthVarnee
Mar 13, 2011

It has been two zero days since last incident.
Big Super Slapstick Hunk

I have no idea what the text says in the buttons on the left where the text is dark purple. Completely illegible on that background.

SerthVarnee
Mar 13, 2011

It has been two zero days since last incident.
Big Super Slapstick Hunk
Remember to put in an exception for the first save being made in a campaign (TMA forgot to do this, much to my amusement)

SerthVarnee
Mar 13, 2011

It has been two zero days since last incident.
Big Super Slapstick Hunk
Well that was a fun little game, also my right hand is burning like I had been playing Diablo 1 again.

Only thing I noticed that stood out was balls being able to be bounced upwards hard enough to drop down outside of the funnel. Oh and the mission where you have to secure a couple of the purple orbs threw me for a loop until I scrolled down and confirmed that you meant the special bumper orbs.

SerthVarnee
Mar 13, 2011

It has been two zero days since last incident.
Big Super Slapstick Hunk
It was my pleasure really.
The game was fun and addicting enough for me to feel sad when I finished the last mission, but still satisfied that the game lasted just long enough for me to hit that "I really need to do other things today as well" feeling as well as "goddamn my hand is starting to hurt from all this clicking".

I wasn't really a fan of the music even though it felt quite fitting to the game itself, but that's just a matter of personal taste in music.
I was a bit frustrated by the amount of chaotic movement going on above the top of the screen though, especially after one or two orbs had managed to go high enough to come dropping down on the wrong side of the funnel walls. I don't mind them being able to escape up top, but seeing it as it happens instead of having to react as they are plummeting at terminal velocity would be a major improvement. At the same time I felt like I had plenty of stuff to worry about already in the business area of the screen, so I'm not sure how much effort should go into actually increasing the visible area.

SerthVarnee
Mar 13, 2011

It has been two zero days since last incident.
Big Super Slapstick Hunk

Hammer Bro. posted:

Yeah I noticed that with a couple in-person friends so I've adjusted the wording on the first hint and added a "Click Orbs Do Things" subtitle on the main screen.

I'd like to add decals and proper colorblindness stuff but I'm basically out of time and built-in paint.net stencils. Definitely if I take the concept further.

I didn't exactly intend to make a click-fest (I also get sore tendons) but I did manage to capture some of the chaos I was aiming for. Just out of curiosity, which soundtrack didn't you care for?

I'm slightly curious as to the situations you ended up in where much happened up-top. I tried to tune things so that only happened rarely / if backed-up, but I recognize things vary with play style. That's mostly an academic curiosity as I'm up against my deadline for the jam and if I do revisit the concept it'll probably be in more of a puzzle-oriented context. Physics are just much easier when in a hurry.

Thanks for all the feedback from everyone. This might be my most-played jam game purely 'cause of beta testers. Gonna partially thank the page snipe for that.

I stuck with the soundtrack that had the....trumpet? icon.
The other two were tried and quickly discarded as simply not my music style. The trumpet one was mostly fine for me, it just had segments I didn't really care for at all.

So like 30-40% of the time, newly launched orbs of any given type would launch straight into each other, sending at least one of them bouncing upwards and leaving the screen for a little while. This wasn't something I really paid attention to until I spotted an ice orb dropping straight down in the far left side of the whole screen. After that I started to constantly glance at the top of the screen to attempt to judge whether that was about to happen again.

SerthVarnee
Mar 13, 2011

It has been two zero days since last incident.
Big Super Slapstick Hunk

TooMuchAbstraction posted:

Ironically, this is something that looks better in gameplay, because I made a script that can position splash particles where the leg intersects the water. But that script doesn't work in cinematics for various reasons.



So, the way my tripods work is that each leg has an inverse kinematics (IK) solver, which causes the "toe" to seek to a particular point. Normally, that point is locked to the ground, but when the leg in question is stepping, the point arcs through the air. Meanwhile, the body of the tripod is steadily moving towards its destination, irrespective of what the legs want -- so if the body moves faster than the legs can keep up with, then the legs end up floating behind, as in this image:

https://twitter.com/byobattleship/status/1463659187120971776

That's caused by the IK solvers trying to get the legs to connect to points that are well behind the body of the tripod. In this case it was caused by a software bug.

Meanwhile, the body has an IK solver of its own, that causes it to shift and tilt away from the leg that's lifted off the ground. All this does is help sell that the tripod has mass and has to balance itself, by making the body move to be more between the two legs that are actually grounded. One of the things that I had to do to get this to work properly is manually enforce the order of operations for the four IK solvers. The body has to solve first, and then the legs can go (in any order). Doing otherwise causes things to glitch out, because the body's solver changes the position of the hips, which then affects the solutions that the legs come up with.

So if you add another 3-5 legs, you've got yourself a second alien unit right there. the combat cuddlefish hovermech.

