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Posts posted by Jenni
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Day Nine
Today, the name of the first prototype was integrated into the game.
On the main repo:
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Jenni replaced the mirrored tower with a manilla envelope graphic. (df90500)
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On 4/20/2017 at 5:54 PM, Cheeseness said:It would be neat to have a motif that memory creators could depict in their scenes' style. In the short term, it's probably best to go with Mythalore's suggestion since that's something that doesn't have the risk of a memory creator forgetting to add it in.
I'm playing a bit with the idea that the return to hub button would reflect the scene's style.
I'm working on putting this into the Doug the Ogre memory:
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I plugged the menu by @Mythalore into the engine (using the concept hub by @TimeGentleman as the background)

(currently Credits and Options aren't clickable, as they wouldn't lead to anything yet)

@Mythalore: When you create the Hall of Adventure, could you do it as a separate image, so that each element of the menu can be swapped in and out as need be?

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5 hours ago, Mythalore said:@Jenni One thing, you mentioned incorporating @Cheeseness's logo, I was wondering how you're thinking of doing that?
I was under the impression it was a placeholder thing, although it could work well as an interstitial loading screen.
I do really like that I'm getting a sort of uneasy, mysterious feeling from it; plays well with the uncertainty of the memories.
There are actually two menus in the game - the menu that starts the game (which currently uses the logo by Cheeseness) and the in-game menu (which is currently logoless). I can easily incorporate your main menu, and move the logo by cheeseness to the in-game menu (it will be nice to have buttons that fit the menu as well, as currently they're just boring grey placeholders).

Oh, and I really like the gold adventure - it really works with the color scheme now.

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Day Eight
Today saw the addition of the second player character: the musician.

On the main repo:
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Jenni removed assets that aren't used and added the sprite of the musician. (60bdb39)
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1 hour ago, kednar said:Why don't we all make a letter?
Ooh. I like that idea.

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@Mythalore - Nice! Sorry I didn't respond to your idea earler - but I really like the idea of the adventurer looking in on the room as part of the main menu. Don't feel like you are stepping on anyone's toes - this project is open ended to make sure that anyone can contribute whatever they want.

We have an in-game menu, so once your menu concept is finished, we can put both your logo and the one made by @Cheeseness in the game.

The Only thing that stands out to me in that logo is the black font on adventure, as the two colors don't mesh well with the Amnesia part of the logo - maybe use a lighter color for the "Adventure"?
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No worries, @CorruptBiggins - @flesk is completely correct. Real life responsibilities should always come first.
We're aiming to have this game open to development after Amnesia Fortnight is over, so you'll have time to contribute then.

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10 minutes ago, Cheeseness said:It would be neat to have a motif that memory creators could depict in their scenes' style. In the short term, it's probably best to go with Mythalore's suggestion since that's something that doesn't have the risk of a memory creator forgetting to add it in.
That sounds like a good idea for the short term.
The beauty of Godot is that we can use a simple button for the short term, and then make that button an object later as a long-term goal, without having to change the functionality.
All of the objects that can be clicked on in the hub to transport the character to a memory are actually buttons within the Godot engine. 
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The engine in the main repo now has the basic platforming functions of walking and jumping, so now the meat of the game needs to be added. So, we need to figure out how to interact with objects (maybe press a button for an ability, when the character is near an object that could use that ability - and maybe give an error type of sound effect when it's the wrong function?)
We also have to work out how to switch between characters, such as by button press. We should probably keep it limited to keyboard or joystick keys, and not involve the mouse, as it's a platformer at heart, and should be accessible in that manner.
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10 hours ago, Cheeseness said:I feel like it's probably going to be important to allow players to back out of a memory that they don't feel like they're making any progress with and that there's probably likely to be some value in letting players have a few memories to choose from at any given time.
Maybe something akin to the creature in Psychonauts that will bring you back to parts you visited before. Maybe something that the adventurer is fond of, like a teddy bear from childhood?
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Day Seven:
It was a slow day today, as development focused solely on the quality of the assets.
On the main repo:
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Jenni cleaned up the artwork. (9bc36bf)
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Day Six:
The game is starting to take shape.

On the main repo:
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Jenni updated the artist sprite and added the elevator shaft from the concept art. (672affd)
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6 hours ago, Cheeseness said:I feel like maybe it shouldn't be too obvious, and should be something that isn't revealed until the player explores the memory a bit or solve the memory's puzzle(s). Otherwise, what are the stakes for a "fake" memory?
My thoughts on this is that even the false memories would have the scar, as the amnesiac adventurer would think they were real memories when they began. Maybe some false memories could have the scar fade once it becomes more clear that it's not a real memory (although we shouldn't require this for every false memory, simply to keep the scope simple, as we don't want to limit submissions).
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Here's a concept for an "Elevator Madness" level, based on flesk's suggestion on the issue tracker:

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I also forgot to mention the scar that identify's the adventurer throughout all of the memories. Originally, I was thinking an X shaped mark on the face, but since we're mirroring sprites to keep the scope small, that wouldn't work. I updated the scene using taekon's concept art to have an X shaped scar on each hand, since that would work better than an X on each cheek.

