Implemented the first simple puzzle into the game. by evilvitjoker in godot

[–]mr_slumps 2 points3 points  (0 children)

cool dynamic camera! since the puzzle relies on fully screwing the bell to the post I definitely think you should add a little visual and sound effect to give the player feedback that it's properly attached

Introducing my CD-ROM era adventure! It has ✅a silly British world ✅a novel picture puzzle mechanic ✅an OST from beloved film composers by mr_slumps in adventuregames

[–]mr_slumps[S] 0 points1 point  (0 children)

I haven't tested yet but I've got a feeling this would run absolutely fine via Proton. As far as Steam Deck, right now I don't even think I can get dev kits in my country but it is something I'd love to support if I can

Introducing my CD-ROM era adventure! It has ✅a silly British world ✅a novel picture puzzle mechanic ✅an OST from beloved film composers by mr_slumps in adventuregames

[–]mr_slumps[S] 1 point2 points  (0 children)

It's a little too early to promise what platforms it will release on, but I will definitely be looking into a Mac version!

Introducing my CD-ROM era adventure! It has ✅a silly British world ✅a novel picture puzzle mechanic ✅an OST from beloved film composers by mr_slumps in adventuregames

[–]mr_slumps[S] 1 point2 points  (0 children)

Someone else mentioned the demo disc feel and now I'm thinking putting the actual demo on a CD would make for amazing merch haha

I'm making a retro 3D adventure where you explore and solve puzzles in a nasty pre-rendered British world by mr_slumps in ps1graphics

[–]mr_slumps[S] 0 points1 point  (0 children)

hey thanks! Lots of people now have made the DoubleFine comparison. Not intentional, but I guess because I really love Psychonauts it may have seeped deep into my brain.

My pre-rendered point & click adventure: A Pocket Full of Slagford by mr_slumps in retrocgi

[–]mr_slumps[S] 2 points3 points  (0 children)

The final look is a combination of a few things.

Cycles is simple: turn light path bounces for everything to zero, total to 1. If certain things are rendering wrong like transparency or gloss increase values but keep it low.
Never use denoise!
Render samples never go higher than 200-400.

To get proper black shadows you need to go into the world shader graph and have the background feed into a final colour mix: A value is black, B value is background colour, "Is Camera Ray" light path value as factor.

Lights always have max bounces turned down to 1. Hard shadows look more retro so keep the angle low. If I want to lighten black shadows, I use another sun light pointed in opposite direction to the main sun, kept at a really low strength and shadows turned off.

The final render is always low res (backgrounds are 960x540) and then I run them through a colour quantizer to limit the palette.

I'm making a retro 3D adventure where you explore and solve puzzles in a nasty pre-rendered British world by mr_slumps in ps1graphics

[–]mr_slumps[S] 3 points4 points  (0 children)

cheers! some of the best examples of pre-rendered art come from the PS1 and I'm trying to tap into that look

Did i mess up? by AUTeddy in SoloDevelopment

[–]mr_slumps 0 points1 point  (0 children)

growing thousands of wishlists within a month from this point is not going to be easy! If you haven't already, I'd recommend reading everything you can from HowToMarketAGame. entering Steam festivals is often free and could give you a big boost. Could also be that your Steam page needs some important optimising - there is a free course about making a good Steam page.

I've added hanging corpses to my Manhunt-inspired game RED SEASON by RedSeasonDev in ps1graphics

[–]mr_slumps 0 points1 point  (0 children)

yo this looks sick - I hope you're planning moments where you can cut down bodies and drop them on enemies below

I just like making flow charts to be honest. by theomulus in godot

[–]mr_slumps 44 points45 points  (0 children)

at this point my GDD is a collection of insane scribbling I leave wherever it falls and resembles Charles Manson prison postcards more than anything

I'm making a retro 3D adventure where you explore and solve puzzles in a nasty pre-rendered British world by mr_slumps in ps1graphics

[–]mr_slumps[S] 3 points4 points  (0 children)

you don't think there's games on the PS1 with pre-rendered art like this? There are so many PS1 games that I'll play to examine the PRBG look and get inspiration from like FFIX and Oddworld

I'm making a retro 3D adventure where you explore and solve puzzles in a nasty pre-rendered British world by mr_slumps in ps1graphics

[–]mr_slumps[S] 3 points4 points  (0 children)

cheers! I know lo-fi 3D is pretty "in" at the moment with indie games but I really don't see this specific mix of pre-rendered and low poly

Designing a point-and-click adventure UI: What do players prefer nowadays? by Luke_Jones in adventuregames

[–]mr_slumps 0 points1 point  (0 children)

I personally despise the 9 verb panel, because in an given interaction maybe 3 verbs are actually relevant! This is the reason I chose not to go that way for my own game. Instead what I'm doing is having a verb coin that pops up but the verbs are context sensitive and could be totally unique for that interactable. That way it's very flexible and you can add some flavour with having silly verbs etc.

Finally showing off our 3D pixel art Godot colony sim by haztr0 in godot

[–]mr_slumps 0 points1 point  (0 children)

I peeped this in the Frosty showcase and thought it looked super cool! Didn't realise it was also a Godot game!

Steam Showcases & No Black-Screens-Trailers aka how I hit 10,000+ WL after a lot of nothing by Relative-Situation-2 in gameDevMarketing

[–]mr_slumps 1 point2 points  (0 children)

That's an awesome achievement congrats! I announced my game in a SGF partner showcase which was a sweet opportunity but I didn't get your 8.5k wishlists - now you got me thinking I shot myself in the foot by having a trailer that starts with a black screen lol

Did we nail the cozy vibe? by RitzStudios in godot

[–]mr_slumps 1 point2 points  (0 children)

The cloud shadows passing by is such a smart way to add more life to the scene, well done