SerthVarnee
Mar 13, 2011

It has been two zero days since last incident.
Big Super Slapstick Hunk

TooMuchAbstraction posted:

My game features torpedoes as a weapon type, of course. They work sort of like a shotgun: you fire a spread of them at a ship (or a group of ships), and when they hit they deal tremendous damage. Projectiles are slow, and the launchers are heavy, have limited ammo, and don't fire very fast...but they can really thin out an enemy fleet or help you take down a specific high-value target. Oftentimes, many of the projectiles will miss, either because you fired from far away or because the target slipped between shots in the spread.

So far I've given the player 3 different sizes of torpedo (21" diameter, 24", and 28"). Larger torpedoes deal more damage per projectile, and weigh more when installing them on the ship. An obvious extra weapon to add to the game is homing torpedoes. The question is: how do I make them work without obsoleting the non-homing types? If the only difference between them were that the homing torpedoes homed in, then you'd basically be able to fire a "spread" and then have every single torpedo hit the designated target. That's a ludicrous amount of precise firepower to give to the player. So they need to be weakened somehow.

The obvious answer would be to just make the homing types deal less damage per projectile. But that feels unsatisfying somehow. Any suggestions for other ways to weaken them? My one caveat is that I can't easily have each torpedo home in on a different target.

Introduce a super dodgy enemy that soaks up just enough homing torpedoes that the player doesn't feel like they have that many to spare on regular enemies. You already have the strafing active abilitiy and drifter ability, so why not make an enemy that utilizes them?

SerthVarnee
Mar 13, 2011

It has been two zero days since last incident.
Big Super Slapstick Hunk

TooMuchAbstraction posted:


I have some plans to give enemy ships "specials" like the player has, but I want to be careful not to introduce an enemy that's specifically a hard counter to all non-homing weapons. What if the player brings an all-big-gun loadout to the mission? Plus, to a large extent, any individual enemy's job is to get hit and die. The harder that job is, the more likely that enemy is to be viewed as "annoying", in my experience. Unless they're a boss, of course.

Well the shells don't travel all that slowly, so a hard counter to the slower torpedoes would not necessarily be as big of a counter to guns. besides, the amount of shells coming out of the guns compared to the rather limited number of torpedoes would also make the counter feel like much less of an issue for team big/more guns.

SerthVarnee
Mar 13, 2011

It has been two zero days since last incident.
Big Super Slapstick Hunk

nurmie posted:

sooooo, hopefully this is ok to post here :ohdear: but i took part in a game jam (7dfps, specifically) and somehow managed to make a game that i actually do kinda like (first time this has happened, on my third gamejam)

here it is! it's called POSSESSOR and it's a fast-paced FPS (or TPS if you're feeling dangerous) where you can, well, possess your foes. and slow down time. and do both at the same time if you're so inclined. can be played in browser but probably best experienced as the downloadable version (the browser version is kiiiiinda wonky)

i'd be super greatful for any and all feedback!

I'm gonna give it a go! Will let you know if you kill my epileptic rear end (super appreciate the Important note that was the first thing I spotted as I clicked the link).

Edit:
Okay I see what you mean with the flashing lights. Not too bad actually, though if they could be softened a bit I would be very happy about that.
I also found myself amused by my character starting to rubberband as I completed the tutorial and got the post mission screen.

Okay so I'm working my way through level 1 and I'm getting the hang of possessing enemies to use as meatshields. I'm down to two guys left, possess one of them, look up at the last guy, shoot at him, miss and watch him jump forever upwards out through the ceiling while shooting his shotgun down towards me. This is a wonderful game.

SerthVarnee fucked around with this message at 22:34 on Dec 15, 2021

SerthVarnee
Mar 13, 2011

It has been two zero days since last incident.
Big Super Slapstick Hunk
Yeah I'm up for doing whatever testing and feedback you need whenever. Just hit me up here or on Discord where I can be found as Serth#1224.


YES! won the second mission my first try! Goddamn that second wave was not nice of you. Definitely looking forward to being able to throw money at you for this in the future (assuming you'll be making it into a fully fledged game).

SerthVarnee fucked around with this message at 22:41 on Dec 15, 2021

SerthVarnee
Mar 13, 2011

It has been two zero days since last incident.
Big Super Slapstick Hunk

Dieting Hippo posted:

I gave the tutorial a quick shot, this is fun! I had a good strategy going of posessing enemies then quickly dropping their gun, unposessing, then repeating with each other enemy.

Oh man I didn't even think of doing that!

SerthVarnee
Mar 13, 2011

It has been two zero days since last incident.
Big Super Slapstick Hunk
Oh. Oh no. Oh nonono, I have other things I need to do every day you know. Do you know what this sort of game could do to my available spare time?

So where do we throw money at you and when can we have it?

SerthVarnee
Mar 13, 2011

It has been two zero days since last incident.
Big Super Slapstick Hunk

KillHour posted:

loving HELL, just putting a barely-functional prototype to play with game mechanics took me two long rear end days of coding. Those people who can end up with something playable in a few hours are crazy.

Anyways, it's definitely not a game yet but I have a sandbox to start tweaking things and seeing if this can actually be fun or if I need to go to the drawing board.



