Project Hex: GEO Demo [Devlog / Feedback]

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  • heh. Played it through. Had a bit of trouble with the elevator but eventually got it right

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  • codah Thanks! As always, I appreciate the notes!

  • Looks like a good start.

  • Looks like a good start.

    Thanks! I'm aiming to develop if for 6 more months before final release!

  • Now this gameplay is quite neat - if you balance the crazy dying from that first demo with more gentle moments like this it could be quite cool. Finished the little demo and felt ready for more, which is always a good sign.

    The Spriter animations are quite good, but was animation blending available in C2? That would help when moving from a walk to push, etc.

    It's also nice to see that the environment has improved and the random tiles are quite neat, but overall I feel the artwork could use some work to be competitive, it's a little "smudgy", especially the switches and such. I took the liberty of making some rough examples:

    [attachment=0:9okvp433][/attachment:9okvp433]

    Hopefully this isn't too straightforward, but then most people will judge by screenshots first and gameplay second (and the gameplay here is cool, but that eye needs it's candy as well).

  • Now this gameplay is quite neat - if you balance the crazy dying from that first demo with more gentle moments like this it could be quite cool. Finished the little demo and felt ready for more, which is always a good sign.

    Once again, so helpful! You read my mind on a lot of that. I want to find a balance where you feel good every time you crazy die. Almost like it's a reward. I have plans for lots of fun death animations and permanent corpses to remind you not to do that again.

    The Spriter animations are quite good, but was animation blending available in C2? That would help when moving from a walk to push, etc.

    Thanks! Yeah, the animations are just kind of thrown in there right now, I'll definitely get in there and tweak all the blends and all that fun stuff for the smoooothness.

    It's also nice to see that the environment has improved and the random tiles are quite neat, but overall I feel the artwork could use some work to be competitive, it's a little "smudgy", especially the switches and such. I took the liberty of making some rough examples:

    [attachment=0:3d6shb5l][/attachment:3d6shb5l]

    Hopefully this isn't too straightforward, but then most people will judge by screenshots first and gameplay second (and the gameplay here is cool, but that eye needs it's candy as well).

    I'm with ya on that. I have a hard time deciding on art styles and how cartoony I should go with it and such. and I can't figure out for the life of me what to do for the background. It's a bit harder when you're indoors and can't just parallax rows of trees and mountains!

    Thanks! I appreciate the input!

  • I'm planning on releasing the demo this Friday! It's not perfect and not quite feature complete, but I think it's a good demonstration of what this game will be.

    I'd love it if you guys would keep that feedback coming!

    This latest version has music, some sound, touch controls, textless in-game instructions, etc.. Check it out! <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    http://www.googledrive.com/host/0B1Aaz6 ... zg2M1lWeUE

  • Hey, it's looking good. I like the 2.5d effect and hear you on not knowing what graphics to put in the space between the rooms. I think the spriter animation is working very well for you - although the drinking straw lost me . I think the collision poly on the glass jars should be narrower so the player can't walk in open air, and the camera lerp to a point in front of the player was hard on my brain when changing direction (I have not found a good way to achieve what you're trying to do there, either...). It's good to get some graphics and music in there - looking forward to the demo!

  • Colludium Thanks, man! That walking on air thing has been bugging me too, I have it that way for when he pushes the beaker.. which I just realized isn't necessary.. ha! Thanks for that. Yeah, that camera lerp thing is tricky to get smooth. I worked on a floatier version for a long time which solved the direction changing problem but created a whole host of other issues.. I finally just had to set it to something simple and quit wasting so much time on it. Hopefully by the end, we'll discover a better way to pull that off. The demo won't be a whole lot different from what I've been sharing with my fellow C2ers.. sorry to ruin it for you guys. haha.

    Good feedback, everyone! Keep it coming. Much appreciated!

  • Very cool. I already gave my feedback to you earlier so you know I like the game already. I just wanted to add that the way you are doing the demo is excellent.

  • Thanks Burvey ! That's nice to hear (or read, I guess).

    Colludium Oh, just realized we had the same conversation twice about scrapping the weird lerp.. haha. whoops!

  • LOL - it's my old brain failing to retain information...

  • The Demo is COMPLETE! and the site is up! http://www.Project-Hex-GEO.com . Check it out! I hope you enjoy it. As always, I appreciate any and all feedback.

  • New blog post, "The Future of GEO"

    And of course, still taking any and all feedback on the demo!

  • The Demo is COMPLETE! and the site is up! http://www.Project-Hex-GEO.com . Check it out! I hope you enjoy it. As always, I appreciate any and all feedback.

    Hey well done. Been away for a week. Congrats on the demo, looking forward to seeing how this goes <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

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