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regi
  Fri Aug 05, 2011 3:47 am
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News and Updates


Premise

Lace wrote:
"Burning. That's all I see when I close my eyes. Flames licking books and fallen bookshelves. Scorched bodies on the ground. Smoke curling into the air. What are these visions? Am I daydreaming nightmares? Is this some wicked scene of imagination, or is it the ghost of a memory?"





Features and Media

Scavenger is a 2D puzzle-action-adventure game: chock-full of dungeons and dangerous creatures,
it is a breathtaking adventure across a vast fantastical world.


Inspired by the Legend of Zelda series, gameplay entails an Action Battle System
where you fight enemies on the map, combined with pixel-based movement.



Demo video of the movement and battle system in motion! [character and HUD are slightly outdated; not in demo]

As you progress throughout the game, you will collect a variety of Tools. These will be very
important when solving puzzles or defeating strategic boss battles in dungeons.


Image

From scaling cliffs to chucking bombs, you'll need to interact with much of the environment to proceed.

Image

Throughout the game, examining certain artifacts will reveal the past world for a short time.
During visualization mode, the player sees and imagines the past while walking in the present.


Image




Music

Helping on our team is the talented Jimmy Harrison (alias jtbengal). Here are some pieces he's composed for the Scavenger OST:

Inferno | Golmar | A Bleak Future


[Sorry, these songs may not be used without permission from the composer (please contact us if you wish to use them).]




Guide

For those of you stuck on some of the puzzles, here's a few hints to help you out!
Entrance Hall
Corridor 1
Corridor 2-3
Basement (Fire Statues)
Basement revisited
Enemy Strategies

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SCAVENGER
action-puzzle-RPG in which one can visualize the past
NEWT text-based adventures of a four-legged amphibian
OMNISIA time-traveling puzzle-RPG against the deadliest of foes


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Juan J. Sánchez
  Fri Aug 05, 2011 3:59 am
"Do not let your hearts be troubled. Trust in HBG; trust also in me."
- Jesus Brist
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I had no idea you were making a game Regi. The music's gorgeous (the one in the video). I'll give it a try this weekend and give you my honest opinion. :)

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regi
  Sat Aug 06, 2011 9:38 pm
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Thanks! There was an error with encryption (apparently it doesn't copy all your folders along with the game) but the link's fixed now.
I'd appreciate any comments or critiques!

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regi's games | immerse

SCAVENGER
action-puzzle-RPG in which one can visualize the past
NEWT text-based adventures of a four-legged amphibian
OMNISIA time-traveling puzzle-RPG against the deadliest of foes


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Juan J. Sánchez
  Fri Aug 12, 2011 2:46 am
"Do not let your hearts be troubled. Trust in HBG; trust also in me."
- Jesus Brist
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Location: Costa Rica
Okay, I'm downloading it. I'll give you feedback in an hour or so.

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Juan J. Sánchez
  Fri Aug 12, 2011 3:43 am
"Do not let your hearts be troubled. Trust in HBG; trust also in me."
- Jesus Brist
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Location: Costa Rica
Okay, so I played the demo.

I was a bit disappointed overall by the graphics. That being said, which I believe is the least important, I think there's a lot of room for improvement.

I absolutely loved the idea of going into the past to solve puzzles in the present. Then, of course, some of the puzzles were not explained in detail. Others were too hard. In example, the torches you must light to open the door, I did not understand if I had to copy the sequence in the past, invert the sequence (as in light the unlit torches), etc. Also, I could not get past moving the tile in the basement since the dragon statues kept shooting fire at me. I tried various times.

So I'm probably missing a big part of the demo.

In other aspects, I enjoyed the music, and the keys are a bitch to get used to.

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regi
  Fri Aug 12, 2011 6:37 am
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Nothing like a good harsh bout of criticism to keep a maker motivated :) no really, thanks for the feedback!

Regarding graphics, I'm afraid RTP and slight edits are the most I can do without hiring some professional spriter. Given the variety of areas I'm going to have to map (plus a future and past version for each) there's just not enough resources for it. Even with RTP I'm doing all I can to add custom graphics; maybe once I get some forest or desert maps out you'll be more satisfied.

