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Author Topic: [ RELEASED ] [ RELEASED ] Unavowed - Released on August 8th!  (Read 67592 times)

CrashPL

  • Posts: 354
  • The dinosaur guy
    • I can help with AGS tutoring
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    • CrashPL worked on a game that was nominated for an AGS Award!
Re: Unavowed
« Reply #120 on: 24 Feb 2017, 08:20 »
Awesome! I really like watching other devs busy at work on streams like this one. :D
I know it has been said countless times already, but I really adore those graphics! Everything is so alive and pretty to look at!

Dave Gilbert

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Re: Unavowed
« Reply #121 on: 06 Mar 2017, 18:35 »
Just imported the 10,000th frame of animation into Unavowed!



Well, at least I'm excited.

SilverSpook

  • Posts: 1,321
    • SilverSpook worked on a game that won an AGS Award!
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Re: Unavowed
« Reply #122 on: 06 Mar 2017, 18:38 »
My drawing hand hurts just reading that post.

Nice work though!

Blondbraid

  • Posts: 1,488
Re: Unavowed
« Reply #123 on: 06 Mar 2017, 20:10 »
Wow, that's an impressive number!  8-0

Danvzare

  • Posts: 2,750
  • The Man with No Name
    • I can help with AGS tutoring
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Re: Unavowed
« Reply #124 on: 07 Mar 2017, 12:59 »
Wow, you reached that number fast. Impressive.
You'll have to tell us what the final number ends up being. :-D

Cassiebsg

  • Cavefish
  • Posts: 5,013
  • Fleeing the Cylon tyrrany...
    • Cassiebsg worked on a game that was nominated for an AGS Award!
Re: Unavowed
« Reply #125 on: 07 Mar 2017, 17:32 »
Impressive! (nod)
There are those who believe that life here began out there...

Crimson Wizard

  • Posts: 8,794
    • Best Innovation Award Winner 2013, for spearheading the AGS 3.3.0 project
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Re: Unavowed
« Reply #126 on: 07 Mar 2017, 22:13 »
That's 1/3 of AGS sprite limit... :-X

Dave Gilbert

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Re: Unavowed
« Reply #127 on: 07 Mar 2017, 22:22 »
Wow, you reached that number fast. Impressive.
You'll have to tell us what the final number ends up being. :-D

Here's the current stats, if you're interested:


Dave Gilbert

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Re: Unavowed
« Reply #128 on: 09 Mar 2017, 15:17 »
Sometimes you just have to suck out an old man's soul.
« Last Edit: 16 Mar 2017, 19:34 by Dave Gilbert »

Danvzare

  • Posts: 2,750
  • The Man with No Name
    • I can help with AGS tutoring
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Re: Unavowed
« Reply #129 on: 10 Mar 2017, 11:12 »
Sometimes you just have to suck out an old man's soul.
Darn gold-diggers! (laugh)

SilverSpook

  • Posts: 1,321
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Re: Unavowed
« Reply #130 on: 16 Mar 2017, 19:30 »
Awesome animation!  Those old men have some tasty souls on'em.

Dave Gilbert

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Re: Unavowed
« Reply #131 on: 18 Mar 2017, 19:32 »

Blondbraid

  • Posts: 1,488
Re: Unavowed
« Reply #132 on: 18 Mar 2017, 22:50 »
Is this game inspired from Bioware RPGs? That sounds Awesome! ;-D

Dave Gilbert

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Re: Unavowed
« Reply #133 on: 20 Mar 2017, 14:11 »
Thanks! It also might explain why it's taking so darn long...

Monsieur OUXX

  • Posts: 3,553
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Re: Unavowed
« Reply #134 on: 20 Mar 2017, 14:23 »
Quote
Gilbert continues to do things with AGS that I didn’t think were possible—and then he says it’s easy. Maybe it is, for him, but I can’t help but think if it were actually easy we’d see more quality AGS titles.
Well, I don't think the difficulty comes from AGS. I think the difficulty comes from managing a low-budget indie game project all the way to the end.
The weird thing, though, is that AGS' simplicity drags in many hobbyists. They end up believing that AGS is only, well, for hobbyists. And, since the tool is easy, then it's probably very easy too to make a long game. Which it isn't. Hence the failures. Whereas the (relative) complexity of Unity is like an entrance barrier that discourages non-serious designers.
 

Crimson Wizard

  • Posts: 8,794
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Re: Unavowed
« Reply #135 on: 20 Mar 2017, 16:30 »
Well, I don't think the difficulty comes from AGS.<...>
The weird thing, though, is that AGS' simplicity drags in many hobbyists.<...> And, since the tool is easy,<...>

I was not actually using AGS for game making in several years, which could be a mistake, because when I eventually started using it again for real project, I was astounded with how annoyingly inconvenient the editing workflow is, especially in the Room Editor. If I were not busy with the engine, I would be rewriting room editor.

Thinking how people make larger games with it makes me sorry...

« Last Edit: 20 Mar 2017, 16:39 by Crimson Wizard »

Dave Gilbert

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Re: Unavowed
« Reply #136 on: 20 Mar 2017, 17:10 »
This reminds me of when I (briefly) worked for CNN back in 1999 as a production assistant. Their entire system was DOS based. You had to enter in these long, complicated commands to get any kind of data. But that had been the workflow for a decade and everyone was used to it.

Then they changed to a windows-based system. It was easier, quicker, better organized, and faster. EVERYONE hated it. Nobody wanted to learn a new system, so they stuck with the old crappy one. As far as I know, they are still using it.

This is me and Unity. I am so used to AGS and its quirks that working around them has become second nature. Unity is, by all accounts, an easier system to use. But the learning curve is so sharp for me that I stick with AGS. :)

AndyfromVA

  • Posts: 71
Re: Unavowed
« Reply #137 on: 20 Mar 2017, 21:49 »
I can't wait for this game!

Dave Gilbert

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Re: Unavowed
« Reply #138 on: 20 Mar 2017, 22:09 »
...neither can I.

selmiak

  • Posts: 3,877
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    • selmiak worked on a game that was nominated for an AGS Award!
Re: Unavowed
« Reply #139 on: 21 Mar 2017, 09:36 »
This did read very stressed in my head, probably as you intended dave ;)
Keep it up and give us a release date 8-)