I would like some feedback on:
- Do you believe the WIP hero is cool? I am debating whether or not he should be a Zatoichi style blind martial artist (no story impact, just cool or not factor)
- If this art style is something that would interest you in seeing in a game? Would it excite you to see giant quality hand animated sprites in a modern action game?
- General idea is for the hero to be in warm colors tone accents to help him stand out from cool toned backgrounds.
- Any tips or suggestions for the art itself.
- General critique.
I would like some feedback on:
- Do you believe the WIP hero is cool? I am debating whether or not he should be a Zatoichi style blind martial artist (no story impact, just cool or not factor)
- If this art style is something that would interest you in seeing in a game? Would it excite you to see giant quality hand animated sprites in a modern action game?
- General critique.
Hi Kris. Good to see you here.
Since you asked for feedback, I think that while the character sprite idea is well drawn, it is conceptually boring. I don't know exactly what the new game is, but I imagine it could be kind of an arcadey throwback like Volgarr was in some ways -- Which often calls for generic heroes. I get that. I just find generic heroes very boring. When I see this, I don't think "oh, this is a cool new game, I want to know more" -- Instead, I honestly thought you were posting sprites from street fighter and that was one of them. Took me a minute to realize what was new.
Again, without knowing what your new game is or what the greater concept is, I can only examine the character in isolation and on its own merits. In that spirit, I can't say I find it very interesting. I'd look for ways to make it more memorable.
P.S. Asymmetry ain't all it's cracked up to be. Only a crazy person would attempt that.
Imps, Goblins. Slimes, Shitake mushrooms. These are a few of the weakest RPG monsters that you face in classic JRPGs such as Chrono Trigger and Final Fantasy. These monsters have a depressing existence: go to the forest, get hit once or twice by a hero, and then die.
We choose to believe in a better world. Inspired by similar concepts in Wreck-It-Ralph (the movie), we imagined that these monsters are merely going to work every day. Their job just happens to be to pretend to die to heroes, similar to short guys in Tom Cruise movies, or jobbers in Pro Wrestling.
Mediocre Monster is a game about the daily life of one of these common RPG monsters. Gob, a goblin, (obviously) goes through everyday life as an RPG Monster, and you guide him through his journey from a lowly tutorial monster who dies after one hit to level 1 heroes, to a well-respected monster who still dies to heroes easily, but after a few more hits.
Gameplay
The game is split into two basic parts. The Battle, and the Town.
Battle
This consists of a "Reverse JRPG Battle System" where the goal is to die to RPG heroes, while ensuring that they get maximum enjoyment from battling you.
You work for Bestiary Inc., a company which specializes in outsourced RPG monsters for various JRPG games. You go to work everyday and face various heroes and their parties as they grind their way to xp and items. Various rules and regulations are in place to make sure you do your job properly as a Random RPG Monster.
A few of these include:
- When you get taunted by a tank, make sure to attack him the next round. (They like thinking that they got the best of your emotions)
- When a hero gets a certain gleam in their eye, they are "doing a critical attack". Lean your face forward to maximize the impact of their weapon against your face.
- Make sure to drop items, or "loot" as the heroes call them, once you "die" (the more the merrier). This makes their task of killing you more enjoyable.
- DON'T KILL HEROES (Heroes hate wasting a Phoenix Down on lowly random monsters.)
Gob doing his thing
Town
Gob lives in Random Monster Town, a town populated by other monsters such as slimes, serpents, and harpies. The town, whose main industry is JRPG monsters, is in danger of being repurposed for casual games, which are more lucrative nowadays. Gob must use his hard earned money from his job, and enlist the help of his neighbors to preserve the identity of the town.
So, kinda like Harvest Moon, except instead of farming, you're the one who gets farmed. (get it? )
Sample Town Buildings Art
Characters
Here's a few of the characters in the game:
Thanks!
Hi! It's my first time posting in this thread.
2 of my friends and I are currently developing a game based on the idea of RPG monsters.