Glad for the feedback on puzzles. Never had enough testers, so measuring the difficulty was a tad.. difficult. I suspect I could've put more clues in the very beginning dungeon, though. The basement statues requires a bit of ingenuity with how you push and pull the block. hint: fire won't burn it. It's also helpful to know that where you can't walk is marked by a darker tile, in case you didn't notice.

For controls, is there a nicer scheme you would recommend? Considering buttons are required for moving, examining, attacking, and tools, I felt that was the most appropriate (RM really doesn't offer enough, but I can look into a keyboard script?) Or would you prefer combining attack and examine objects (as one key, just the Spacebar?)

There's really not much after that, just some small plot points. The demo itself is more of a teaser, as I called it. Thanks for giving it a try, though! Your crits were very helpful. Time to fix up those points.

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regi's games | immerse

SCAVENGER
action-puzzle-RPG in which one can visualize the past
NEWT text-based adventures of a four-legged amphibian
OMNISIA time-traveling puzzle-RPG against the deadliest of foes


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bacon
  Fri Aug 12, 2011 8:27 am
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Okay
I got frustrated in the first minute of the game because I had absolutely no idea what to do and it turned into me sort of hitting things
You need to emphasize your puzzles a bit more and make things a bit more streamline and make things pop out more
it took me 5 minutes to figure out to push that button because I didnt see a button
and then I got stuck at the torch scene and I couldnt do anything

I think one thing you should really reconsider is how much you warp into time back and forth and how long
it can get really really frustrating when you are looking at something and BAM warp back
instead, why not make the objects that warp you back and forth without a time limit and make the amount of time you are in the past a lot longer
have waypoints that warp you inbetween past and present
that way you can make things a lot more interactive and a lot more interesting
by setting a time limit, we are missing out on the past world and all of the wonders and mysteries and exploring

the music is super intense for the scene
I would suggest a more mellow piece
the song should reflect the present, not the past

also, I think that the scene at the beginning is a bit unnecessary
you could of just had the protagonist walk into the building and then when we warped we would of seen all of the damage

I love the third person text it reminds me of a story book
I really hope you stick with that and make it like a story novel you read your kid before bed or something
you should use that to your advantage a bit more because it fits really well
so when you warped into the past, you could of just explained using the novel instead of having that whole beginning scene
I know its good to show not tell but there isnt a lot of showing
actually, the seen confused me more than actually explaining anything to me

also regi
dear jesus i keep falling through the floor in the past
and it is driving me insane

Regi i love you but your mapping is well
its pretty err
you are mixing and matching things and not making things super interesting to look at :c
you gotta stop mix matching palettes and keep things concise and clean and interesting

I was super harsh oh dear
but I really really really want you to do super well
you are just making some mistakes and some game design choices that muddle your excellent idea

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regi
  Fri Aug 12, 2011 6:44 pm
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thanks a ton! seems like the main consensus is that puzzles are too hard. most of the clues for the puzzles are in the past. I may just write up a guide if it's really that difficult.

The time limit for visualization is only a temporary thing. It was mainly intended to test the player and make the puzzles a little more difficult (but I guess they're already hard enough?) Plotwise, you can't control when/where to warp until after you find a certain artifact. I can definitely increase the time limit in the beginning if you find it irritating, though (and maybe have an optional leave-flashback-waypoint?)

The music was actually composed before I made the dungeon, it was solely for a fiery burning dungeon. Now that I incorporated two versions though my composer's agreed to make some changes.

The scene in the beginning.. well, I was lacking an intro scene (because you know all games need an intro scene) and I thought it'd be visually cool to see the outside of the building burning. I mean it's only like 10 seconds long, anyhow.

There is actually a journal for explaining some things (none of you commented on that, did you find it?) As for the (I think you mean) second-person descriptions, I'm glad you like it! I was trying something new, trying to include the player "you" instead of just a random girl wandering around. Since there is absolutely no dialogue in the game, I felt that was the best way to go about using text.

I'm sorry about the holes in the floor :( you're supposed to try to memorize the locations and plan a route before you flashback. That might help, especially in the second room.

And what about my mapping? Do you mean past or present? Because I usually adhered to one or two palettes and used only tiles in the same set (with a few add-ons)...

no worries about harshness, that was a great review! I'm going to post some hints later since people are having trouble with the puzzles.

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SCAVENGER
action-puzzle-RPG in which one can visualize the past
NEWT text-based adventures of a four-legged amphibian
OMNISIA time-traveling puzzle-RPG against the deadliest of foes


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The Law G14
  Fri Aug 12, 2011 8:20 pm
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Hey Regi, I started playing and I have couple things to say. First of all, I'm completely confused on how the key input works. It says to press A and when I do, nothing happens, which is why I can't get past the first room. Also, if you press 'Q' on your keyboard, a game-ending error comes up stating:

Script 'XAS - Tool HUD' line 237: NameError occured.
uninitialized constant XAS_COMMAND::MENU_SHORT_CUT

If you could tell me what's up with that error and how the key input works, that'd be great :D But of the very little I've played so far, the music is fantastic :)


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regi
  Fri Aug 12, 2011 8:24 pm
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Oops! That's the trace of an old function I erased. Just avoid pressing 'Q' or 'W' and it shouldn't bug out.

For controls, 'A' is attack (punch) or interact with objects. You'll know you can interact when a hint text appears inside the HUD. As for what to interact with, you'll need to pay close attention to the flashbacks. Make sure to examine (Space) everything you see, too, for helpful hints!

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regi's games | immerse

SCAVENGER
action-puzzle-RPG in which one can visualize the past
NEWT text-based adventures of a four-legged amphibian
OMNISIA time-traveling puzzle-RPG against the deadliest of foes


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Juan J. Sánchez
  Sat Aug 13, 2011 1:12 am
"Do not let your hearts be troubled. Trust in HBG; trust also in me."
- Jesus Brist
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Location: Costa Rica
Regi, I honestly don't think your puzzles are the problem. They were fun. But they lacked instructions. You can tell the player he must memorize the holes. You can also tell the player flashbacks will help him solve puzzles.

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The Law G14
  Sat Aug 13, 2011 2:35 am
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Thanks Regi! However, even when the Hint text appeared, and I followed the directions in the hint text, nothing happened. It said "push" over the A button. I'll show a picture:

Picture


Sorry for being a pain lol, I'm probably doing something stupid but I don't know :(


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bacon
  Sat Aug 13, 2011 2:46 am
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Dont make us memorize holes
x:
especially when we cant see them and we are warping into the past
its super frustrating when you hit an invisible wall that is an instant immersion killer
and so is falling through holes that you cant see

Quote:
The time limit for visualization is only a temporary thing. It was mainly intended to test the player and make the puzzles a little more difficult (but I guess they're already hard enough?) Plotwise, you can't control when/where to warp until after you find a certain artifact. I can definitely increase the time limit in the beginning if you find it irritating, though (and maybe have an optional leave-flashback-waypoint?)

I would prefer it, as a player of your game, if you leave it permanent and then have certain waypoints later that are temporary
especially for the beginning let the player explore and gradually build difficulty
cake it on slowly but surely
the beginning shouldnt be super puzzling save that for a later date just let us get the basics and look around and take out time
then once we learn start to push us out the door at an exponential rate
(what I thought is that the artifacts allow you to warp into time and that there neverchanging placement is the key to warping. You could make some artifacts that arent as powerful, thus meaning a temporary time change~)

again, the puzzles needed some severe instructions and pointing out
for me, it basically turned into a (just press buttons until something happens)
and I know that is like the worst thing in puzzle games and you know that and I know you dont want your game like that~

Quote:
The music was actually composed before I made the dungeon, it was solely for a fiery burning dungeon. Now that I incorporated two versions though my composer's agreed to make some changes.

I would really suggest a super ambient piece because you have that abandoned house feeling lurking and going on
having intense burning building music totally kills the mood
again, this is just my opinion but whatever floats everyones boat

Quote:
The scene in the beginning.. well, I was lacking an intro scene (because you know all games need an intro scene) and I thought it'd be visually cool to see the outside of the building burning. I mean it's only like 10 seconds long, anyhow.

yeah but in those ten seconds i was like what is going on?
and i dont know, it didnt really explain anything it was just a burning building

Quote:
There is actually a journal for explaining some things (none of you commented on that, did you find it?) As for the (I think you mean) second-person descriptions, I'm glad you like it! I was trying something new, trying to include the player "you" instead of just a random girl wandering around. Since there is absolutely no dialogue in the game, I felt that was the best way to go about using text.

