Forge

Everything Forge => Forge Progress - Melting Pot => Topic started by: Da_Duke2000 on April 01, 2010, 03:15:03 PM



Title: Forge Tech Demo Ver1.0 Now available (Updated April 1, 2010)
Post by: Da_Duke2000 on April 01, 2010, 03:15:03 PM
Here it is! Thanks to everyone for their efforts in the release of this Tech Demo.

The Demo will Start with a Loom recap and then move into some Forge Screen shots. To replay the preview, you can do so from the Tapestry Selection. To learn about the new GUI, use the Tutorial. And to play with the GUI freehand, enter the Mini Game section.

DOWNLOAD HERE! (http://forgegame.com/ForgeTechDemoV1.0.rar)

Please, discuss in this topic.


Title: Re: Forge Tech Demo Ver1.0 Now available (Updated April 1, 2010)
Post by: Esn on April 09, 2010, 02:30:32 AM
First impression: There is way, way too much exposition, and too much text in general. The original Loom game plunked you right into the game with almost no preamble or background information, all of which only became clear later. You should try to find a way to do this - don't bog down the player immediately with a ton of details. You can keep the opening summary of the previous game, but have it be selectable as an optional background movie from the game menu rather than the first thing the player sees (the opening intro before the menu should be short and memorable as in the original game. In "Loom", it was just swans flying behind the logo). Try to have no more dialogue as a % of playtime than the original "Loom" did.

The artwork is by turns VERY impressive or slightly wrong. The backgrounds are generally fantastic. Some of the walk cycles don't feel quite right. The large close-ups of the faces do a pretty good job of copying the pixel art style of the original, but the artist doesn't appear to be very confident at realistically drawing anatomical details. i.e. The character with the mustache has elf ears and a strange neck.

The music is quite good. But I wonder if, to keep with the "original" aesthetic, it would have made sense to use the same low-res sound banks that the original game used.

More comments later, as I'm out of time...


Title: Re: Forge Tech Demo Ver1.0 Now available (Updated April 1, 2010)
Post by: Da_Duke2000 on April 09, 2010, 08:20:15 PM
First impression: There is way, way too much exposition, and too much text in general. The original Loom game plunked you right into the game with almost no preamble or background information, all of which only became clear later. You should try to find a way to do this - don't bog down the player immediately with a ton of details.
Unfortunately, the game was released 20 years ago, and to forgive the first time player, we had to give some degree of "pretty exposition". Rest assured, the full release of FORGE will be the same as LOOM in the original design. We want the story to continue immediately. But, the current release was a demo for a Loom refresher, and to introduce the GUI and some art.

You can keep the opening summary of the previous game, but have it be selectable as an optional background movie from the game menu rather than the first thing the player sees
We discussed having the game start with the Tapestry screen, so the Preview was optional. But, its for that reason we made it skippable.

Try to have no more dialogue as a % of playtime than the original "Loom" did.
We agree, FORGE will not have narration. Any additional storyline will be provided via interactions, Book of Schematics, and rewards.

In regards to the art, we'll be going through all the portraits, and animations with a fine toothed comb. I assure you. We had April 1, 2010 as our launch date. Not everything was 100%.

And in terms of the music. We had a few attempts to make the low-res sounds which came out way to midi-styled. It is a style that I think would suit the art, and we'll do our best to achieve it. I would not consider any current piece of music to be permanent. The same goes for the Animations.

Thank you muchly for your comments!


Title: Re: Forge Tech Demo Ver1.0 Now available (Updated April 1, 2010)
Post by: Esn on April 09, 2010, 09:14:44 PM
Try to have no more dialogue as a % of playtime than the original "Loom" did.
We agree, FORGE will not have narration. Any additional storyline will be provided via interactions, Book of Schematics, and rewards.

I also meant: try not to be too wordy in the interactions, and achieve maximum efficiency with a minimum of dialogue. I know that it's definitely a difficult thing, to convey atmosphere, character and information while keeping the dialogue concise, without making it so concise that the spirit or believability of the game is lost. It's very hard to do it well - but it's something that has to be done, because long "cut-scenes" can quickly become boring.

Also, it would be far more kind to the "first-time player" to not force him to memorize a whole lot of backstory before starting play (even though it's skippable, if you put it right when the game starts, most players will not skip it). Much of that story is not really important to the task at hand. Start with what Rusty himself knows. He knows very little of Bobbin's story, because he met him for a very brief period. So why would you start the game by recounting Bobbin's story, which the main character of the game is not even aware of? How do you know that he even realizes exactly what the weavers did at the end of "Loom"? Try to reduce things to the really bare essentials, to start with - then later you can expand, if needed. I think that was also the big mistake in the "Lord of the Rings" movies - Peter Jackson tried to show the epicness of the story from the very start, while the original book started small (thereby pulling in the reader with things they could relate to, and not starting off with abstract grand themes) and gradually got bigger.

