The Short And The Tall

Two guys that make indiegames


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The end is near

tbc_collisionKebre2

Isn’t it a nice day? Hi all!
The end is near! 😛

Wednesday we finally added all the PCs, with the story/gameplay info, to Sector-10 so it is 100% DONE. What does this mean? It means the MAIN GAME MODE is COMPLETE.
HELL YEAH, dammit!

So what are we doing now? Of course drinking champagne and watching the sunset… ah, sooooo coool and relaxing.
…sadly not. 😛
We are on lot of things because we want to release the game asap, so let’s make a list of what’s going on:

  • We are completing the IT localization, it’s taking a lot of time, more then expected sadly… then we will move on with other languages, at least that’s the plan. Alessio fixed all the bugs of the editor and added some feature for knowing which sentence was changed and a better backup system.

tbc_editorLangNew

  • With the arenas, we have right now 3 new and playable but for the week end I think we will have ALL ready. We have added new names (that give an idea of what’s going on..) and changed the weapons list and specs, for making them great experience, let’s hope you will love them. We reduced the map size, so you can see more icons on screen and planing your moves .

tbc_arenaWIP01

tbc_arenaWIP02 tbc_arenaWIP03

  • On the ALTERED SIGNAL arenas we recalculate the noise effect, it will start sooner but with less.. noise and become stronger with a better progression. In the previous version it started late and strong and we were not completely satisfied with it .
  • Alessio has changed a bit the hit detection of the Kebre, the first boss… it will change with the difficult level, so if you are a beginner 😛 maybe (MAYBE..) you will make it to Sector-02. MAYBE 😀 You can see the areas in the image, the black zones are the parts that you hit with the firing of your weapons (and are of course invisible):

tbc_collisionKebre

  • Throwing bombs now is a bit faster, it takes less time
  • We have some new in game E-mails from NO-END that introduce the player a bit more to the gameplay, with a bit of infos about the SynBs and the Activator. We decided it could be a good idea after a friend of mine (from UK) played the game and told us his impressions.

Uff that’s all. I think it’s time for a new version, what do you think? 😉

Have great time and take care.

TheShortAndTheTall

 


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Collectables, Arenas and translations

Hi people!

After completing last sector we are still on adding story elements in it but at least the collectables are finally placed in game – take a look:

tbc_collect01 tbc_collect02

You just need to find out how to reach them 😉

There are also some news about the arenas, we are now looking which sectors use for them. If you have tried the ones available on current build, you have maybe seen that the arenas are parts of the sectors but with some minor difference, for making the rooms perfect for an arcade gameplay.
So, for the new ones we are making some tests because not any place is right and sometimes parts that looks nice offer, in reality, a tedious gameplay, which is of course a bad thing that we want to avoid at any cost.
We are also thinking how to make them available to the player. We have some ideas but we are not sure, right now.
In any case, here are some WIP screens:

arene2Wip

And here is our current text editor for managing the translations – which has some bugs 😛 with some (special) characters type and that Alessio is fixing:

tbc_editorLang

On the right the original texts (in EN), on the left the same that will be edited in the new language – with a click the edit-window will pop up for writing and saving the sentences. After the work is done, a global save creates the new file for the new language – a rapid copy/paste in the game directory and the job is done!

And before leaving, if you are in Italy or maybe stay in Italy, we will be on the GAME OVER 2015 festival in Milan with our game THE BODY CHANGER , but only on Saturday (September the 19th ) – more info here:

https://www.facebook.com/gameovermilano
gameOver2015

That’s all for today. Take care and enjoy the game,

TheShortAndTheTall


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End of August update

Hi people!

Time for a new updates after the usual weekly meeting – this week x2 :P.
Sector-10 is having some minor palette changes on last part and we are thinking where to put the interactive PCs for the story infos. Plus now the rooms have names and it was stress-tested.

tbc_sec10_complete03

tbc_sec10_ui

tbc_sec10_piece01

tbc_sec10_piece02

On other things: we added in the hints list a new one for switching between the SynBs, with the mouse wheel, and fixed some texts.
We have changed the position of an info PC in Sector-1, because there were too many in a room and we are adding a new info text that will appear during the first fight with the Kebre – here:

sec01-pcs

We added another 2 achievements, one for the last Sector and one for the Yellow Ray, just like the blue and the green one.
So right now we have added all the achievements from our list (last Sectors, end game…) + some more, everything is ready and uploaded on STEAM. We just need to finish last stuff and upload a new version and complete the end scene.

