Yakoob on 9/3/2016 at 05:10
Neat, but definitely needs a bit of cutting, music and captions/VO explaining what is actually going on I think.
Ugh I really need to get into the habit of recording vids/GIFs of my games and uploading them frequently, not doing that probably chunk of why I struggle with attracting people. But I just sooo hate the process for some reason; I think it's my inner perfectionist I need to get over and just say fuck it, record, upload, and worry not.
BTW have you heard of GifCam? It makes recording game gifs super easy, you should check it out!
Eldron on 9/3/2016 at 08:19
I'm happy that this thread is still going strong!
Pyrian on 9/3/2016 at 15:07
Quote Posted by Yakoob
Neat, but definitely needs a bit of cutting, music and captions/VO explaining what is actually going on I think.
Yes, of course. That's just almost-raw footage. There's actually a sample of all the elements I'm planning on having in the trailer (
https://youtu.be/rx89NZ2yju4) here, but it's still very rough, and I'm replacing all the in-game footage so I didn't see much point in editing it further. Hopefully I'll have a full draft trailer today.
Quote Posted by Yakoob
Ugh I really need to get into the habit of recording vids/GIFs of my games and uploading them frequently, not doing that probably chunk of why I struggle with attracting people.
It might help, yes. But attracting people is very difficult in the indie crush these days.
Quote Posted by Yakoob
But I just sooo hate the process for some reason; I think it's my inner perfectionist I need to get over and just say fuck it, record, upload, and worry not.
Honestly, I hate almost every aspect of game development that isn't designing and/or programming. Took me a long time to get to the point where I could throw together a video pretty quickly.
Quote Posted by Yakoob
BTW have you heard of GifCam? It makes recording game gifs super easy, you should check it out!
Thanks for the tip, I'll check it out. :)
Yakoob on 10/3/2016 at 02:46
Quote Posted by Pyrian
There's actually a sample of all the elements I'm planning on having in the trailer (
https://youtu.be/rx89NZ2yju4) here,
That's good, you should keep it as an extended trailer or gameplay showcase, but I'd suggest also making a much shorter version (max 1min) for your official version. At least that's what I've always read from other devs as being the perfect length.
Pyrian on 10/3/2016 at 04:24
That particular one is definitely overstuffed (who wants to watch me miss my clicks?), but my latest version is only a little bit shorter. I'll probably still trim a few seconds here and there (and it's not like I expect people to watch the entire 30 second credits/forest fire sequence, although Glade Raid fire is pretty darn hypnotic), but I think it's a mistake to get hung up on the 1 minute mark. A trailer needs to be good more than it needs to be short; sure, you'll lose some viewers by the 1 minute mark, but a 1 minute trailer loses all its viewers.
The trailers I like express a reasonably clear story with an open end - i.e. some kind of cliffhanger to invite the player in - while also showing gameplay (or cinematized gameplay in the AAA space) that fits into the narrative while telling it's own story. Really simple indie games can accomplish all this is 1 minute, and that's great, but I don't aspire to that; anything in that time length for Glade Raid would be a teaser, which is not a bad idea, but I wouldn't lead with it. Complex games with 1 minute trailers - or even 1:40 trailers (hello FTL) - have a bad tendency to be overcut, incoherent, and under-dramatized.
Pyrian on 14/3/2016 at 04:55
Remind me: is that something we can play yet? :)
Here's my first draft Greenlight description. More than a little wordy, I'm afraid...
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Glade Raid is a simultaneous-turn-based tactical fantasy RPG, with a dynamic narrative featuring many difficult choices on a journey over a randomized campaign map.
Combat emphasizes outmaneuvering your opponents; luck and attrition are not as important as they are in most RPG's. Attacks automatically hit, but combatants can automatically block, parry, or dodge incoming attacks a limited number of times per round. Succeed by negating defenses (such as breaking shields to prevent blocking or luring enemies into mud to prevent dodging) or simply piling more attacks on a victim than it can defend against. However, a beleaguered opponent can increase its defense count in lieu of attacking, and enemies are likely to focus their attacks on less defended units, so watch out!
Environment simulation and modification. For example, if you set a fire (by spell or certain weapons), the fire generates smoke and sparks that drift in the ambient wind. Sparks can spread the fire or set new ones, smoke blocks line of sight. You can use spells to direct the wind at your foes, potentially setting them on fire. Once burning, units have a turn or two to get to a water feature before they start taking damage. Fires (terrain and/or unit) can also be extinguished by a variety of ice and water spells. Fires sometimes spontaneously go out, but mostly they burn until their fuel is exhausted, turning grass, bushes, and trees into char and finally ash.
Animus spell system turns the usual concept of mana on its head! Instead of consuming mana to cast spells, each spell that has been cast provides spell-powering Animus of one of five types for the duration of its cooldown. This leads to a constantly evolving "hand" of available spells, as each casting both locks itself and unlocks further magic.
Fixed party of four characters, each with four upgrade paths to choose from as you level up. Find or buy items to further empower your characters, but be careful! Many items have built-in drawbacks as well. Each character's relationship with each other, the world they travel through, and the over-arching narrative, evolves over time based on your choices.
Glade Raid is a mostly one-man labor of love to create exciting new game mechanics. Notable inspirations include the tales of iron age Ireland (especially the Táin Bó Cúailnge) and FTL.
henke on 26/4/2016 at 12:48
Nice, I'd been wondering how things were progressing with Wheelbound. Some cool environmental art there! :thumb:
henke on 29/4/2016 at 17:21
Highscore: 81 seconds of night!
All that Flappy Golf has prepared me well for leading a flock of ravens. :cool: