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Messages - Wesray

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41
I am proud to present my first game:

The Far Corners of the World: Chapter 1 - The Book, the Box and the Key



Story:
Young Jeffrey Carter has it all: a great flat, a good job and a beautiful (and rich) fiancee. One day however his peaceful life is turned upside down when he receives a mysterious message from his estranged sister. What starts as a journey to atone for past failings soon takes a sinister turn. Little does Jeff know that the adventure of his lifetime is about to begin...

Features:
- A 2d adventure game inspired by classics like Zak McKracken, Monkey Island and the Gabriel Knight series
- An original story full of twists and turns
- 50+ rooms of crazy yet (hopefully) logical puzzles
- An optional arcade mini game

Some of you may remember my first announcement of FCotW on these forums, way back in December 2009. Since then my my little pet project has grown significantly and now the big day of release has finally come: My thanks go to forum members DrWhite, Arj0n and Ascovel and all the others that supported me in this endeavor.

Now give it a try if you want - I hope you'll have as much fun playing the game, as I had developing it. Oh, and please don't withhold your feedback, whether positive or negative. All your opinions and suggestions are welcome - they will help me to improve with Chapter 2! :)

Download the game HERE!

42
First post updated with a link to the demo!

43
@ AGScovE3l & ArjOn
Glad you are liking it so far, guys! Your feedback is encouraging and I'm really looking forward to the release now.  :)

@ Pablo
Oh, it will be plenty adventurous, that's for sure. ;)

@ vertigoaddict
Yeah, the moose head. It never fails to cheer me up, so I just keep playing the game with that thing on from time to time!

44
This looks and sounds very good! I'm looking forward to this :)

Thanks a lot, Snake! I hope you will like the game, and look forward for your feedback once it's released!  :)

In other news, my beta team is complete now and my final pre-beta test runs were completed successfully. Let the testing begin...

45
The Far Corners of the World - Chapter 1: The Book, the Box and the Key



Story:
Update August 6, 2011 (Demo out!):----> HERE <-----.

46
Great, thanks! :D

47
Would have loved to test the module - it might come handy in a future game. Unfortunately the link in the first post references to 2dadventure.com and requires member authentification. :( Could you upload the archive somewhere else?

48
If you want to go for a longer, more complex story, it's a good idea to split the game into smaller, more managable parts that you can develop and release faster. That's what I did when my game story got too big to handle.

Also, for your first game either don't be too perfectionist in the parts you are less good at, or find someone who does these things for you. Otherwise you won't get anywhere. If you are not so good with programming, stick to the basic interactions and don't try to implement lots of fancy mini games. I for instance am not that good with graphics and each background takes ages. But I found a quite simple style that I'm comfortable with and that fits to the tone of the game. True, it doesn't hold a candle to many of the graphical masterpieces that are regularly released around here. But the graphics get the job done. And my game should have other strengths anyway that will hopefully offset these weaknesses.

So play to your strengths with your first game, that's the best advice I can give you. Take it with a grain of salt, since I haven't completed my first game yet. ;)

PS: Oh, and tell everyone you know that you are working on a game. That way you look like a complete dork if you don't pull through - gives you lots of extra motiviation! ;D

49
Completed Game Announcements / Re: Eternally Us
« on: 04 May 2010, 13:25 »
I enjoyed the game a lot and didn't expect otherwise with the talent involved.

Graphics are excellent, I particularily loved the autumn forest with the falling leaf effect. In general the whole game had a very polished feeling, from little animations for every action to fitting sound effects and the voice acting.

Although the game wasn't about puzzles, what was there was challenging enough, considering each puzzle was contained to a single room.

As for the story, it was touching of course, but I felt the outcome was predictable. Making the bulk of the game more subtle/ambiguous might have heightend the impact of the ending for me.

Minor quibbles aside, great work, everyone involved! :)

50
Completed Game Announcements / Re: Snakes of Avalon
« on: 04 May 2010, 12:47 »
A very good game, so funny and I really liked the story and how it played out. The puzzles were enjoyable and all rather straight forward - once you get used to the game's logic. Top notch humor too! Oh, and the walking animation of Jack was great!

