2DArray's Random Title
“Grief” Demo
Here we are, a sequel to Company. Kind of. THIS ART IS NOT FINAL. SERIOUSLY. I’m using the character art from Company at the moment, because I don’t have new art yet. YOU WILL NOT BE PLAYING AS JACK. SERIOUSLY. DON’T ASK ME WHY YOU’RE PLAYING AS JACK. I WILL END YOU.
Use WADS to move around and jump. Click to spawn boxes so you can mess around with the physics engine.
I had already made pretty good progress on the engine for the game, but it was running far too slowly, so I started over and used some different methods. The character’s collision physics are much more manageable and accurate, so that’s a good start. I also had to take out the clever rendering methods that I had used before, because they ran far too slow. This basically means that instead of realtime Gloom, we’ll have to settle for baked Gloom. We can still make the game look good. Promise. It also runs at 30 fps now, instead of a shaky 24.
If you want to be in the credits, leave me any sort of feedback. Tell me what you liked, or what you hated, or what you think I should be doing differently. Also give me a name so I know who to list you as. Every tester will be in the credits.
#1 by Ogt2 on January 12th, 2010
Nice little concept. I had fun just \"black boxing\" my way up to the top of the… wait, there is no top…
Anyways, there was a few little stuff I wanted to clear out.
1. Maybe you already took care of this, but if you didn\’t, here it is: When there are too many black boxes on the board (mind if I call it like that?), like a hundered or so, non of the boxes dissapear, so the game started lagging after a little while.
2. I liked the fact that if you even try to spawn a box in a wall, the box will get pushed out. Nice going!
3. I\’m sure it will seem much different once the art and all will be done, but it felt kinda strange having the guy (crimson box) not really respecting the laws of physics when stacked on other boxes, but still good nonetheless.
I\’m really looking forward to see this completed. If you want, and if the spots are still vacant, I could be one of the \"idle\" artists for the game (backgrounds, walls, etc…). If you don\’t have any spots left, or if you don\’t trust me (for whatsoever reason), you don\’t have to pick me, I\’m not that much a great artist anyway. If you need any demonstrations of my art, you could send me an e-mail at \"ogt2@hotmail.fr\" (yes, that\’s right, I live in France). I\’m also a begginer musician. My music isn\’t that great, but who knows? Anyways, this was a nice little simulation, and I had fun playing it.
Cheers! -Ogt2
(P.S.: I absolutely loved your game \"The Company of Myself\". So saaaad ;_;)
#2 by Josh on January 12th, 2010
Looks good so far for an engine prototype. I’d like to see more of what you’re going to actually do with the boxes before adding any thoughts to your design.
Only 1 comment so far: Allow the use of WADS for movement so you don’t have to take your hands off home row.
#3 by HouseOfSnakes on January 13th, 2010
I agree with the use of WASD – if you use the arrow keys, it makes mouse use more difficult. If this isn\’t going to be a mouse heavy game, I suppose it doesn\’t matter as much, but I just remember spewer was WASD-able and that made using the mouse much easier, for me anyway.
One compliment: I like how the character (red box) speeds up as it \"runs\", for example you can leap the semicircle in one bound with a running start, but you cannot jump over it from rest. If you make some stages or levels dependent on the amount of run speed you get, (you could fall short or over-jump and die either way) that could add an element of planning in level completion.
Overall looks good, hope there is a mix of strategy and action challenges. Good Luck.
#4 by NastoK on January 14th, 2010
I was always for the dark and gloomy kind of games, rather that shiny and \"glowy\", so thumbs up for the gloom effect, though it feels kind of empty without a decent background (in my opinion, the only game I\’ve played where the white background works is Shift).
That being said, the desaturation effect is a plus too, but unless there is a, e.g., ability of some sorts (I don\’t know, maybe bullet time), than its rather useless.
On a side note, I agree with the WSAD for controls.
#5 by Doug Snowden(Wiggles96) on January 14th, 2010
Very nice, i maged to use boxes to jump over te wall then kept using boxes to jump, Very nice, cant wait to see the final results. It will defiitely be highly rated
#6 by winwinwe on January 15th, 2010
I liek boxes
#7 by TravisHurst on January 15th, 2010
you can push yourself out of the stage walls with the boxes and get screwed over. might wanna fix that
#8 by DrawBridge on January 15th, 2010
It looked promising.