So here's the elevator pitch:

Potion making RPG / puzzle game that tries to fit into that era of alchemy where people were barely starting to turn superstition into chemistry. The aim is to make it feel like the world has concrete rules, but they're just barely out of your reach at the start, and you slowly unlock the secrets of how to make kickass potions to sell to suicidal idiotsfuture heroes. I know the schtick has been done before, but I'm hoping I can make the puzzle mechanics stand out a bit more than your typical potion crafting game.

Anyways, I have a really rough prototype here:

https://killhour.itch.io/potion-test?secret=bWBQVKL8WQWHrvvwzGaBRW7yT4

Obviously, there's no tutorialization, but the mechanics are pretty basic.

- Drag elements from the right onto the grid to add them to your compound. Click on an element to rotate it. Drag it into the garbage bin to delete it.
- Combine elements into compounds by lining up the dots (currently the game doesn't check or care about this, but the idea is that it won't let you finish one without matching them all up)
- Pairs of elements contribute to stats. Each pair has a major and minor attribute. For instance, H-O's major attribute is Life and its minor attribute is Cleansing. All attributes have opposing forces (Death and Toxic in this case). The game doesn't tell you what these are, and many combinations have tertiary attributes. The puzzle is to figure out what does what, but hopefully it's semi logical, and there will likely be unlockable ways to get more quantitative about it.
- The game calculates stats in rows and columns - it doesn't matter if two elements have a bond or not. If they're next to each other, they count as a pair. More than 2 in a row increase the strength of each pair. So for instance, if you had O-S, you would have the stats from that single pair, but if you had O-S-O, you would have the stats from two pairs, multiplied by a further 2 due to it being a 3-long chain. The idea here is to make the shapes a puzzle you have to work around to get the lines of pairs you want. All rows and columns are added together at the end to come up with the final stats and ideally, I'll be able to balance everything so that it's challenging, but possible to get a potion with the exact stats you're looking for (fat chance but a person can dream)
- Too much of any stat in any one direction makes the potion unstable and will fail. The bars turn red when this happens. There will probably be a way to level up your ability to make strong potions when there's actually a game to play.
- In the future, the game will assign a potion archetype based on the stats, and a score to how closely you align to the "ideal" for that archetype. Then you can set your price to match. Or dilute it with water and rip everyone off until someone comes back to tear your legs off. Whatever, I'm not your dad.

Like I said, players won't see what each element contributes directly, but there will be guidance in the form of lore that I'm totally going to write. The idea is to give players a vague "feeling" for each element combo. Here are my messy notes on that. It's inspired loosely by the color system used in MTG, but doesn't follow the same associations.

pre:
Alignment

    O
  /   \
H   N   C
 \     /
  K - S

O - Oxygen - Purity / Cleansing / Fire
C - Carbon - Heavy / Earth / Calming
S - Sulfur - Dirty / Explosive / Poison
K - Potassium - Strength / Constitution / Grit 
H - Hydrogen - Light / Healing / Vigor

N - Nitrogen - Neutral

Pairs

Aligned:
OC - Technology, Refinement, Smelting, Society, Artificial laws, Rhetoric
CS - Earth, Rock, Nature, Wisdom, Natural laws
SK - Venom, Poison, Bugs, Snakes, Mutations, Attack, Randomness / Chaos
KH - Defense, Food, Crystals, Complexity, Mathematical laws, Logic
HO - Religion, Curse removal, Anti-undead, Supernatural laws

Opposing:
OS - Unstable, Explosion, Rage, Berzerk, Warriors
CK - Steel, Sharpness, Rogue / Ninja, Refined Force
SH - Antivenom, Smelling Salts, Necromancy, Recovery
KO - Paladins, Holy smiting, Crusades, Genocide
HC - Oil, Fluid, Salve, Slippery, Medicine, Driuds
As you can tell, the above is just vague word associations for what I want each element and pair to "feel" like. I'll have to come up with better in-game descriptions to help players figure out what the gently caress is going on. Maybe you have to discover them by blowing yourself up a bunch; I haven't gotten that far.

Future features to add:
- Gameplay! Sell yo poo poo to adventurers for money, equipment, and rare elements
- Some kind of tech tree for unlocking stronger elements, analyzing your creations with completely ethical testing on willing participants (and rats), and making stronger potions without blowing yourself up
- Mechanics - make an actual puzzle with rules and poo poo.
- Double bonds. Right now, only two elements can be at the end of a compound and that means pretty much everything you make has to have those elements. I have to figure out a sane interface for actually doing it though.
- Things I haven't thought of yet but they'll be really cool

TL;DR: Please gently caress around with my thing that I spent way too long on and give me praisehonest feedback.

It certainly looks interesting so far. I'm looking forward to seeing what you end up making with it.

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SerthVarnee
Mar 13, 2011

It has been two zero days since last incident.
Big Super Slapstick Hunk

KillHour posted:

I finally figured out the magic settings in OBS to record this fractal without it just turning into a jumbled mess. It also took YouTube an ungodly amount of time to transcode.

Video that is not healthy for SerthVarnee (it only looks good in 4k, unfortunately)

:yayclod:

you'll want to put a massive "Do not be epileptic when using this program" sticker on that game. Don't get me wrong, it looks great. Its also not doing my health any favors.

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