Instead of narrating "and he saw the castle floating away, and he met this man, and he fell down a hole", maybe start the game simply with him falling down a hole, then after landing have him make a brief comment that will clear up the situation (Bobbin sometimes did this in "Loom" - talking seemingly to himself about something that just happened). Then maybe the player can take over. Or perhaps the game should start at the beginning of the narrated story, just after he tries to find any survivors.

Concerning the music, do you know the technical specifications of the original? Is it possible to reproduce that sound using exactly what the original game used?

By the way, have you decided on what platforms the game will be available? I think it could work very well on handheld devices, such as the Linux-based Pandora (http://en.wikipedia.org/wiki/Pandora_%28console%29) and GP2X Wiz (http://en.wikipedia.org/wiki/GP2X_Wiz).


Title: Re: Forge Tech Demo Ver1.0 Now available (Updated April 1, 2010)
Post by: Da_Duke2000 on April 09, 2010, 10:49:17 PM
I'll simply restate that this is a Technical Demo. The exposition, the lengthy intro, the wordy dialogue, etc; will not be featured in the real game. There are too many people out there who are not familiar with the Loom franchise in the Adventure Game community, and rather than force them to play the original, or Youtube a LetsPlay, we wanted to give them enough information to enjoy the technical aspects of the GUI and the Rewards sections with at least some bearing on story.

But again, this is not an accurate representation of the actual release. None of of that will be present.

We're fully aware at how long-winded the tutorial is, and the preview. We definitely will be keeping the full release streamlined and clean. The demo is designed to be personable, and not to be considered practical canon in the cohesiveness of the story. You're getting ahead of yourself :). Which I can appreciate, its easy to do.

Our intentions is to start Forge from the moment the Dragon kills Rusty. It will be seamless, and the player will not be given any direction other than "go through the portal to the afterlife". From that point, the player will experience the same type of unknown adventure that Bobbin had. And that is as much direction as the player will have. We have no intention of forcing the player read a novel first simply because we believe they need to know the information. If the player wants to learn how to use the GUI, there will be a manual. And if the player wants to know about Bobbin and Weavers, they can play LOOM. But for the Demo, to appeal to all users, it was worth putting it in.

The Engine we are using is AGS, AdventureGameStudio, of which Abisso is scripting. We'll have to wait for him to come by (or to check the AGS forums) to check the cross platform support. That will be one of the last things we'll be concerning ourselves with. The plan is to get a working PC model. Followed by a one or two language translations, Italian, German, Spanish most likely. And then cross platform ports.

The music for Loom was arranged and designed by The Fat Man:
http://www.fatman.com/compose.htm (http://www.fatman.com/compose.htm)

When we get to that stage, it'll be worth an email or two and getting the information. But, since we're only at 8 backgrounds of about the 35 needed, its difficult to arrange music to for the theme.


Title: Re: Forge Tech Demo Ver1.0 Now available (Updated April 1, 2010)
Post by: abisso on April 27, 2010, 04:00:33 AM
400 Downloads reached!

Thanks to everyone, I'm quite satisfied with this achievement.


Title: Re: Forge Tech Demo Ver1.0 Now available (Updated April 1, 2010)
Post by: Ernie76 on June 07, 2010, 01:00:22 AM
Hi my name is Ernie from Vampyre Games and one of the founders of the Maniac Mansion Remake called "Meteor Mess 3D".
As Great Lucasfilm Adventure fan and as fan of Loom, i had to test your tech demo and i am very impressed how perfectly the "LOOM FEELING" is even in this demo.
I always liked the looks and feel of the original and guess what: I spended 50 euros after i played your demo to get the original again, from ebay ;)       ( now i only need 4 other original first release lucafilm Adventure games and my collection is complete  ;D  )
The new system with the gloves feels strage at first but so did the music thingy in the original, when i played it the first time, and now i love it.
The tutorial is cool and with the black backround it remindes me a littelbit on the intro from Simon 1.
All in all i think your game will be a great one.