I would like to share it to you so we can have feedback to know if we are in the right direction.
Kindly PM me if this type of post is not allowed here in the thread so I can remove it.
Here is a quick introduction written by my friend:
Here's the link to our sample music done by our good composer:
We're finishing up a very short demo of the battle system, while music and concept art is almost complete. Animations have just started, an example of which is GOB pretending to die above.
So GAF, what do you think? Is the core idea neat?
Does it sound boring? Any features you want to see?
I hope to update you guys soon!
I like the concept! Looks like a challenge to make something like this work gameplay-wise, so I'm really curious about how it will play. I love the " Lean your face forward to maximize the impact of their weapon against your face." part.Hi! It's my first time posting in this thread.
2 of my friends and I are currently developing a game based on the idea of RPG monsters.
I would like to share it to you so we can have feedback to know if we are in the right direction.
Kindly PM me if this type of post is not allowed here in the thread so I can remove it.
Here is a quick introduction written by my friend:
Here's the link to our sample music done by our good composer:
We're finishing up a very short demo of the battle system, while music and concept art is almost complete. Animations have just started, an example of which is GOB pretending to die above.
So GAF, what do you think? Is the core idea neat?
Does it sound boring? Any features you want to see?
I hope to update you guys soon!
Part of the high contrast look you are talking about came about from necessity for Ryu/Ken in that example and other older games to compensate for their being displayed on CRTs or old arcade monitors. I have been making game art that long to know, heh. I'm old.
Part of what I was trying to do is compensate for the fact that this game would be displayed on LCD/LED and new tech HD displays that do not alias or have shadowmasking etc.
Hey my first post to gaf! although I have been lurking for a while now.
I just submitted my ludum dare jam entry, we didnt get quite enough time to add sound sadly but other than that I think it turned out pretty well!
you can check it out at:
http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=7173
Another horrible Ludum Dare in the can: Strike Dungeon
hey, who was the gentleman who gave away keys for their game for free to any NeoGAF homies who posted in the thread? What was the game again? Sorry!! Just want to see if there was a follow up...
Looking at the character as he is and NOT knowing what the game back story is, what would you do to this character to make him more memorable for you out of curiosity.
I can't tell you why I chose to make him look this way without saying things at this point that I shouldn't, yet. That shouldn't stop you from making assumptions though and/or telling me what you would like to see changed or added, however.
Thanks!
Nice, but the color is a bit similar to the background. Would it be possible to add an outline, perhaps? Or use a darker gray?RAWR WOLF STATUE FIGHT
Hah, awesome!It's official. I'm famous!
Just focus on getting it running on the PC. Don't worry about localization or porting to other platforms until you have a really mechanically solid game.
Anyone have experience with putting their games on Google Play? Seems it was a bit more complicated than I/we initially expected it to be. We made a short action packed game this weekend and I'm quite proud of it so far. I don't have any photos or videos of it at the moment unfortunately. But it seems you need to register an actual company to be allowed to sell a game on there (although a free game with ads is okay as an individual). You also need to add achievements, icons, screenshots on various devices we don't have and make sure it works on tablets (but it's a mobile game :/). Rather more complex than we thought, like I said. Not sure what my question is, juts wondering if others have had to go through the same thing and have any tips and tricks
Are you gonna make a company? I don't know what that entails here in Sweden costs and tax wise. But I'll probably have to pay taxes on the ad revenue, if there ever is one of those, anyway.I'm going through this right now!
Yeah, its weird having to have things like a compulsory minimum 5 achievements with 1000 fake-gamerscore to publish using google play services
EDIT:
Obligatory grumblings about having to make your name and address visible to customers bullshit
Just a heads-up, Unity is doing a public beta-test of new 2D features, including masking, 9-slice, smart-sprite and tile map editing.
I find the tilemap and smart-sprite stuff to be the most exciting of the lot thus far, IMO.
I use https://www.nearlyfreespeech.netWhat does everybody use to host their websites? Squarespace sounds nice and simple but I already have a domain and it's a tad bit pricey for where we are at the moment.