You did a fine job there, Ascovel & Baron! :)

51
A room - depending on how big and elaborate it is it can take me from a couple of hours to a few days
Char with walk animations - 1 to 2 evenings
Objects and non-animated chars- about half an hour; though I worked on one screen object for over a week recently (don't ask)
Game - when all is said and done the medium-sized game I'm currently working on will have probably cost me about 18 months of my life.

Yeah, I'm a really slow worker, but then I don't have a lot of time to work with AGS, a few hours a week at best.

52
Yeah, I want to keep the graphics simple, as there are lots of backgrounds and drawing isn't my greatest strength. I might still finetune them, but don't expect great changes.

Besides its praticability the art style of the game is also inspired by old SNES titles like SMW: bright colors, monochromic surfaces, little shading. But mostly, its easy to draw. ;)

53
Status update on the first page! I also changed the description to fit chapter 1 better and added a new screenshot:


Everything is going well, better than expected even. Progress is slow but steady - can't neglect Real Life too much. :) My next update should be close to the game's release, hopefully in the not too distant future!

54
General Discussion / Re: Evil Dead 4
« on: 23 Apr 2010, 21:50 »
In some ways Drag Me To Hell is like an unofficial sequel to the Evil Dead films. Without Bruce Campell, granted.

55
Wersay, what will you do if you create a game. Panel rate it as 2 cups and give you some notes for fixing. You create second part (story connected with the first) - and Panel rate it as 3 cups and give you more notes for fixing. You create third game (story connected with the previous parts) and fixed notes. The raiting give 2 cups, when everyone is saying that 3rd part is the best of the all three.

But that's just it. Different reviewers look for different things in their games, so its not just a laundry list of things you can change to automatically get a higher rating. That's particularily true for gameplay and puzzles. Graphics and sound are more objectively measurable I guess, but even there people prefer different styles.

In the end you should make the games YOU enjoy. If others like them too, great. But depending on universal approval by strangers on the internet... well, good luck with that. It's maybe not the best road to retain one's sanity. Just my two cents...

56
Harg, I think it's time to give it a rest.

There have been situations were I disagreed with the AGS panel and other times were I agreed with them. As with every other reviewing site out there. Opinions are always going to differ, and you cannot forbid people to have them or enforce your own point of view.

I'm sure many people played and enjoyed your games. And those that didn't... well, it's their own loss, isn't it? Making a big fuzz about the rating just gives you and your games a bad image that they probably don't deserve.

Look at the evaluation of Andail's survery http://www.adventuregamestudio.co.uk/yabb/index.php?topic=40679.0 how many people use the AGS panel review as criterium for choosing the games they play. Is it really worth it?

57
General Discussion / Re: The Great New AGS Survey
« on: 23 Apr 2010, 16:26 »
The reason why dialog can be hard for me is that I'm not a native English speaker. Otherwise it's not so bad. But I can't do music to save my life, so I chose that option. Of course I'm also weak when it comes to drawing, not that I let that stop me. ;D

All in all I'm also an average AGSer.

58
General Discussion / Re: The Great New AGS Survey
« on: 23 Apr 2010, 13:58 »
I participated, although additional answer alternatives would have been nice in a few cases.

No pie charts for me either.

59
Adventure Related Talk & Chat / Re: AGS workshops
« on: 23 Apr 2010, 13:24 »
Igor Hardy's Developer Journal has just posted an article that I wrote about my AGS workshop experiences:
http://hardydev.com/2010/04/22/adventure-game-workshops-become-a-designer-in-1-day/.

60
I don't really like those streamlined one-click-takes-care-of-everything interfaces (or verb coins, but for other reasons).

I mean the original LucasArts verb bars are probably overkill, but I always enjoyed trying out the different verbs. The many options gave an illusion of freedom, and you couldn't really try everything on everything but had to really think your ways through the puzzles, especially since online walkthroughs were not yet around. That also meant the puzzles had to be logical. Ahh, good times!

Probably my all-time-favourite interface and the best compromise between simplicity and interactivity is the one from Gabriel Knight 1, closely followed by the reduced LucasArts verb bars (Monkey 2, Indy 4).

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