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Thread: The Green Box Games development thread

  1. #31
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    Quote Originally Posted by Calibur View Post
    I am actually lol

    Arrow keys for movement is fine, games of this genre use it all the time, I would just remap the ability keys closer together It's a minor design decision, but some players may find it weird for their fingers to play.
    Cheers.

    It's obviously still pretty basic. These particular enemies are the most basic/useless (the goomba of our game) What did you think about it as a whole; aesthetics/aesthetic rhythm, prop placement/layout, map/level design....again, I know it's pretty basic but I'd appreciate your feedback.

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    https://play.google.com/store/apps/d...s%20Ltd.&hl=en

  2. #32

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    Quote Originally Posted by adam6785 View Post
    Cheers.

    It's obviously still pretty basic. These particular enemies are the most basic/useless (the goomba of our game) What did you think about it as a whole; aesthetics/aesthetic rhythm, prop placement/layout, map/level design....again, I know it's pretty basic but I'd appreciate your feedback.
    The first thing I noticed when I entered the game is that the screen size was fairly small, I felt like I should be able to see a little more of the map.

    The character controller needs to be fixed, when I moved I expected my character to move faster than that, so in turn it felt like I was moving at an extremely slow pace which was frustrating. It seemed like the character controller has physics attached to it, which was confusing to me because the gameplay is simple as is the graphics, so my character should also fit that style and just snap to my movement.

    The aesthetic rhythm is really good, but you do need to update the grass texture as its a little to bright and it doesn't really fit with everything else, try making it a little darker and see how that looks.

    Again, the prop placement in itself is fine, but the colliders of the bushes and flowers are way to big, in fact...I'm not sure why they have colliders on them because unless my character is very tiny he should be able to walk over them fairly easily.

    I'm not sure what the objective of the game is, or what keys to use (unless somebody reads it here) so it would be nice to explain that before the game loads which I'm sure you know, but if you are going to put it up on the website for download, it definitely needs to be present now.

    Map layout, really hard to say, it seems fine to me I was able to navigate my way around (very slowly) and find my way to the desert.

    Very good thus far
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  3. #33
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    Quote Originally Posted by Calibur View Post
    The first thing I noticed when I entered the game is that the screen size was fairly small, I felt like I should be able to see a little more of the map.

    The character controller needs to be fixed, when I moved I expected my character to move faster than that, so in turn it felt like I was moving at an extremely slow pace which was frustrating. It seemed like the character controller has physics attached to it, which was confusing to me because the gameplay is simple as is the graphics, so my character should also fit that style and just snap to my movement.

    The aesthetic rhythm is really good, but you do need to update the grass texture as its a little to bright and it doesn't really fit with everything else, try making it a little darker and see how that looks.

    Again, the prop placement in itself is fine, but the colliders of the bushes and flowers are way to big, in fact...I'm not sure why they have colliders on them because unless my character is very tiny he should be able to walk over them fairly easily.

    I'm not sure what the objective of the game is, or what keys to use (unless somebody reads it here) so it would be nice to explain that before the game loads which I'm sure you know, but if you are going to put it up on the website for download, it definitely needs to be present now.

    Map layout, really hard to say, it seems fine to me I was able to navigate my way around (very slowly) and find my way to the desert.

    Very good thus far
    Thanks Calibur, most appreciated. You can open the window to full size if you wish to ( I can anyway). The grass and flower sprites are rather dodgy, I know, eventually you'll be able to cut/slash them.

    Originally, the player character moved even slower! we'll definitely speed him up now. And yeah the website will be updated soon, with more info on the project and controls, just rushed it to get some feedback on what we have thus far.

    Thanks again.

    Part-time Indie game dev, part-time procrastination expert.
    https://play.google.com/store/apps/d...s%20Ltd.&hl=en

  4. #34

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    For pretty much every single PC game that uses arrow keys for movement, WASD are bound to the same controls (w=up, a=left, s=down, d=right). Obviously there are exceptions.

    I haven't had a chance to download and try yet, but would WASD for movement (in addition to arrow keys), with Q and E for the skills work?
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  5. #35
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    Quote Originally Posted by Carwash View Post
    For pretty much every single PC game that uses arrow keys for movement, WASD are bound to the same controls (w=up, a=left, s=down, d=right). Obviously there are exceptions.

    I haven't had a chance to download and try yet, but would WASD for movement (in addition to arrow keys), with Q and E for the skills work?
    That's a good suggestion. I'll pass it on to the programmers. Thanks.

    Part-time Indie game dev, part-time procrastination expert.
    https://play.google.com/store/apps/d...s%20Ltd.&hl=en

  6. #36
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    Okay, so after some player feed back the player character has now been sped up and the character ability buttons have been placed closer together ( A & S). For anyone who hasn't played our extremely short demo, you can download it from our website http://www.greenboxgames.net

    More changes and more of the game coming soon

    Part-time Indie game dev, part-time procrastination expert.
    https://play.google.com/store/apps/d...s%20Ltd.&hl=en

  7. #37
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    Well, where do I start.....It's been a while. The OP said we'd post good points and bad, so here it goes....

    The whole experience so far has had massive highs and some real lows, but all a huge learning experience I guess. We've had communication problems, personal problems, hardware and tech issues, build version control problems, original members have left the team and new members have joined.....

    It's been pretty tough and stressful at times.

    Not only that but the whole project has taken a lot longer than I anticipated. I was under no illusion that this was gonna take time but I thought we might be further along by now. It's extremely tough when the team has lives outside of the project, I have two children and a full time job, and balancing them around game dev can be difficult, on top of that no one is getting paid for their efforts (yet)

    On the bright side we are all now working away again and we have an awesome sound track to complement our game.

    Anyway, here are some latest screen shots of the project

    title_close up.jpgStatue_in_forest.jpgForest labyrinth_screen.jpg

    Part-time Indie game dev, part-time procrastination expert.
    https://play.google.com/store/apps/d...s%20Ltd.&hl=en

  8. #38

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    Welcome to the world of Indi Game Development

    Glad to see your still following up with your project! Can't wait to see more of it
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  9. #39
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    Quote Originally Posted by Calibur View Post
    Welcome to the world of Indi Game Development

    Glad to see your still following up with your project! Can't wait to see more of it
    Ha, cheers.

    We have an improved demo, I just want to get the music working properly before we release it.

    Part-time Indie game dev, part-time procrastination expert.
    https://play.google.com/store/apps/d...s%20Ltd.&hl=en

  10. #40
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    I would be interested in seeing your latest demo. Keep at it Green Box. I'd like to hear this soundtrack you speak of.
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