Mr Bazooka









Level 0 Re: Hiraeth « Reply #1 on: February 16, 2016, 03:59:17 AM » This looks promising. I'm following this.



You said you're working on this fulltime, do you have any funding?



Keep up the good work! Logged

BeardTopher









Level 0 Re: Hiraeth « Reply #2 on: February 16, 2016, 04:11:17 AM » , we are pretty excited to see where it goes.



We actually spent a bunch of our budget on a larger game prototype (which we really really love) but we made the hard decision to put it on the backburner while we finish something smaller in scope.



So funded for the next few months and after that we will have to see where we are at. Cheers, we are pretty excited to see where it goes.We actually spent a bunch of our budget on a larger game prototype (which we really really love) but we made the hard decision to put it on the backburner while we finish something smaller in scope.So funded for the next few months and after that we will have to see where we are at. Logged

Hiraeth Devlog

My Twitter

Slingshot & Satchel.com My Twitter @BeardTopher | Company Twitter @fromTheSatchel

Mr Bazooka









Level 0 Re: Hiraeth « Reply #3 on: February 16, 2016, 04:16:21 AM » Awesome, then good luck for the next few months! Logged

Cranktrain







making gams





Level 4making gams Re: Hiraeth - 3D minimalist platformer « Reply #6 on: February 18, 2016, 02:15:59 AM » Quote from: oli414 on February 18, 2016, 02:01:53 AM This looks really cool.

Wouldn't the controls be a bit overwhelming? It looks like there are a ton of moves you can do, I can't wait to see how this'll look in the end.



I imagine if the player was expected to know all the controls from the first few levels, then absolutely it would be overwhelming. But slowly, carefully teaching each technique over the course of a few hours of gameplay would be quite manageable. Platformers are released all the time, so a rich set of movement abilities could really be helpful for giving the gameplay depth.



Autoscroller levels tend to get a bad rap in platformers, have you considered letting the camera move at the player's pace? This would also open up the game to speed-runners, who tend to love these games that focus on freedom of movement. I imagine if the player was expected to know all the controls from the first few levels, then absolutely it would be overwhelming. But slowly, carefully teaching each technique over the course of a few hours of gameplay would be quite manageable. Platformers are released all the time, so a rich set of movement abilities could really be helpful for giving the gameplay depth.Autoscroller levels tend to get a bad rap in platformers, have you considered letting the camera move at the player's pace? This would also open up the game to speed-runners, who tend to love these games that focus on freedom of movement. Logged



The Cat Machine is on Steam! | Tweeting about Game Dev.

migs









Level 0 Re: Hiraeth - 3D minimalist platformer « Reply #9 on: February 18, 2016, 06:33:36 AM »



Quote from: oli414 on February 18, 2016, 02:01:53 AM This looks really cool.

Wouldn't the controls be a bit overwhelming? It looks like there are a ton of moves you can do, I can't wait to see how this'll look in the end.

Thank you! Yes, we're aiming to give the player a large amount of control and tools to help them move through levels. Like Cranktrain said, we will introduce these out to the player somewhat gradually, but the main gating mechanism will be the skill of player. There won't be moves that are 'unlocked' but rather the need to be 'good' with the controls will be what changes. Forgiving at first and becoming more difficult in later levels. Hopefully if we can nail that, the controls will end up feeling organic and present options rather than feel like a burden.



Quote from: Cranktrain on February 18, 2016, 02:15:59 AM Autoscroller levels tend to get a bad rap in platformers, have you considered letting the camera move at the player's pace?

We have definitely considered it, many many pro/con lists were written. So far though we've ended up basing the core design and story around the fact that the camera dictates the speed. The challenge will be in perfecting use of the controls and will hopefully allow us to really fine tune the levels to tie in with music. Ultimately we want to ride the line between frustrating and rewarding, but we won't know how far off that we are until we've got more of a working prototype together.



Quote from: Prinsessa on February 18, 2016, 02:45:44 AM Expected some highly emotional super indie experience. Are you quite sure about this name?

Looks very nice, tho killing enemies is the least the word hiraeth makes me think of.Expected some highly emotional super indie experience. Are you quite sure about this name?



Thanks again

Hey everyone; thank you heaps for the kind words and questions, I'll answer what I can!Thank you! Yes, we're aiming to give the player a large amount of control and tools to help them move through levels. Like Cranktrain said, we will introduce these out to the player somewhat gradually, but the main gating mechanism will be the skill of player. There won't be moves that are 'unlocked' but rather the need to be 'good' with the controls will be what changes. Forgiving at first and becoming more difficult in later levels. Hopefully if we can nail that, the controls will end up feeling organic and present options rather than feel like a burden.We have definitely considered it, many many pro/con lists were written. So far though we've ended up basing the core design and story around the fact that the camera dictates the speed. The challenge will be in perfecting use of the controls and will hopefully allow us to really fine tune the levels to tie in with music. Ultimately we want to ride the line between frustrating and rewarding, but we won't know how far off that we are until we've got more of a working prototype together.Thank you! We're hoping to make something that is as much an experience as it is a game. The title is pretty heavily entwined with the story; we're still working out how to deliver that organically and how much to leave to interpretation. The game and story is not so much about killing enemies, they are more of an obstacle, but rather the premise of restoring a lost world to the home it once was.Thanks again Logged

Slingshot & Satchel.com My Twitter dammitMegs | Company Twitter @fromTheSatchel