Recent posts by Lord_Lucien on Kongregate

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Topic: General Gaming / Pyro 3D Beta Recruitment

Nah; that’s the format to list different Android platforms; of which there are too many to list. Any android with a touchscreen input works. I’m primarily designing for touchscreen, but PC mouse works too (and is actually used in my own testing).

 
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Topic: General Gaming / Pyro 3D Beta Recruitment

Working on a new game for the Pyro series with Damijin’s approval; though he’s not that directly related to the project. Recruiting for a closed beta. There will also be a freeware release of part of the game to the site later on (with more levels than the beta; but significantly less than full version).

https://www.surveymonkey.com/s/TCNJGT2

 
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Topic: General Gaming / Best Game Soundtrack?

Shadow of the Beast; Amiga, 1989.

http://www.youtube.com/watch?v=0TKV_90aYgI

 
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Topic: General Gaming / Beta Testing a Tower Defense

[Not sure if this is the right area for this; if it needs to be moved please PM me where it was moved to when you do it, thanks.]

I’m a Game Design student; doing a Unity-based Tower Defense as my Senior project. My midterm in the project is Tuesday. (Midterm being a playable beta of the game). The game works, though doesn’t have any advanced features (or really any final art; being mostly placeholder art for now). I’m looking for beta testers and feedback starting; almost immediately after my presentation.

Beta testers should be willing to sign non-disclosure agreements (there are a few unique features to this game that I don’t want leaking until close to release, to keep from one of the big names stealing my IP); play through the game as is for at least 3-5 rounds; and fill out a questionnaire about what your opinions of the game were; how many rounds you played and your scores. Note that current prototype is unwinnable; arcade style, keeps going against infinite creeps until you die; play for high score. Anyone who posts here immediately could beta my game by Wednesday. You will be rewarded with either your legal or your screen name in the in game credits as a tester; perhaps more if the game becomes popular.

 
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Topic: Game Design / Tower Defense Themes

I’m working on a tower defense. Spent over 200 hours on the pathfinding code alone; hope to have it done in a month or so. It’s currently pretty much artless and has no real “theme” to it though. So…I’d like ideas for themes in which the towers (and perhaps the creeps) being translucent is plausible. (The opacity level isn’t necessary, but it’d be helpful; not explaining why until after release).

 
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Topic: Kongregate / Major Gates

More details.

1 Is a hardcore gamer’s Tower Defense. Not revealing much more about it until it’s closer to release, but grid based like Bubble Tanks TD and Desktop TD. Complexity of mazes one can make is a lot higher than aforementioned TD’s. I coded the “creep” pathfinding from scratch, which was a pain in the ass. Has relatively high demands on computer resources, including resolution and RAM; works with no lag on my PC though. (Pathfinding does about 100,000 calculations in less than two seconds every time you place a new tower).

2 Requires microphone and headphones BECAUSE it records everything you say and plays it back having filtered it as if you were inside the game environment. This is an immersion element. Currently working on coding the physics elements that help it determine echo based on player location in the environment. Finished version should be able to echo from the direction actual echoes in the 3D space would come back from, etc. That is if you are wearing headphones and you have the channels correct (left on left ear; right on right, the amount of pan used will simulate the sound coming from the right direction). Target quality on this project is roughly comparable to Amnesia.

 
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Topic: Kongregate / Major Gates

So I’m a senior in a game design program currently working on two major projects in Unity; plan to have them accessible here when they are complete. Just have to wonder if I should bother trying to have them here as they both are strange in a few ways.

My senior project due how it’s controlled (technically speaking over 1600 onscreen buttons, though most them are perceived as one placement grid); playing fullscreen is almost a requirement and high resolution IS a requirement for the controls to work. Like 720×1080 as a solid minimum.

My other major project is VERY sound-based and uses UnityPro’s audio recording, filtering and playback features. So…not only would it not have a mute button, it would be completely unplayable without a microphone and headphones (headphones necessary because without them a feedback loop occurs which generates terrible noise).

So I’d like to raise the question; how many here wouldn’t play a game because it had either of those requirements? Need for fullscreen/high resolution to be playable OR headphones/microphone necessary?

 
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Topic: Game Design / Archimedes' Labyrinth

I could try to get the teleporting smooth; though that’d be more work (I think I’d need to change the model some; which probably means redoing all of them..it was originally to have render textures and camera tricks to get it to look smooth, but those…I can’t publish with pro features. I guess I understand the other way of doing it, but yea it takes some model editing we’ll see. Fog was just added in this build; not sure a good brightness/fog ratio that works on all computers; as it is is fine on mine; going too bright breaks the mood and too dark, can’t see at all (hence the -/+ brightness control being available to the player). similar issue with mouse sensitivity; I could give the player control to set it where they like, but I’m not completely certain of how to find a good value for everyone to default to.