Are you gonna make a company? I don't know what that entails here in Sweden costs and tax wise. But I'll probably have to pay taxes on the ad revenue, if there ever is one of those, anyway.
Having a fancy icon to press would be the most fancy in the entire game, as my friend's a programmer and I'm a designer, neither of us can draw to save our lives :lol So the game is saturated colors and squares, with a home made arrow as the player. Looks crappy as hell, but also quite abstract which I like.
But, having a functional achievements system now is good for future projects where you migth be able to just plug and play that into those too.
Just found this thread. I'm making a game for school and have run into a bit of a programming logic problem.
Is there a topic where I can ask for help?
Honestly can't hurt to just ask here.
public bool SwitchOne;
public bool SwitchTwo;
public bool SwitchThree;
public bool SwitchFour;
public bool SidePlatformOne;
public bool SidePlatformTwo;
public bool UpDownOne;
public GameObject platform;
public GameObject gate;
public GameObject cage;
public bool CageOne;
private Animator anim;
private Animator animone;
private Animator animtwo;
public bool gateone;
public bool gatetwo;
// Use this for initialization
void Start () {
anim = platform.GetComponent<Animator>();
animone = gate.GetComponent<Animator>();
animtwo = cage.GetComponent<Animator>();
}
// Update is called once per frame
void Update () {
}
void OnTriggerEnter (Collider other)
{
if (gameObject.tag == "SwitchOne")
{
SwitchOne = true;
SidePlatformTwo = true;
anim.SetTrigger ("SidePlatformTwo");
if((SwitchOne == true) && (SidePlatformTwo == true))
{
CageOne = true;
animtwo.SetTrigger ("GateBlockOne"); //Block's Tarro In and activates her platform
}
}
if(gameObject.tag == "SwitchTwo")
{
SwitchTwo = true;
}
if((SwitchTwo == true) && (gateone == true) && (SwitchThree == true))
{
gatetwo = true;
animone.SetTrigger ("GateTwoLevelTwo");
}
if(gameObject.tag == "SwitchThree")
{
SwitchThree = true;
}
if((SwitchThree == true) && (CageOne == true))
{
gateone = true;
animone.SetTrigger ("GateOneLevelTwo");
}
if(gameObject.tag == "SwitchFour")
{
SwitchFour = true;
}
if((SwitchFour == true) && (SwitchThree == true))
{
CageOne = false;
}
}
}
That's way better than my skills hehe. As for having a company, I suppose I'll have to look into it some day anyway I'm mostly doing this for portfolio purposes though.I'm in the UK, so up to a certain level of income - which I'm not hitting as an indie anytime soon, heh - there's no real practical difference between being a business and being an individual, you just declare yourself on a tax form.
If it helps motivate you, here's my crappy achievement icons (at a much smaller size than the obnoxiously huge 512px required)
Honestly can't hurt to just ask here.
Can't really help you but there's an awesome programming OT in the OT section on this forum, I've gotten lots of help in there before and it doesn't matter if it's for a game or something else.Ok here is my problem.
Let me break it down, please bear with me.
Basically there are 4 switches - Switch 1, Switch 2, Switch 3, Switch 4.
2 Gates - Gate 1 and Gate 2
1 Platform
1 Cage
This is the way the logic is supposed to work and the order.
- You press Switch 1 with Character 1, and Platform 1 on character 2's side, starts moving, but a cage locks Character 1 in. So you switch to Character 2. Character 2 can't get to switch 3 until platform 1 starts moving.
- Character 2 presses switch 3 which opens gate 1. Character 1 is still locked in.
- After switch 3 is pressed, Character 2 goes to switch 4 which opens the cage.
- Then character 2 presses switch 2 which opens gate 2 for character two.
This is the order:
- Switch 1, moves platform
- Switch 3 opens gate 1
- Switch 4 opens cage
- Switch 2 opens gate 2
I've checked everything, added debug log. The code that executes the gate open logic doesn't work. The gate is supposed to open as soon as switch 1 and switch 3 are pressed. But it doesn't work.