Alessio is changing the levels for adding some collectable items following a list we wrote months ago.

tbc_trophy

Of course this has also a specific new achievements. Here 3 of the icons:

achivIconsNew

The idea of the collectable items is also “related” to a new feature of the game you will see soon.
Alessio is working on an exporter/converter for all the languages texts – when it will be ready we will have the possibility to manage all the texts… just to time for making the translation 😉

Go-go-go! 😉 Take care,

TheShortAndTheTall


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Sector-10 in testing

tbc_sec10_complete00

Hi all,
how is it?
We were in holidays and rested a bit BUT after for some days Alessio took some time for finishing Sector-10.

Is everything done? Yes, it is. Take a look:

tbc_sec10_complete02 tbc_sec10_complete01

tbc_sec10_complete05 tbc_sec10_complete04

We are testing the gameplay a little bit more before releasing this new version.
Not sure when we will but for sure as soon as possible.

Stay tuned for more info (soon!) and take care!

TheShortAndTheTall


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Sector-10 half done

S10-dartAttack

Hi all,
today a new WIP for Sector-10.

The last level is still in progress, rooms are almost done and connected, just some “details” 😛 are missing:

  • texturing
  • add a better light(s)
  • verify the walls collisions

and then it’s time to write the scripts.
Maybe we will “shrink” some parts but we will find out if it’s necessary when the enemies where be on stage and after some strong playtesting 🙂

Some pics:

S10-wip_1

S10-wip_2Even if we liked the previous palette(s) we tried one that I made on Sector-9 (for Sec-10), just for fun, and the result was better then expected.
So, that is Sector-10 final palette:

paletteS10

and in game (we LOVE it 😉 ) :

S10-wip_3Ok, until next week stay cool and take care.

TheShortAndTheTall


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Sect-10: Ideas, palettes, stuff…

Sector-10 is coming out. Slowly but good. 😉

tbc_sect10_tests

We are building all the rooms and changing a bit the order – the idea is to have something that “grows” with a rhythm while you move from one to another, something that feels right and is fun to play.
It’s important that things seem to have a logic, feel well connected and that anything has the right time(s).

Of course it’s all about hard work on good ideas BUT also to remove all the extra things that kills the game balance – something like “more is less” (maybe: less is more clear and nicer to play).
We are trying hard, hope it will work. 😉

Here’s the WIP sector:

s10_wip_0

And 2 palette tests:

sec-10_palette

Until next time, take care.

TheShortAndTheTall


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Sector-10 changing again and again

tbc_july

Hi people!
How is it? We were stingy 😛 with the news, but the hard work never stopped.
SO: we are still on Sector-10. Do you remember the maps from last post? Yes? Ok, forget them 😛

We are changing almost everything because we weren’t happy with the mechanics and ideas. We made some prototypes but the gameplay didn’t work as expected and wasn’t that fun. When the gameplay becomes tedious we aren’t happy and if we aren’t happy we want to stop.

So, at the end, we decided to change and try different stuff even if the idea to use more SynBs at the same times remains. We developed different ideas but we had discarded all for the same reason. -_- On one we found out that our engine has a a limitation that we never noticed and that make us change some part of the level designs (but that’s a secret 😉 ).

Here some image from current prototype:

hardProto3 hardProto4As you can see it’s in early state and we will maybe split it in 2 parts and add stuff before and after.

Just to avoid tediousness we added a new shortcut for making the SynBs change faster: you can still change between last SynB with SPACE + LEFT MOUSE BUTTON but from next beta version if you press SPACE BAR + move the MOUSE WHEEL you will change SynBs as you do with the weapons. Pretty cool, isn’t it? 😉 We noticed that it was necessary when you need more then 2 SynBs and it works very well.

We also fixed many mini bugs that we found out when we have tried the first version of Sector-10 (collisions, overlap on fighting animation and more) so then game is a bit more solid.

Ok that’s all for today. Hope next time to show more 😉
Take care and have Great time.

TheShortAndTheTall