Just a few things that the others had mentioned.
WASD controls.
Ability to remove boxes.
#9 by sharkhunt on January 15th, 2010
great concept, feels smooth
1. boxes can go through walls (im sure that doesnt matter for this one).
2. Make the jump a little higher, seems constricted.
3. spawning boxes while jumping falling is smooth,
4 the Physics of movement feel very real and smooth.
5 add WADS keys as well as arrows for movement.
Great concept
#10 by Polygeist on January 15th, 2010
I like the background art. The sketchy landscape suits the feel I think you’re going for. One thing I want to say about the environment, though, is this. While having the character travel on the middle of the platform (vertically) may look cool, it is a pain to have to navigate such a landscape in a platforming game. Suggestion: make tangible platforms obvious; don’t leave the player guessing if that edge will actually hold him up or if it’s just there for cosmetics.
The changes made to the desaturation really help the effect be more dramatic and have a feel of bearing significance. Though, to me, the effect seems to make the environment -brighter- than simply desaturated. Is this what you were going for? The end look of the world when desaturated in this demo’s previous incarnation seemed more suiting to the esthetic of the game: a black & white world rather than a blindingly white world. The way it works now is different, not necessarily bad. Just depends on the look you want the game to have.
With the boxes I think it might help if (1) there was a way to delete boxes, and (2) for the “rate of fire” of box manifestation to be decreased. The way it is, the level can be effectively spammed with irremovable boxes with little effort, clogging hallways/tunnels. But maybe this is part of the puzzle aspect of the platformer?
Overall, I very much like the direction I se this game developing. Can’t wait to play the release!
#11 by Tikikala on January 16th, 2010
This is Tikikala from Kongregate. Since there isn’t much of a plot or music or sound effect, I go comment on other stuffs. First thing I noticed is the color. I love the shades, colors, and intensity. It looks so chalk-like! I love it! Also, I suppose the desaturating and glooming has to do with game mechanic, otherwise if it is just for fun or trivia, it won’t be fun….
A sequel of Company of Myself and the protagonist is not Jack? Anticipate!
#12 by possibly38 on January 16th, 2010
Great concept. i like the idea of spawning boxes with clicks this time, its a nice touch, overall id say it looks good. only thing id add is like everyone else said using the WASD keys.
#13 by High-Lord Vin on January 17th, 2010
I was kindof shocked when I clicked the screen and a box appeared, but not for a good reason
I remember playing this game (forgot the name of it) on Armor Games; you were this guy searching for his airplane or something and he got through the levels by using a box producing gun; the game had a rating of 5/10 and I did not like it that much…
wait I found it!
http://armorgames.com/play/4640/in-another-chateau
for you game, I did not really like how the guy moved; to rigid; not very fast; slow jump speed
agree with wasd; and I got a box stuck in the wall; just do it really far in
#14 by High-Lord Vin on January 17th, 2010
ow! and yes this is the name I use on the internet
#15 by High-Lord Vin on January 17th, 2010
I change my mind; movement is fine except falling is a bit slow and movement over hills is too much for my liking (it is just a tiny bump)
#16 by andrea chavez on January 17th, 2010
todo lo sabe que es perder
#17 by GambitTheCat on January 17th, 2010
Neat concept at the minute, physics engine looks very good and I like the physics on the slopes.
#18 by duckyrox358 on January 17th, 2010
I like the concept. It would be cool to see a variety of environments and I think that would bring a little more life into the game. Keep it up!
#19 by Darxzero on January 17th, 2010
Nice concept. It reminds me of the wizard’s ability from Trine, which is far from a bad thing. The “gloom” is an interesting little effect as well. Not much I can say enginewise, although I agree with a couple of the other comments, stating that the ability to remove boxes would be handy. Also, dunno if the “sketchy” style is a basis for the final artwork, but it does create a nice effect. Not much else to say on the matter, so I’ll just stop here.
#20 by High-Lord Vin on January 17th, 2010
I like how you can kindof hover by holding the jump bottom and placing boxes underneath you whie you are in the air
#21 by quaznog on January 17th, 2010
i like it, but i ran into 4 problems.