I have no idea what to do anymore.
I'm a major noob as i just started 3 months ago and would really realy appreciate the help. Thanks
Ok here is my problem.
Let me break it down, please bear with me.
Basically there are 4 switches - Switch 1, Switch 2, Switch 3, Switch 4.
2 Gates - Gate 1 and Gate 2
1 Platform
1 Cage
This is the way the logic is supposed to work and the order.
- You press Switch 1 with Character 1, and Platform 1 on character 2's side, starts moving, but a cage locks Character 1 in. So you switch to Character 2. Character 2 can't get to switch 3 until platform 1 starts moving.
- Character 2 presses switch 3 which opens gate 1. Character 1 is still locked in.
- After switch 3 is pressed, Character 2 goes to switch 4 which opens the cage.
- Then character 2 presses switch 2 which opens gate 2 for character two.
This is the order:
- Switch 1, moves platform
- Switch 3 opens gate 1
- Switch 4 opens cage
- Switch 2 opens gate 2
I've checked everything, added debug log. The code that executes the gate open logic doesn't work. The gate is supposed to open as soon as switch 1 and switch 3 are pressed. But it doesn't work.
I have no idea what to do anymore.
I'm a major noob as i just started 3 months ago and would really realy appreciate the help. Thanks
Can't really help you but there's an awesome programming OT in the OT section on this forum, I've gotten lots of help in there before and it doesn't matter if it's for a game or something else.
I've checked everything, added debug log. The code that executes the gate open logic doesn't work. The gate is supposed to open as soon as switch 1 and switch 3 are pressed. But it doesn't work.
I have no idea what to do anymore.
I'm a major noob as i just started 3 months ago and would really realy appreciate the help. Thanks
Is that script supposed to be in each switch? is that why you are asking for the tag of the current object instead of the tag of the collider that is getting into the trigger?
Is that script supposed to be in each switch? is that why you are asking for the tag of the current object instead of the tag of the collider that is getting into the trigger?
Your code is confussing.
That's how I understood it.
Anyway, jrush64, simplifying your logic would probably help with your problem. From what I understand of the puzzle you're making, each switch just triggers something else (whether it be a platform, or gate, or whatever), correct? So the switches don't really need knowledge of each other's state, the logic of the puzzle just depends on the events they trigger, and what order you trigger them in.
What I would do is make a very generic switch script that just has a public UnityEvent, and call the event's Invoke() method when the switch's trigger is hit. What this will allow you to do is set up methods to be called on other objects in the Unity editor when the switch is triggered (this is the same thing that is used by Unity's UI system for button click events and the like, if you've used that). So for instance, for your first switch, you could just click to add a listener to its event, drag your object that has the animator in there, and set it to call the animator's SetTrigger function with the SidePlatformTwo parameter all directly in your editor. Now, mind you, I wouldn't really recommend moving platforms using an animator but... let's get it working first, and I can advise further about that later if you want.
Now, I'm possibly being really unclear so feel free to ask questions if that's the case. And to the other folks who use Unity, feel free to tell me if I'm giving terrible advice or something.
After looking at the code again, I noticed that each switch is using the same code. but if on switch 1, switch 3 and switch 2 have collided; the code doesn't update on the other switches.
It doesn't update thats why it's not working.
I don't know how to fix that yet.
Ok, let's see if I understand, you are modifying a variable called SwitchThree in the third switch to true and you are expecting that the code in switch #4 knows that?
Do you understand the concept of Scope and Instances? when the variable SwitchThree is turned into true, the only script that knows about that is the script that contains that variable, in the other switches there are other scripts with other variables called SwitchThree that are NOT the same variable.
EDIT: if you want to share information between the switches you could probably create a class with static variables or a singleton (this is what I mostly use). That or you add a parameter to each switch referencing the others so you can see its propoerties directly (this is less elegant but it would solve your problem quickly).