 
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Topic: Game Design / Archimedes' Labyrinth

Apologies for bump/double post.

Done some minor artistic changes to the game AND since it was poorly received to ignored, decided to shelve it. As with that poor of a reception; I don’t think more levels/better art can do much. Now, I will continue the project if one of the following happens:
(1) A few people tell me they love it and want to see more. / There’s a sudden popularity spike.
(2) Someone tells me that people probably just don’t like it because of not fully understanding the controls [I will just upload a new version with a tutorial level in this case though.]
(3) Someone has good advice on where to go with it mechanically that people would like more.

I see (3) as the more likely scenario; any ideas are welcome, I don’t know what to do to “save” it here. Thanks ahead of time.

 
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Topic: Game Design / MLP

What do you mean bones look unnatural? …Oh, you mean in 2D; well in 3D they are ubiquitous and necessary. That said; I think MLP is in a bracket where…NOT FOR PROFIT use of any sort is legal and reference parody is legal (for profit, not that main focus of the work; cutaway gag type stuff), but any for profit circumstance is not without permission; which basically means…knock yourself out, but you’d have to freepost on fastswf or similar and not for-profit host here.

 
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Topic: Game Design / Archimedes' Labyrinth

First off; thanks, far more detailed than any other feedback I’ve gotten on this project thus far. I think I’ll just cut it into points and answer. If you have further commentary; go right ahead.

Darkness: Had multiple complaints about that -/+ now toggles the brightness on the maingame light up and down.

Corridors: I could scale everything up a little; maybe, I fear doing it too much, simply because I want the interior of the maze to be devoid of obvious landmarks I’d need to put in should I grow it up to be larger.

Draw Distance: That was originally on purpose, because before the textures were put in place; I needed an indicator of too far to see to get around in it myself (the wall were solid color then and, ouch.) Changed it to a more standard value.

Texture Stretching: I think that that is literally ONLY at the spawn-point; if there are any other places screenshot them. The spawn point is missing another mesh that represents a cave-in; literally rather than the proper start; it has a version of the regular tunnel that I did a mesh → collapse to half of in order to get a usable start quickly for an alpha version.

Compass: Unfortunately; not possible. The maze is non-euclidean and the cardinal directions are often scrambled. (If you didn’t notice, logically speaking the tunnel sections would go through the middle of the torch rooms and come out on the opposite side); I put in the compass spell that works near the torches, but in terms of getting that to work anywhere away from the torches…erm, honestly inside those tunnels direction gets a little screwy; one of them even goes out and back in in the same spot.

Uniqueness to Rooms: I was/am planning easter-egg rooms; dead-ends with a lot of uniqueness to them, with funny/strange references, etc. As far as the torch rooms or tunnels being individually unique; I don’t think so, because the uniqueness would take away from the intended difficulty; the rooms being all the same, except for if you lit the torch to remind yourself you’ve been there before is a feature to make the maze harder to navigate. Also, if/when I complete the game and it has randomly generated levels, the procedural parsing would be easier with them all being the same.

UI: The UI isn’t done; that’s why it’s all Arial text; in an older version it was DOS System font text and had references to Zork; but then I realized I couldn’t call the game “ZorkMaze” after the maze section in the text adventure so…I dropped that theme and went to the legend of Archimedes, the Minotaur and the Labyrinth.

Score: Had another suggestion to switch to “golfscore” which I might just do. Have the score count up with time and lower score be better.

Pursuance/Monster: Interesting idea. If I had them; I would model them and have them from a beginning instead of any correlation to “score”. I did want the feel to be more puzzle in forcing the player to think and draw out maps and less adrenaline though so I don’t know if it’s a design decision I’d go for.

 
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Topic: Game Design / Archimedes' Labyrinth

First time publishing here. Looking for constructive feedback on what I should do with the game (and if it’s worth expanding).

http://www.kongregate.com/games/Lord_Lucien/archimedes-labyrinth-wip

 
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Topic: Kongregate / Quick Question

Well, I got up the nerve and did it: http://www.kongregate.com/games/Lord_Lucien/archimedes-labyrinth-wip

 
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Topic: Kongregate / Quick Question

Oh and it has no sound effects or music at this time either that’s on the “to do” column.

 
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Topic: Kongregate / Quick Question

On some levels; I’m just rushing it out because I want to be able to link it as some of my work for portfolios; etc. (one of the internships I’m trying to apply for has an applications deadline tomorrow; so, yea) Trying to finish the scoring system on the single existing level and have a version up to test soon. At that point; it will be done, EXCEPT for the random level generation; more art (only the cave theme is semi-done and it’s not as pretty as it could be), easter eggs, etc. Really is just a puzzle game though.