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5 hours ago, Cheeseness said:I'm still going to push for/suggest 1920x1080 as the native resolution (Godot is capable of running smaller when smaller resolutions are desired) and having contributors who want to work lower res scale their stuff up.
Each scene shouldn't have to use a different player character. I think it's pretty important to leave open the option for contributors to share character sprites (or even backgrounds and inventory items) across memories if they'd like to - these kinds of collaborations can yield cool results!
Aye. I should have made that clearer. Each room can have a different player character, but you can certainly use the player character in different rooms.
I upped the resolution to 1920x1080, with a 1920x50 black border at the bottom to be used for inventory. I also added TimeGentleman's room concept art for the hub (with the grandfather clock leading via click to taekon's concept art and a Doug the Ogre doll standing in for a room based on my Doug's Moai Adventure game.
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Day Five
Today, the rough skeleton engine art started to be replaced by the concept art.
On the main repo:
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Jenni added the concept art for the Elevator Madness level to the skeleton engine. (de563ba)
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Day Five
Today we had a lot of great concept art that was focused on the hub that will connect all of the scenes together.
On the main repo:
- Jenni fixed the quit button in the main menu (4f0ab95)
- Jenni added Cheeseness' logo (dbe3515)
- TimeGentleman added the design notes page to the wiki
- TimeGentleman added the longer term ideas page to the wiki
- Flesk fixed some issues with HUD tooltips (#12)
In the assets repo:
- Cheeseness added background and sprite files for the 70s cop environment from the pitch video (ec841ee)
On the forums:
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@TimeGentleman shared concepts for the main hub and an interface for navigating to memories in the concept brainstorming thread


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@WavingPeople created concept art for a wall of adventure containing trophies from previous adventures in the concept brainstorming thread
- @flesk proposed a possible folder restructure in the Programming and asset creation thread
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Today, I'd like to lock down the specifics of the story and the way the game works, so that we can move forward with making the game (feel free to continue submitting ideas for longer term goals though
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An aged adventurer has dementia and can no longer remember things without being prompted. The adventurer is in a retirement home, and has a room full of memorabilia from previous adventures (the wall of adventure can certainly be included, but we should have items that aren't necessarily from adventures as well - and feel free to include something that may seem real, but is later revealed as a false memory - so don't feel like false memories have to be accessed by VHS tapes or something similar).
Each item leads to a memory of an adventure (so we should keep the room empty of items except for those for the adventure (such as a grandfather clock for a real adventure or a stuffed troll for a false memory). The items for the memories that haven't been completed yet are darkened, and when the main clue is found (in the short term, the rooms will have a single clue, multiple clues and a final puzzle to sort them will be a long term goal) the game goes back to the retirement home, and the object is now lightened (for the short term goal, we'll have this room be locked at this point, to keep the scope small, but in the long term once we have more clues, we can allow the rooms to be re-entered).
The resolution for the background art is 1024x768, with black bars on the top and bottom to accommodate the inventory (1024x180 for the bottom and 1024x87 for the top - the latter simply to make it align properly in the engine).
There are no size limitation on the character, as each scene will use a different player character due to the dementia of the adventurer (so gender, race, and even species can change between scenes),
We'll lock down the mystery and the answer closer to the end of AF, so that we can work out how to fit in all of the clues into the mystery (don't worry too much about story in the memories - just go crazy, since this project is meant to be open
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If you have anything else that you feel should be added, or want to discuss changing anything, let me know. Tomorrow, the basics will be set in stone and we can start working on the game in earnest.

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Eep. I just realized I never posted in here. My name is Jenni, from New York in the USA.
I'm managing this project (alongside The Lost Dev Team) during this year's community Amnesia Fortnight. I previously managed the Forum Downtime Funtime Adventure that we did when this forum was being upgraded, and submitted art, music, and voice work to the Bad Golf: Community Edition during the last community Amnesia Fortnight.
I've also created a few games in my spare time that you can find at jennibee.itch.io if you're interested.

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It sounds like a good idea - especially moving the assets out of the rooms (I actually started moving them out to /art in the latest repo code - but it would definitely be better if they were sorted by how they are used in the engine).
I simply set the verb menu to not appear for now. And, I agree that it would be a good idea to make a pull request for the changes we make to Escoria (the menu is actually pretty broken in upstream Escoria, so any fixes we make to it will definitely be helpful to anyone wanting to use Escoria.
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Below are concept pieces from by @lightsoda @Jenni and @Cheeseness that appear in The Lost Dev Team pitch video.
Share, discuss and collaborate on any concept art for The Lost Dev Team that you'd like to share! If you're sharing something you didn't make, be sure to credit the artist!






The Lost Dev Team Now Uses Godot
in The Lost Dev Team
Posted
I don't know if anyone here is tracking changes in The Lost Dev Team (or is planning to contribute), but I just made a major change that effects everything.
Since I'm the only programmer on this at the moment, I switched from Unity to Godot since it was too hard to switch between the two engines for Amnesia Adventure and The Lost Dev Team (and the latter was suffering for it), plus this way code can be shared between the two projects where appropriate.
If this change causes anyone any issues, please let me know.