I just started coding 3 months ago so I don't know much about Scope and Instances. I'll look into singleton and static variables.
Yeah each switch triggers something. I'm a noob, i don't even understand half of what you're saying. I'll look into the invoke event and see what i can do.
using UnityEngine;
using System.Collections;
using UnityEngine.Events;
public class Switch : MonoBehaviour {
public UnityEvent onActivate;
private bool activated = false;
void OnTriggerEnter (Collider other)
{
if(!activated) {
activated = true;
onActivate.Invoke();
}
}
}
The art and idea are both awesome. Have no idea how it will be implemented and what new stuff could be added to keep it interesting but will definitely keep an eye out for it!
Will the end goal be having your character promoted to a boss? Maybe sometimes being put in games which are known for difficulty (such as Souls-inspired) where you do have to kill the 'player' characters? Maybe a joke-level where you try are in a casual game and have to be something like a pig from angry birds?
I like the concept! Looks like a challenge to make something like this work gameplay-wise, so I'm really curious about how it will play. I love the " Lean your face forward to maximize the impact of their weapon against your face." part.
What does everybody use to host their websites? Squarespace sounds nice and simple but I already have a domain and it's a tad bit pricey for where we are at the moment.
Ok here is my problem.
Let me break it down, please bear with me.
Basically there are 4 switches - Switch 1, Switch 2, Switch 3, Switch 4.
2 Gates - Gate 1 and Gate 2
1 Platform
1 Cage
This is the way the logic is supposed to work and the order.
- You press Switch 1 with Character 1, and Platform 1 on character 2's side, starts moving, but a cage locks Character 1 in. So you switch to Character 2. Character 2 can't get to switch 3 until platform 1 starts moving.
- Character 2 presses switch 3 which opens gate 1. Character 1 is still locked in.
- After switch 3 is pressed, Character 2 goes to switch 4 which opens the cage.
- Then character 2 presses switch 2 which opens gate 2 for character two.
This is the order:
- Switch 1, moves platform
- Switch 3 opens gate 1
- Switch 4 opens cage
- Switch 2 opens gate 2
I've checked everything, added debug log. The code that executes the gate open logic doesn't work. The gate is supposed to open as soon as switch 1 and switch 3 are pressed. But it doesn't work.Code:public bool SwitchOne; public bool SwitchTwo; public bool SwitchThree; public bool SwitchFour; public bool SidePlatformOne; public bool SidePlatformTwo; public bool UpDownOne; public GameObject platform; public GameObject gate; public GameObject cage; public bool CageOne; private Animator anim; private Animator animone; private Animator animtwo; public bool gateone; public bool gatetwo; // Use this for initialization void Start () { anim = platform.GetComponent<Animator>(); animone = gate.GetComponent<Animator>(); animtwo = cage.GetComponent<Animator>(); } // Update is called once per frame void Update () { } void OnTriggerEnter (Collider other) { if (gameObject.tag == "SwitchOne") { SwitchOne = true; SidePlatformTwo = true; anim.SetTrigger ("SidePlatformTwo"); if((SwitchOne == true) && (SidePlatformTwo == true)) { CageOne = true; animtwo.SetTrigger ("GateBlockOne"); //Block's Tarro In and activates her platform } } if(gameObject.tag == "SwitchTwo") { SwitchTwo = true; } if((SwitchTwo == true) && (gateone == true) && (SwitchThree == true)) { gatetwo = true; animone.SetTrigger ("GateTwoLevelTwo"); } if(gameObject.tag == "SwitchThree") { SwitchThree = true; } if((SwitchThree == true) && (CageOne == true)) { gateone = true; animone.SetTrigger ("GateOneLevelTwo"); } if(gameObject.tag == "SwitchFour") { SwitchFour = true; } if((SwitchFour == true) && (SwitchThree == true)) { CageOne = false; } } }
I have no idea what to do anymore.
I'm a major noob as i just started 3 months ago and would really realy appreciate the help. Thanks