Courier - Brand new trailer!

Show us your works in progress and request feedback

Post » Tue Oct 29, 2013 5:01 pm

Wow that's very nice! I like the title screen, and the effects you use throughout the game. You're menu/inventory screen is also quite awesome! Good job!
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Post » Tue Oct 29, 2013 7:09 pm

Good god this is impressive.. the graphics remind me of "A faery Tale Adventure" form the days on Sega genesis but better).. I love the feel!
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Post » Wed Oct 30, 2013 1:26 am

Thank you very much! It's been a ton of fun so far making this and finding ways to efficiently pull off as much as possible. I have some exciting news coming later this week for Courier, but I'm glad people are interested in my game!
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Post » Wed Oct 30, 2013 7:14 am

I really like how you pay attention to detail. The aesthetics is fantastic too. Frankly, at first I thought 'no way this is done with C2'.

My only concern is whether it is possible to pull off a long and captivating story with this type of character. Warriors and mages are an overused cliche for a reason - people love them and they automatically 'click' with our need for adventure.

But a courier? Oh well, we'll see.
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Post » Tue Feb 11, 2014 7:00 am

There have been some quite substantial changes to Courier, and, as a result, I've had some forum silence on it while I got things reworked to my liking. Firstly, Courier will no longer be free-to-play or in a browser. This is the #1 request everywhere and comes, as I see it, a result of a game industry that has abused the f2p model. People don't trust f2p games unless they're from an established studio and I lack the marketing budget to overcome that hurdle. It is now a standalone, one-time purchase game targeting digital distribution.

Things that change:
- It will not be a constantly-updating game in your browser, but a completed package later on.
- Warp points and extra storage will be in-game unlockables instead of inexpensive optional add-ons.
- I can develop the game non-linearly now, so things won't be showing up in story-order any more!
- Since I'm shooting for standalone, I've decided to up the game to 1280x720 as the standard, improve the lighting and details, and give things a few more effects to give it that extra touch.



The game won't be IAP-based any longer, so I plan on launching a Kickstarter in a few months once it is further along to help secure this longer haul before release. The game is progressing nicely, and I really don't think I'll miss my personal goals, but it will be that much better if I can offload some hours from the day job to hours at the night job.

I've more recently made some nice developments on my own to interactive music in C2 (it interacted before, but only in some limited ways), so I am fully implementing that to the soundtrack. This allows the music to avoid repetitive loops AND change based on player interaction.



And, in response to people not sure about playing as a mail person, I ask for just a touch of trust--you'll quite enjoy it. Combat isn't the only way to make a neat RPG.
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Post » Thu Feb 13, 2014 3:42 pm

I just finished implementing the dodge/hop mechanic in the game. You can hold down your right mouse button to aim which way you'll do a quick, short hope then release the mouse button to do it. In the towns and overworld, this is used for hopping across small gaps--nothing big, this isn't a platformer. In adventurous areas and dungeons, it is used for that as well as dodging obstacles and hazards. It's pretty fun! I hope to show it soon.
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Post » Fri Feb 14, 2014 1:50 pm

Just a quick update showing water splashes:

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Post » Wed Feb 19, 2014 6:52 am

Just a brief shot showing what it looks like just before you a jump--a targeting cone fades in and points toward your mouse when you hold down the right mouse button. When you let go, the player hops in that direction a short distance quickly. This mechanic is used for simple terrain traversal like in the screenshot and for dodging obstacles.

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Post » Fri Feb 21, 2014 3:51 am

I've taken a pass through the game and improved the lighting at night to make it more interesting. Neat stuff, I think!

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Post » Thu Feb 27, 2014 11:29 pm

So I was testing water spray effects for water jet/spray things in environments. I was happy with the results and wanted to see what it would look like in-game. So I took the last screenshot I posted and ran the water stuff over top of it. It looked awesome! I've now implemented it in the game and it runs pretty nicely, too! Here's what it looks like (note: there won't be water-spraying lanterns and there won't be a water sprayer in that area of the game):

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It is made with two 32x32 sprites spawned at a location and a bunch of screwing around done to them (essentially a particle emitter, but I wanted more freedom/control) and then the end result is pasted onto a canvas with a single webgl effect. It runs great, even with multiple emitters spraying in different directions and overlapping. Cool stuff!
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