I definitely saw it but I didnt access it because I was getting mad at the game
x:

Quote:
I'm sorry about the holes in the floor :( you're supposed to try to memorize the locations and plan a route before you flashback. That might help, especially in the second room.

~

anyways,
I will replay the next version of the demo~

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regi
  Sat Aug 13, 2011 3:34 am
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ahh so many crits to respond to~

@Juan

@TheScripter

@bacon


anyhow thanks for all the C&C guys, it's really helpful! If too many people complain about the puzzles, I'll upload a new version with better clues, instruction, etc. and bugfixes. Otherwise I'll just post a guide for y'all. keep the crits coming! :heart:

_________________
regi's games | immerse

SCAVENGER
action-puzzle-RPG in which one can visualize the past
NEWT text-based adventures of a four-legged amphibian
OMNISIA time-traveling puzzle-RPG against the deadliest of foes


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Juan J. Sánchez
  Sat Aug 13, 2011 1:34 pm
"Do not let your hearts be troubled. Trust in HBG; trust also in me."
- Jesus Brist
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Location: Costa Rica
I read the journal, though it was interesting, and had no idea what it was meant for. ;P

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regi
  Thu Aug 18, 2011 2:23 am
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The journal's mainly for teaching controls, a record of plot events, and other miscellaneous details.

As for puzzles, I've added a walkthrough/guide for players having trouble with the dungeon! It's a step-by-step process that helps you with hints. The final solution is available if you're really stuck and frustrated: just hover your mouse over the spoiler to read it.

Finally, since only one person complained of controls, I added a poll to see the general opinion. Even if you haven't played it, I'd be very grateful for you to fill it out!

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regi's games | immerse

SCAVENGER
action-puzzle-RPG in which one can visualize the past
NEWT text-based adventures of a four-legged amphibian
OMNISIA time-traveling puzzle-RPG against the deadliest of foes


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regi
  Sat May 18, 2013 1:29 am
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Can't believe it's almost been two years since my first demo! After months of hiatus I've found the time and energy to pick up this ambitious project again. I've been working on a lot of features scripting-wise, so while there aren't any new screenshots to show, I just wanted to update you guys on some new features.

Hint system [DONE]:
Inspired by Zelda, of course, you will now see a text prompt pop up while in front of interactable events. Common hints will prompt you to examine, grab objects, push switches, and listen to people of the past. Hopefully, this should make solving puzzles and interacting with the environment less challenging!

Image

Throwable objects [DONE]:
Along with the ability to push and pull blocks, you can now chuck smaller objects, including pots and bombs. The latter will be incredibly useful in a lot of puzzles around the mines.
Image

Lighting system [WIP]:
One of the more challenging features I'm trying to tackle is a dynamic cave lighting script. Rather than adding color around the player, I'm trying to use alpha masks which darken all but a circle around the player. While this can be easily done, merging light circles around both players and other lights is pretty difficult to do efficiently. I'll be researching a lot of existing lighting scripts, but if anyone would like to help, please let me know!

ABS/Pixelmovement Engine mods [WIP]:
While the two main scripts I used, Xiderowg's ABS and f0tz's pixelmovement, are powerful tools on their own, merging them has been the most challenging project I've worked on. There's still a LOT of redundancies and inefficiencies I have yet to clean up. Unfortunately, on larger maps, I've seen a reduction in FPS down to 8 or 9, which is far from optimal. And with my constant new features (lighting) I'm trying to add, the project is just getting heavier and heavier.

For this reason, I'm considering recoding the engine from scratch, which is going to be one hell of a project. Don't know where I'm going to find the motivation to do that, so it's really a last resort if there's no other way to cut down on lag.




In addition to all these features, I've taken into account a lot of your C&C and made quite a few changes to the intro dungeon. If I can iron out the remaining bugs and polish the first dungeon, I might just release a new demo :wink: Still a long ways before that happens, though, as I'm gonna need a lot of motivation and support.

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regi's games | immerse

SCAVENGER
action-puzzle-RPG in which one can visualize the past
NEWT text-based adventures of a four-legged amphibian
OMNISIA time-traveling puzzle-RPG against the deadliest of foes


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