1) to many boxes cause lag & with no way to clear you can get stuck in a room
2) boxes go through walls and other boxes
3) you cant tell what size the next box will be, this is a bit annoying
4) you can fly if you jump and put a box under yourself and then jumping and repeating.
i like your games alot
#22 by Fiendmummy on January 17th, 2010
feels very..whats the word..different..
heres some things i noticed/think you might need to add.
1) possibility of use of WASD, its harder f you’re going to be using the mouse with arrow keys, makes it feel conjumbled.
2) can tell next size of box, change it?
3) if you spawn to many boxes then the game laggs like hell.
4) make it were the green thing can igleast Jump a bit higher.
-The One The Only Fiend
#23 by XDlinkDX on January 17th, 2010
The guy should look like the same guy from TCoM but green and some levels should have multiple exits and a split storyline. Ex : You go in the door higher than the other door and your partner died in that room, but if you go into the other door he’s still alive but leaves you.
#24 by High-Lord Vin on January 18th, 2010
this game is not that old cpu friendly;first time I played it was on a new cpu; second was on my old cpu (512 MB of RAM); it is kindof slower now; makes box jumping easier thou
#25 by NastoK on January 18th, 2010
Lovin’ the artwork! Dark as I like it
And the atmosphere! Like it the levels with Kathryn make this all the better. Looking promising. The only thing I don’t quite like are the boxes. “In Another Chateau” isn’t all that interesting, but I don’t doubt you! I’m sure you’ll fit everything into place.
#26 by bard87 on January 19th, 2010
Really nice engine and effects, but I find out that zooming more than once makes this game runs VERY slow, maybe because of noise effect – after couple more zooms it turns back to normal speed…
#27 by OHFACK on January 21st, 2010
I think having 2 different kinds of jumps would be a cool feature. Jump A being a long jump that you need momentum for, and Jump B being a higher jump that you can achieve by standing still.
#28 by Tikikala on January 21st, 2010
Hey, it\\\’s me again! This time the game is less red and more blue… I have no clue with what mood you are trying to achieve…. Anyways, because the player can now shoot imaginary gun at boxes, I think there is physic involve? …
I have trouble going back=retracing my steps- in one of those floating staircase in the far right of the platform… I think the height is just a bit… high?
Also, another player suggested something along the lines of \\"faint lines to show walkable areas\\". I think it is a great way to reduce the frustration of Wild Mass Guessing in determining where you can walk or jump on.
#29 by Alex on January 21st, 2010
That custom Flash renderer is pretty sweet. What Flash class did you have to extend to implement your own?
#30 by Polygeist on January 21st, 2010
Is Henry supposed to be wielding a shotgun? I first thought that the radial lines was a spray of pellets–it took me a minute to see that the ammunition was traveling to the closest wall. I do like the fact that the ammunition is basically invisible (it’s fairly accurate to how gun fire look in real life).
However, you might want to change the muzzle flair. It looks life a shotgun blast. Gun flash doesn’t spray out like that–it, well, flashes for a millisecond. An explosion of light and energy burned into the retinas. No movement in perceivable. Only a frozen burst of flame existing for a fraction of a second. If you really want to get fancy (and depending on the type of firearm in use), you could have the surrounding environment light up near the muzzle with the flash.
Bolt-action rifle (Mosin Nagant):
http://www.youtube.com/watch?v=aWiZAKK5o1A
Handgun (G22):
http://www.youtube.com/watch?v=gPrZrG-AKjk&feature=fvsr
Assault rife (AR-15):
http://www.youtube.com/watch?v=PjLeUc54G-Y
#31 by UltimateChaos on January 22nd, 2010
This engine is working marvelously thus far, the inertia and handling both work very well together. In order to use the mouse and move effectively, using wasd was really the only option, maybe the spacebar could be used for another effect?
Depending on the objects you choose to add and use, there’s a lot of potential here, and a lot that can be done. The desaturation is pretty nifty, too. Love the particle effects too, seems like a lot of effort went in there.
Excellent work so far, keep it up!
#32 by Polygeist on January 23rd, 2010
I <3 shooting boxes.
http://i47.tinypic.com/abjno6.jpg
#33 by Jack on January 25th, 2010
Beautiful backgrounds. And i look foward to seeing the other interpertations. I only ask that you include text as you did in Jack’s Story
#34 by Nodal on January 26th, 2010
The jumps seem a little floaty to me. As if he’s holding a parasol. Other than that it seems good. I like the video effects.
