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1
Thanks guys.  I'll update this thread as progress is made and let you know when I start getting close.
2
Aiming for a testable release at the end of the year.  It's a fully 'fleshed out' game but limited to only the first 19 rooms.  I could definitely use some help with playtesting, anyone interested?

Sure, if I can find the time.
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Ah, ok. No problem about the wait!
4
Thanks, appreciate it.  Not quite ready for testing yet, possibly by the end of next weekend, but more likely mid December.

Here's what's outstanding:
- Inventory object interactions (V_COMBINE)
- Sound effects
- Move (turn) counting
- Inventory item scaling (consistency between rooms & between items)

What's done (enough for this 'mini-game' release):
- Pics
- Views
- Intro music
- Instructions/Credits/Tips/Hints
- On-screen map
- Compass rose room nav (need feedback on this)
- Iconbar/Inventory screen
- Inventory Item drop/take functionality
- Scoring
- Nested inventory item functionality ('containers') - including 'zoomed-in' room versions.

I'm sure I've missed some stuff, but this will help keep me on-track/accountable to getting this out.
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Sure! I can try to find some time to test it out this weekend.
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Aiming for a testable release at the end of the year.  It's a fully 'fleshed out' game but limited to only the first 19 rooms.  I could definitely use some help with playtesting, anyone interested?
7
The Games and other Sierra Adventure stuff / Re: What are we working on?
« Last post by troflip on November 15, 2017, 08:22:40 PM »
Yup, that guy is the guy who runs my coworking space. A bunch of us are doing "one game a week for a month" to see if little 99 cent games are a feasible income stream on Steam. One guy is doing a box looter game. Another took a bunch of Unity asset store stuff, cobbled it together, and had an online multiplayer car racing game with realistic physics up and running in less than a day. Game engines may be big and bloaty, but the stuff you can accomplish in no time at all is pretty amazing.

This game-a-week project was inspired by stories (in the last month) of someone who spent 7 years on a game which only sold a few thousand copies, vs a guy who spent a week making a game that sold a quarter million copies.

Unfortunately this text parser narrative stuff might take a bit more than one week per game....
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The Games and other Sierra Adventure stuff / Re: What are we working on?
« Last post by Kawa on November 15, 2017, 07:50:05 PM »
It's funny cos that's almost exactly what the creator of this one clicker game told me on Twitter.

Then they asked me what I felt was likely. I said it depended on the framework, and if it involved Unity (it likely did) then 2 GB was probably about right.

A goddamn clicker game. Lol forever.
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The Games and other Sierra Adventure stuff / Re: What are we working on?
« Last post by troflip on November 15, 2017, 06:38:39 PM »
Well I don't know what the actual hardware requirements are. All I care is that I'm not filtering out people with that stat.  0.34% of Steam users have less than 2GB, so it seems a reasonable place to set it.
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The Games and other Sierra Adventure stuff / Re: What are we working on?
« Last post by Kawa on November 15, 2017, 06:19:43 PM »
The 2 GB RAM requirement still gets me.
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