It's always interesting to see the level of design research and thinking going into the top flight indie games, from Jon Blow to Chris Hecker to 2D Boy, everyone seems to be approaching design in a much more all encompassing manner. I mean it's one thing to have an art style that ties in the game mechanics with the audio and input, but to approach game design as an artform itself is surprisingly refreshing.
I don't know if this has come up, but I really hope you are building your game on portable libraries like... dunno... libsdl, ogre, openal and suchlike.
I would really love to see OS X and Linux versions of your game because a) it is awesome and b) I would only buy a Linux version. (Did that before with World of Goo, flawless experience but I am not sure on what the implementation is based on.)
What ARE you using if I might be so bold as to ask?
@thkruege I'm using XNA, which obviously isn't natively portable to Linux/OSX, but I've heard there's actually a cross-platform XNA implementation out there that could do the trick.
@WillP999 It's a good point, actually. I originally made the guards white and grey, since the player characters are all colored (there are eight), but maybe just giving them more detail would help a lot.
@WillP999 It is actually :) Interesting that you noticed. It's on the way back from the grocery store and the post office. I already had a droid, so I was at the post office sending the free droid we got at GDC off to a buddy of mine.
On a serious note, maybe it goes against the tile engine look but I kind of felt like the square edges on the players view was a bit disorienting.
I think it might be easier to see if the outer edge of the players view was a diagonal cut across the tile. I suppose that would bring up gameplay issues like whether you can see an enemy or item that resides on that tile.
Of course this is from watching the youtube videos at a relatively low res so take it with a grain of salt.
@InfiniteStateMachine This is actually a comment I've gotten quite frequently and is something I'm considering doing. I think that it will likely make things clearer, but it does break from the concept of everything in the game being based on the tiles. Once I change lighting and visibility over to vectors rather than tiles, I'm worried that I will end up reinventing lots more elements of gameplay. I'm not sure how deep that well goes.
Comment removed
SpooderW 10 months ago
It's always interesting to see the level of design research and thinking going into the top flight indie games, from Jon Blow to Chris Hecker to 2D Boy, everyone seems to be approaching design in a much more all encompassing manner. I mean it's one thing to have an art style that ties in the game mechanics with the audio and input, but to approach game design as an artform itself is surprisingly refreshing.
leakingpear 1 year ago
I don't know if this has come up, but I really hope you are building your game on portable libraries like... dunno... libsdl, ogre, openal and suchlike.
I would really love to see OS X and Linux versions of your game because a) it is awesome and b) I would only buy a Linux version. (Did that before with World of Goo, flawless experience but I am not sure on what the implementation is based on.)
What ARE you using if I might be so bold as to ask?
thkruege 1 year ago
@thkruege I'm using XNA, which obviously isn't natively portable to Linux/OSX, but I've heard there's actually a cross-platform XNA implementation out there that could do the trick.
ajschatz0 1 year ago
Now for a Monoco related comment!
Have you tried making the guards a different colour?
I know it sounds really simple, but everything else in the game that has importance is brightly coloured, the players, loot etc.
WillP999 1 year ago
@WillP999 It's a good point, actually. I originally made the guards white and grey, since the player characters are all colored (there are eight), but maybe just giving them more detail would help a lot.
ajschatz0 1 year ago
When do you do these videos?
That's the same walk as on the other devlog!
WillP999 1 year ago
@WillP999 It is actually :) Interesting that you noticed. It's on the way back from the grocery store and the post office. I already had a droid, so I was at the post office sending the free droid we got at GDC off to a buddy of mine.
ajschatz0 1 year ago
Nice! :D
WillP999 1 year ago
Very much enjoying these videos, and I'm REALLY looking forward to interviewing you, when you aren't so swamped. :)
~@Mahkia
Mahkia 1 year ago
@Mahkia Looking forward to it as well!
ajschatz0 1 year ago
On a serious note, maybe it goes against the tile engine look but I kind of felt like the square edges on the players view was a bit disorienting.
I think it might be easier to see if the outer edge of the players view was a diagonal cut across the tile. I suppose that would bring up gameplay issues like whether you can see an enemy or item that resides on that tile.
Of course this is from watching the youtube videos at a relatively low res so take it with a grain of salt.
InfiniteStateMachine 1 year ago
@InfiniteStateMachine This is actually a comment I've gotten quite frequently and is something I'm considering doing. I think that it will likely make things clearer, but it does break from the concept of everything in the game being based on the tiles. Once I change lighting and visibility over to vectors rather than tiles, I'm worried that I will end up reinventing lots more elements of gameplay. I'm not sure how deep that well goes.
ajschatz0 1 year ago
I am really enjoying these videos. Thanks for putting these up! Looking forward to playing it.
-- @DimerHunton (already following you)
Grimmeh7 1 year ago
how did you film that without falling down?
InfiniteStateMachine 1 year ago
@InfiniteStateMachine hahaha, That's probably why I'm always looking at the ground :)
ajschatz0 1 year ago
nice shirt
InfiniteStateMachine 1 year ago