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Messages - jeancallisti

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Indiana Jones and the Seven Cities of Gold News / Re: Surprise
« on: Yesterday at 04:03:01 pm »
So when's the demo 2.0 supposed to be released? Pretty excited about that.
Well when that happens your mind will be blown because I GUARANTEE that you'll have an authentic taste of Fate of Atlantis ;)
But then you'll feel even more hungry waiting for the full game...

Project Discussion / Re: Fighting system : open discussion
« on: August 20, 2018, 10:23:18 pm »
I just had an idea that seemed like a genius idea just right now while I was falling asleep in my bed. I need to write it down now before I forget, but maybe it will sound super stupid tomorrow when I read it again.

Before I explain the idea, I want to write one more time that I think there's definitely something in a combat system that has some sort of parry. I remember I was thrilled when sword-fighting in the old Prince of Persia 2 because having the right timing definitely makes you feel endangered but also empowers you a lot when you hit back. You even feel like you're putting strength in the blow even though that's just a regular blow.

More recent games rediscovered that, for example Nidhogg (2D), or Chivalry (3D).

But all of that is not new. My idea right now is to make the player manage the body balance -- more specifically, how forward is the chest compared to the feet.
- If the chest is too forward (as the result of giving a hard/loaded blow) then if you miss you can fall forward or at least you cannot protect your chest with your other fist so you might get hit.
- If, on the other hand, you're slightly bending backwards, then, I don't know, maybe you can protect yourself better (every hit you receive doesn't make you lose health points) but makes you lose ground and pushes you backwards (until you're stuck against a wall). That makes you lose initiative and, let's say, makes you unable to achieve any combo.

So I'm not saying that the feet should be controlled separately from the chest. First, that'd be stupid, and second, that wouldn't be playable (we have to remember that everything we design has to be tap-compatible). BUT  maybe this balance thing could be semi-automated and a direct result of your moves.

Adventure Games / Re: Indiana Jones and the Return of the Fan Games!
« on: July 10, 2018, 09:08:47 pm »
The guys behind "Tanis" that were thought dead and swallowad by a whale (propbably) actually resurfaced and posted in the AGS forum to say that they're preparing a small Indy game, as some sort of tech demo.

The links at the moment don't make any sense. It's all about the page not looking weird when the browser window is resized.

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

Project Discussion / Re: Recruitments
« on: February 01, 2018, 01:20:44 pm »
Hi Jean!
Sure, we can try :)

I'll do my best and hope my spare time will allow me to produce something in a sensible time...

Should I share my contacts via PM?

Hello again,

sorry for the late answer. I've been thinking about it and the game music is not the priority at the moment. However I have a simple module to program on mind. I'll send you my contact details in PM. It would be great if you implemented it, it would allow us to prototype an important puzzle of the game!

Project Discussion / Re: Recruitments
« on: January 20, 2018, 08:52:55 pm »
How about I share some pointers for a few musical cues?
This way you can produce some melodies to start easy, and then maybe a few tunes.

Keep in mind that we have those two very strict requirements :
- it's video game music. It means: ambiant music. Something that can't be a glorious musical track, but instead something that gives a place a unique atmosphere BUT doesn't get drilled into the player's head after just 10 minutes.
- it's Indiana Jones so it has to sound like John Williams ;)

Project Discussion / Re: Recruitments
« on: January 10, 2018, 04:45:06 pm »
Hello everybody. My first post here.

Hello stickgrinder!

I'll answer your questions and then I'll ask you some.

Mainly, you're asking about the state of the project. My answer will baffle you, but bear with me : It's been several years since the project has started, and yet it's still only less than 20% achieved. Don't run away yet! That's due to its participative nature; people come and go and it causes the overall knowledge and vision to be very volatile. And yet there are good chances that the project gets finished! Have you ever heard of "Indiana Jones and the fountain of Youth"? They started 15 years ago, and yet they're not too far from finishing their game. We're hoping to finish faster than them by trying to harness contributions from more people (it's slower to integrate new assets but each asset gets produced faster).

In the case of our project, it has followed the same chatic road as fan games : At first, there was a vision (rough, movie-style scenario) by a person. Then after several years, he managed to put a demo together. Then the game started scaling up and hit some sort of glass ceiling regarding its tools. Now we're on the verge of overcoming those difficulties and we're in th process of carefully turning the storyline into an actual set of puzzles and locations that make sense from a point n' click perspective.

What is your favorite adventure game? As you can guess we're fans of Fate of Atlantis ;) But we're trying to take the best ideas from more modern games.

Anyways, your contributions (especially music at this stage) are very welcome.

My questions now :
- do you know Adventure Game Studio aka AGS?
- if yes, can you script in AGS?
- when you make music, what's your process? -do you use electronic tools? Like, stuff that turns partitions into MIDI, or do you use an actual keyboard, etc.?
- would you be willing to share your work documents with us? Maybe we culd salvage some of your ideas to make Seven Cities of Gold (7CoG for short) a better game?


Indiana Jones and the Seven Cities of Gold News / Re: Happy new year :-)
« on: January 01, 2018, 09:54:40 pm »
Also, a neat Christmas present for those of you who didn't know about the existence of this:

Indiana Jones and the Seven Cities of Gold News / Re: Happy new year :-)
« on: January 01, 2018, 09:43:47 pm »
Do you know I really wanted to make a one-room Christmas game but never had the time to finish the Indy main walkcycle. Next year I guess ;)

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.

Project Discussion / Re: Fighting system : open discussion
« on: November 30, 2017, 07:03:12 pm »
Backwards and forewards should suffice.

OK. Yes, indeed, if we're clever about it that should suffice.

Project Discussion / Re: Fighting system : open discussion
« on: November 24, 2017, 02:31:34 pm »
Let's use technical terms, to avoid confusing ourselves :

- I like the idea of boss patterns very much (except for the fact that it forces us to make the fighting area pseudo-3D, if there's a "chase")
- I like the idea of the cool down mechanics too.
- I don't like the idea of RPG-Indy and XP-based upgrade trees so much. I find it awkward as it is presented here. When would you buy your new abilities? There would be a shop-like popup window appearing after each fight?
Alternative : Indy learns some "dirty tricks" by witnessing them from oponents (e.g. "sand in the eyes"). He needs to know them all to win some fights. Which brings us back to the simple "sword fight grinding system" of SoMI, but with a tactical aspect (use the trick at the right time).

PS: One of the backgrounds of Fountain of Youth shows that they've recycled the idea of Indy being able to practice fights in Barnett on the boxing ring (built-in tutorial). Dammit, that was just perfect, we should have thought about it.

Project Discussion / Re: Fighting system : open discussion
« on: October 18, 2017, 11:15:51 am »
Note to self : study more the fight system in the "South Park" games.

There are two types of blows : 1) the ones that don't do damage but push the enemies back (to gain some time (or charge?) 2) the ones that actually do damage.
When the enemies are within distance they can hit you.

Maybe type (1) could rely on Indy's limited special tricks (whip, background interaction, or "pocket sand" tricks)

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