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Topics - jeancallisti

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...Let's see where this takes us.
The whole point is that this design is responsive.


3
Indiana Jones and the Seven Cities of Gold News / Happy new year :-)
« on: January 01, 2018, 01:32:57 pm »
Happy new year everyone!
Believe it or not, I feel like this year the project is reaching a "critical mass" , as they call it. Many assets have reached the point where they're usable. And that feels good.

5
Technology watch : Escoria, point n'click framework for the Godot Engine

Free and powerful on top of free and powerful. What more should you ask for?

https://godotengine.org/article/our-point-click-framework-finally-out

Sharing the news because it's interesting for every point n'click enthusiast

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General Chat / FLAGSTAFF LOCALS, RICKY
« on: April 27, 2016, 12:42:01 pm »
Flagstaff+ricky = obligatory repost here.


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General Chat / Selmiak?
« on: April 26, 2016, 11:16:43 am »
I'm trying to finish FotAQ and I came across this walkthrough... Selmiak is that you ? :-D
http://www.gamefaqs.com/pc/564627-flight-of-the-amazon-queen/faqs/36671

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Indiana Jones and the Seven Cities of Gold News / March 2016 update
« on: March 16, 2016, 12:15:42 pm »
There's this one particular puzzle that's giving us a hard time ;)
I've decided to model it in 3D to finally make heads or tails of what CAN fit in a regular-sized background and what CANNOT, and base my sketch on that  ;)


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General Chat / Kali Ma Shakti de!!!
« on: January 20, 2016, 08:59:21 am »

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Project Discussion / Interesting reading about game music
« on: November 24, 2015, 02:25:34 pm »
For your enjoyment, thanks to cat on the AGS forums, originally written by Mark Lovegrove a.k.a. Mods  : https://web.archive.org/web/20101212052427/http://adventuredevelopers.com/featuredetail.php?action=view&featureid=28&showpage=2

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Indiana Jones and the Seven Cities of Gold News / November 2015
« on: November 13, 2015, 04:00:19 pm »
Uh oh, what is this thing?


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General Chat / Happy birthday Tremulas!
« on: April 29, 2015, 08:20:06 am »
It's all in the title. Happy birthdayyyy!  :D

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The progress is sloooow but we've produced 3 new backgrounds since the last update.

A few things that are keeping us back:
- The character sprites sizes. Indy has changed so many times (in size and in style) that it's a real mess. But ProgZmax from the AGS forums has made a sprite that we will surely keep as the final one. There are a few other talented sprite artists (Amélie!) that create some cool sprites. The difficult part is to blend all that together...and to make heartbreaking choices.
- We're at the stage where we need room prototyping (lots of it!), so that puzzle designers and scripters can progress without waiting on the artists. But it's hard because room prototyping still requires some knowledge in perspective and point-n-click scenes compositing. That's much more subtle than it sounds. Non-artists are lacking those skills, and artists lack time (!) We're looking for a solution at the moment.  :hat:


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Project Discussion / Fighting system : open discussion
« on: December 27, 2014, 04:49:56 pm »
I'm using this as a placeholder to throw all ideas I had about the fighting system.
This is open to all ideas! Permanent brainstorming!


Indy References :
- I assume you all know LastCrusade (LC) and Fate of Atlantis (FoA) 's system : you can "reload" your punches, walk back and forth. It's always been a bit messy and confusing. The action wasn't easy to read.
- If you look at this video you have an early version of FoY's system : https://www.youtube.com/watch?v=b4oh9oS1eYU
What we can tell from that video:
- it seems much better (the action is easier to read)
- it seems moderately tactical (there is no visual hint of the nazi preparing a punch, and he seems to protect himself or punch a bit randomly BUT it might be because that specific nazi is hard to beat. The animation does give it away when Indy gets ready to punch)
- there seems to be a notion of combo (left/right/left punches by Indy)
- the length of the arm seems to be important (the nazi can punch from further away)

My personal reference is Prince of Persia and PoP 2.
That's because the combat system is very simple (you can only attacke or guard yourself) but clever : each enemy has a different behavior.
- The "flying heads" are too far to be hit, but attack very quickly  so that you have a very small window to hit them when they charge you.
- The "eagle headed men" attack just like you but they can block your attack and use the momentum to immediately attack you back. You have a very small window to guard yourself when it happens.
- etc.

Requirements :
- Keep it simple
- It must be a "tap" system, to work with mobile devices. Possibly tap and hold. No left-click/right-click.

What I suggest :
- Indy can guard himself, but, just like in PoP, it lasts only briefly (he brings his fists up or something). It must be done explicitely by the player.
- He can walk step by step backwards or forwards.
- When he attacks, there is a window when he can get hit
- NEW: Indy can have short-range/long-range attacks. Short range attacks are just a regular punches. Long-range attacks are Indy running towards the enemy to give a big blow, but he's more vulnerable when that happens. The enemy can make him trip or knee-punch him or something. The enemy can also have long-range attacks. Long-range attacks are a bit like "loaded" attacks.
- NEW: there are some "special" attacks symbolized by an icon at the bottom of the screen. The main one would be "whip attack". But those are more of a point-n-click element :
    - they don't always work (a muscular nazi can grap the whip, pull it, and Indy ends up with his face in the dirt)
    - they can interact with the background (e.g. pull a lever, make an icicle fall, block a turbine, etc.). They work only in specific  locations that the player must discover (there's an element of tiral and error)
    - they are optional (if the player finds them he wins the fight more easily but he can go the hard way with only punching)

Controls :
- As I said everything must be tapped-controlled, and I don't like the idea of some buttons at the bottom of the screen, symbolizing the keyboard arrows. I'd rather have some buttons around the player : one to make him walk forward, one to make him walk backwards, etc.
- We can display all the buttons all the time OR we can make some of them appear or disappear depending on the possible moves at a given time (for example: the "guard" button disappears temporarily when Indy has justhit the "punch" button, until Indy is able to guard himself again). That introduces a (light) rythm-game aspect, to make the mini-game more like some epic action where the player always have to be aware of what combos he can make at a given time. The player is aware that he must "choreograph" his fight, like in fighting games. It empowers him more.

View
Everything I've described above can be seen from the side (with regular-sized characters)
OR
It can be seen from behind Indy or slightly from the side, with Indy on the foreground and the enemy facing the camera, int he background.

15
General Chat / Ricky was there.
« on: December 11, 2014, 09:54:40 pm »
Ever wondered why Ricky, our project leader is so obsessed with Indy?

Well that's because he was in Paris at the time Indy came, in 1940. He even owned a dairy store!


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