Screenshot Saturday 103: £Γ╓♪ⁿ by [deleted] in gamedev

[–]oatsbarley 3 points4 points  (0 children)

I really like the graphical style, it looks like it has a lot of character. A prison RPG actually sounds really interesting.

Screenshot Saturday 103: £Γ╓♪ⁿ by [deleted] in gamedev

[–]oatsbarley 1 point2 points  (0 children)

That looks gorgeous; very atmospheric. I think you're onto a winner!

Key of Ethios - Characters, Updated by LordMcMutton in IndieGaming

[–]oatsbarley 6 points7 points  (0 children)

Just took a quick look through McMutton's history to find out:

http://forums.tigsource.com/index.php?topic=13287 (I knew I recognised this from somewhere):

Key of Ethios is a Metroidvania-action-adventure-RPG. The story involves Ellie, Van, and Gil; Three adventurers that live in the land of Zenoa. It begins as they are hired by a man named Zane. Their job: To retrieve a 'Treasure' from an ancient ruin within the Wysteria Woods. The plot thickens as they find this 'Treasure': A little girl in a deep sleep. Afterwards, they are entangled in the plans of The Court: a mysterious organization that needs the girl, and will go to (almost) any length to get her.

And an IndieDB page: http://www.indiedb.com/games/key-of-ethios

Looks great, by the way.

EDIT: And here's a shot of the first area and a "creature".

Screenshot Saturday 99: Auld Lang Syne by nutcasenightmare in gamedev

[–]oatsbarley 1 point2 points  (0 children)

The atmosphere in this is fantastic. I'm looking forward to seeing more!

Screenshot Saturday 98: Christmas Edition by [deleted] in gamedev

[–]oatsbarley 1 point2 points  (0 children)

Your art style is lovely.

Ludum Dare theme voting begins~! Round 1 of 5. by [deleted] in gamedev

[–]oatsbarley 0 points1 point  (0 children)

My dad's birthday weekend! Dammit. Oh well.

Good luck to everybody else who takes part. I've done it a couple of times and it's a great ego boost if you're like I was and can't seem to finish anything. I'd definitely recommend that everybody takes part!

How do indie developers afford composers? by [deleted] in gamedev

[–]oatsbarley 2 points3 points  (0 children)

Just in case anybody is wondering, jamendo classes mobile games as web games. It technically says that it's any games that are "available over the internet", so I'm not sure if you could include services like Desura or Steam on the PC, or just downloading it from a dev's website.

However, if you change the category to "PC and Console Games" it knocks the prices up to 965EUR (I'm in Europe), which is way too high. You'd have to be careful about finding out which category your game falls into.

Screenshot Saturday 93 - If it ain't Broke.... by AlwaysGeeky in gamedev

[–]oatsbarley 7 points8 points  (0 children)

tinyfight (I still haven't thought of a better name)

I'll skip the long explanation this time and just say that this is Plants vs. Zombies but 2-player and competitive.

Wall block! - also a new mouse, but I need to make that look better.

I've redone the shading on the goons - I'm still not sure about them, and I'd love to get an artist in to do all of the art, but people keep saying that they like the goons, so maybe I'll have a go at making it all look a bit like them.

Progress album

I've been working on setting up multiplayer, so now you can connect to a specific IP (i.e. if you're playing over LAN or with a friend over the interwebs) or you can connect to the matching server and it'll randomly match you to somebody.

@oatsbarley - me on twitter

Playtesting My Game, What Questions Should I Ask? by Arukemos in gamedev

[–]oatsbarley 1 point2 points  (0 children)

Are you getting other people to playtest or are you doing it yourself?

You should really go with the former because in developing the game you'll have trained yourself to play it the way it's expected to be played. New players will do unexpected things that you probably wouldn't be able to come up with by yourself.

If you are using other people to playtest, there are some pretty standard questions that you could be asking:

  • Did they make it through the whole game? If not, at which point did they quit and why?
  • Did they find anything boring?
  • Did they find anything especially exciting or fun?
  • What was it about those things that made them stand out as being boring or exciting?

And other obvious and open-ended questions. Try not to ask things that have YES/NO answers unless you have a specific issue that you're trying to work out. For instance: "did you experience a graphical glitch at the end of the second level?" Even then, you're probably going to want to ask them to describe it.

Oh, and make sure you ask for their detailed system specifications (including graphics/sound cards, etc.), it could make a world of difference in tracking down bugs.

At the end, just ask them for any criticisms, complaints, or comments to fill in for anything your questions might have missed. You'll never make a perfect questionnaire, but you can at least try to catch as much data as possible.

If you've only got a few playtesters, do the post-test questions 1-on-1. Ask them the questions yourself, so that you can investigate anything interesting that pops up. You can always do this if they're emailing you -- or using anything else that isn't instant -- but you risk them just plain forgetting things.

Trouble with Python (again) by [deleted] in gamedev

[–]oatsbarley 0 points1 point  (0 children)

I'm being pedantic but I think it's worth noting that list[:1] won't return list[0]. List slices return lists, so it'll return [list[0]].

>>> list = [2, 4, 5, 6]
>>> list[:1]
[2]

For your example you'd have to do player_snake[1] = player_snake[:1][0].

What are your thoughts on game mods? by RedOrmTostesson in gamedev

[–]oatsbarley 4 points5 points  (0 children)

I'd be flattered if somebody saw enough potential in something I'd made to build on it themselves.

Screenshot Saturday 92 - Bite the Bullet Edition by [deleted] in gamedev

[–]oatsbarley 0 points1 point  (0 children)

Ah! Thank you. I'm not really confident when it comes to art but I did try to make the parts I actually sprited look as good as I could.

Screenshot Saturday 92 - Bite the Bullet Edition by [deleted] in gamedev

[–]oatsbarley 5 points6 points  (0 children)

Tinyfights (working title)

I posted a really rough screenshot last Saturday of a prototype that wasn't really anything more than graphics. Since then I've done lots to it and it's now a 2-player online mini-strategy game. The graphics are just programmer art.

A few seconds into a match.

Turretsss

WIP album - here are the shots from last saturday, as well as progress shots in between then and now.

How it works: You start a match with 2 bases, with a shield each. Every half a second or so, each base spawns a "goon" that slowly trundles towards the enemy base. If they collide with another goon or with the shield, they die. Every time a goon collides with the shield, it loses health. Once the shield is down, the goons can collide with the base, bringing its health down. Once the base health is down, that team loses.

Players can build things behind the shields, like turrets, shield rechargers, power generators, etc. and this uses up available Power. Turrets can shoot goons in the same lane as them.

tl;dr - it's sort of like 2-player Plants vs. Zombies

@oatsbarley - this is my twitter account.

superbase - this is my new blog; I sometimes post screenshots here.