#35 by Daniel on January 27th, 2010
The anti-depressant pills are a genius addition to the game.
What about adding other pills or substances that have other side effects?
Alcohol, Gluttony, Pain Meds, etc…
Keep up the great work!
#36 by Lazer Bomb on January 31st, 2010
There isn’t much to comment on right now, but it seems very detailed for a prototype. If I were to make one change to it, I would make diagonally shot bullets that hit the tops of blocks move them. That way, the blocks can be shot away from walls.
I enjoyed fooling around with the gravity button.
#37 by [rEz] on February 2nd, 2010
Using the antidepressant while on the cube was a very interesting part of the game whether or not it was intended. I think it would be a lot better if there was a roof to the level as I lost all the boxes in when i used the antidepressant.
The scrolling screen is different from some of the other game you\’ve made and it works for this one quite well.
Finally the Imaginary Gun I wasn\’t too sure what to use it for in this demo, it looks a great concept but I found that with no goal established in the level I didn\’t use it much.
Like the look of the game, keep up the good work!
#38 by kopibrian on February 2nd, 2010
i like how the way you “lift” the boxes by press shift and standing above it to”float”…
I don’t expect this is a shooter game
perhaps too much spewer-like with WASD and mouse click?
Anyways, can’t wait to play the full version!
- kopibrian
#39 by Chickumbleh on February 5th, 2010
Interesting.
I liked how you could ride the blocks upwards in antidepressant mode. I hope you include that as a big part of the game-play.
I did not like the lacking of the gun being automatic. I would have preferred to have been able to hold it down.
The physics look good as does the grain effect.
-Chickumbleh
#40 by SundaysRain on February 6th, 2010
Antidepressant idea is pretty good, and the art for this game looks promising. Keep up the good work!
-SundaysRain
#41 by win on February 6th, 2010
hmm, interesting…
not that much too offer at the moment, storyline would be nice i guess what i can say are comments on the graphics and controls
looks like a rough sketch of the graphics atm, simple platformer, eh idk, another mysterious and depressant mood, awesome.
more blurring and depth of field would be sweet, maybe a border on the game screen or a fade out kind of border would add the effect of maybe a dream of some sort
once again, its so primitive im not sure what ur going to add and whats going on so theres not much i can suggest
#42 by win on February 6th, 2010
one thing, bullets ricochet and kill self?
#43 by win on February 6th, 2010
on other thoughts, perhaps you’ve already come up with a pretty good plan for the game, but if there is room for change, idk, ppl saying they didnt expect the sequel of company to be a shooter game, i almost agree, the idea of self duplication was fascinating and i would love to see it again or something related
its all very deep emotionally powerful message; taking philosophy in college right now, just reminds me of the search for truth and what is reality, is it what we perceive it as from experience and what we define? the fact that you can clone yourself from your insanity and loneliness demonstrates an aspect of that very much
#44 by Benjamin on February 6th, 2010
Great idea.
I think it’s against the whole strory to give him a gun.
Maybe you can make something about the doctor trying to investigate Jack’s story. (:
And please try to get all the emotions that where in the first.
That was what made it a good game.
Loved ‘The Company Of myself’ and would very much like to see a sequel.
Good luck making. (:
#45 by Xanceo on February 7th, 2010
I really like the idea of the anti-depressants, but i think your gonna have to explain how the heck random bullets come out of his green body
#46 by crazieshado on February 8th, 2010
Really fun game. Its strategic, and you have the physics nailed like your usual games. The twist (anti-depressants)
are really nice, although the gun could potentially use a modification (in terms of name, etc), as it really doesn’t make any sense as of now. Then again, its quite a dreamy game. Interesting concept, I hope you change the character’s look.
#47 by KsbjA on February 10th, 2010
How do you spawn boxes?? Clicking just fires the gun.
#48 by Andrew H. on February 10th, 2010
Great game, but can you make a different character than a boring box?
#49 by Giggity on February 12th, 2010
I like the concept of changing, but I think that a little more variety with challenges would be cool, and a nice story would be great too. I like the background and rainy stuf, but I think that you should make the back ground reflect the story, like in a hotel room it looks like a hotel room, etc, also, im assuming that this is simply a test character, and not the actual thing9At least i hope it is) over all it seems like a fun game.
#50 by Anon on February 15th, 2010
I assume you took your concept from this:
http://robotzombieplague.com/
?