 
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Topic: Kongregate / Quick Question

Have a half-finished alpha of a game in Unity; do intend to keep working on it, but want a version hosted somewhere soon (both to be public about what I’m currently working on and to get alpha feedback); Would it be a good idea to host here, assume it’s going to get rated 2-3 or lower and see the feedback? (It’s a non-euclidean maze game; only one level works and the art is…pretty shit; better than half of Sarah’s run; but still only placeholder atm.) Or should I post it somewhere else? Where? …yea.

 
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Topic: Game Design / Alpha Video (Working Title: ZorkMaze)

Video of a game I made in a around a week for class. Planning on going back, adding actual art, more levels, scoring, maybe a few easter eggs; maybe random level generator if I can figure out how; then posting it on here using Unity webplayer. In this I play and demonstrate the single working level. Would like some feedback on what artstyle/features/etc. people would like to see in the final (or at least actual public beta). Thanks.

http://www.youtube.com/watch?v=CpGKEU5Wyes

 
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Topic: Off-topic / Gobliins 2: Audio Comparison

VIDEO POLL. Please tell me which of these two audios you prefer, by liking and commenting the “better” one:

1. http://youtu.be/WfQ6lbifAw4
2. http://youtu.be/td3KmX7O9oE

[Doing it on the videos so I can post multiple places, but you’re more than welcome to discuss here in topic as well.]

 
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Topic: Game Programming / Senior Project Questions (Unity)

Conversation with professor lead to him teaching me a free webhost that was easy enough to set up for most the testing of the game. SO I’m going back to having it multiplayer and will be running the beta through those systems. Specifically referring to the Photon shell by Exit Games. Still would prefer final game to be here eventually; though I’m not quite certain how to work that out at this time and still would like to ask about that. Like how the multiplayer servers for Unity work specific to this site. No rush to answers though, because that will be late in the design process.

 
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Topic: Game Programming / looking for a free game program

Was in version 3 (which is still downloadable); not sure if it is in version 4.

 
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Topic: Game Programming / Senior Project Questions (Unity)

Was assuming either AI or networking would be the major hurdle of the design. Unless I get someone experienced in network programming on my side; suppose I’m looking at figuring out AI for a single player campaign; since experienced people don’t think multiplayer is plausible in time frame. Thanks for advice so far. Probably doing AI via making a local multiplayer version (two sets of controls on one keyboard or similar) and recording gameplay as a basis; it’s the best strategy I know of for this kind of game.

 
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Topic: Game Programming / looking for a free game program

Unity3D also has free licenses. http://unity3d.com/unity/download/

 
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Topic: Game Programming / Senior Project Questions (Unity)

I’m considering making my senior project a multiplayer online game using the Unity webplayer. Through my game classes; I’m experienced in 3D mesh modelling, editing and animation; general use and scripting in the Unity engine; voice acting and sound effect editing, etc. In short, almost everything I need for the project; the only portion I really do not have experience with is online network programming and API integration. Assignment is simply a completed game in fifteen weeks and is the only/primary grade in a six credit college class. Can recruit as many outsiders as I need as long as I remain the design and/or art lead of the project. If there’s someone willing to handle that portion of the coding should the rest of the project be handled by myself or others; please contact me and I’ll fill in details on the project. Otherwise, I’m doing to need assistance learning enough to get it up.

Basically looking for multiplayer; probably up to eight players in an RTS or similar environment per game, plus the Lobby to set up games. This is feasible here in Unity? What resources would I need to allocate to it versus what the site provides?

If the costs and difficulty of multiplayer integration proves too high, I may default to an AI campaign to start and consider multiplayer later. Regardless, I’d like at least to include score API for my official build for the class (by the end of April) and would also consider including some premium content integration, depending on time available and the popularity of the build being high enough for me to feel that I’d make money for my trouble.

Suppose at this time, I’m looking primarily for advice as I consider this possibility. Though, if people want in; I’ll consider it. However; I do not wish to post details of this project publicly, in order to protect my IP.

 
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Topic: Off-topic / Unity Webplayer Test

I’m just looking for somewhere to post a game in progress to test how well it’s features build out in the webplayer for streaming play as opposed to the non-built version on my drive and am well aware that this is one of the few sites that supports Unity at all; but wouldn’t like to post a clearly broken game over a month before its complete version. Any advice/links?

 
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Topic: Game Design / Can you be good at designing games without knowing how to code?

Being that I’m in a game design program and most the people don’t know code (just art or how to use unity’s standard assets); I would say the school’s point of view is yes. Also, in industry; the designers are a completely different branch than artists or coders. “Level Designer” for a living is exactly what it says on the tin, they make designs for levels and a lead designer for a game project isn’t necessarily it’s programmer (for a famous example, the lead designer on Super Mario Bros. was the artist); though it’s even more true now. As a game design major in college, I’m one of the few in my program that knows coding which makes me a coveted asset, though not always the lead designer, just the “implementer”.