Regards Ernie

If you wanna know more about our Project, read the Interview with NEW screenshots here:  http://www.gamecaptain.de/PC/Artikel/4451/Interview%3A_Meteor_Mess_3D_Special.html (http://www.gamecaptain.de/PC/Artikel/4451/Interview%3A_Meteor_Mess_3D_Special.html)

Or look on our Projectpage ( Old screenshots ) here : www.vampyregames.de (http://www.vampyregames.de)



Title: Re: Forge Tech Demo Ver1.0 Now available (Updated April 1, 2010)
Post by: Da_Duke2000 on June 09, 2010, 12:13:21 AM
Thanks for the kind words. I'm impressed by the 3D enviros. It seems like a good game for the engine, since all rooms are indoors and square edged.

Although I am ashamed to admin, that I have never played Maniac Mansion. Wow eh?!


Title: Re: Forge Tech Demo Ver1.0 Now available (Updated April 1, 2010)
Post by: abisso on June 09, 2010, 08:08:29 AM
Quote
Although I am ashamed to admin, that I have never played Maniac Mansion. Wow eh?!

But I did, and I looooooooved it too.

I'm not very fond of 3d adventure games, but I have to tell you this one looks really nice and impressive for a freeware fan project. The only thing I'd like to know is why you felt the need to convert MM in 3d. I would have preferred a sequel! :(

Good luck with your project, by the way. We fan-gamemakers must stay together and support each other the most we can. :)


Title: Re: Forge Tech Demo Ver1.0 Now available (Updated April 1, 2010)
Post by: Ernie76 on June 10, 2010, 04:38:03 AM
The Reason for a 3D Remake was, that we want to learn more about the engines capabilitys ( by the way, the times that 3d gamestudion could only do indoors is over, you can to large outsideworlds and MMO?s too. The new version 8 ( comming soon) is as powerfull as most other 3D engines).
Were planing an own Adventure with own story and so on, and it could be a commercial project but we had to test the whole system we a Programming ( A scumm like thing we call G.A.S. = Gamestudio Adventure System) to make 3D Adventures.
The Goal is a Tool to create 3D adventures just like scumm was for 2D.
By now we can add many many things to an object, just by choosing the action from a list and then configure its special behavior with a few buttens and nummeric or Text enteries.
For example: We want an 3D object like a door to work, we just add the usage protokol "DOOR" to it and type in the 2 rooms it should connect. We also can type in, what discription is displayed when the courser moves over it, and we can enter as many lines of text we want for the player to say wenn he trys to Look at it or oben it or what ever. We can simply give the door a state like open or close and what key or other force is needet to open it, and so on and so on...
All that by just pushing a few buttons an make a few text enteries, and all that in an engine that never was ment to be one for adventures. We have a system for Audio Speech too. ( Yes the Remake will have speech ;)
You see the Maniac Mansion 3D thing ist just a homework for us, so we dont give it the full power of grafix and so on, becouse its a fangame. For the Commercial game that were Planing the Grafix, sounds and fetures will ne much better and more modern. For me in Person it was the ANKH series and Jack Keane that made me accept that 3D adventures could work if the team that produce it, loves the work and dont just want to make fast money. ( Monkey 4 was such a game that ruined a whole series just couse it has to be in 3d befor the time was right for that. )
Enough Written  ;D       I Love Adventures, i love to work on 3D models and im a hugh Maniac Mansion Fan


Title: Re: Forge Tech Demo Ver1.0 Now available (Updated April 1, 2010)
Post by: abisso on June 10, 2010, 06:53:11 AM
Interesting, really interesting, especially since I'm a scripter too. And I understand and share your point. We, Quill o' the Wisp also wish that Forge will be a way to be more popular and to produce other AGs, although this is not the main reason that makes us dedicate our time to it. Loom MUST have a sequel. :)


Title: Re: Forge Tech Demo Ver1.0 Now available (Updated April 1, 2010)
Post by: Ernie76 on June 10, 2010, 02:40:15 PM
I totaly agree. 


Title: Re: Forge Tech Demo Ver1.0 Now available (Updated April 1, 2010)
Post by: ddrenai on September 12, 2010, 04:19:26 AM
I just played with the demo...totally satisfied^^


Title: Re: Forge Tech Demo Ver1.0 Now available (Updated April 1, 2010)
Post by: abisso on September 12, 2010, 10:43:32 AM
This pleases me a lot. Thanks ddrenai, and if you've got anything to offer to the project (graphic/audio/reading/acting/writing skills, but even fan support is enough), please do.


Title: Re: Forge Tech Demo Ver1.0 Now available (Updated April 1, 2010)
Post by: Da_Duke2000 on September 13, 2010, 12:24:59 AM
Thank you for registering solely to say you enjoyed out Demo. It all about the little things like that.


Title: Re: Forge Tech Demo Ver1.0 Now available (Updated April 1, 2010)
Post by: Argyle on September 14, 2010, 08:02:46 AM
Just wait til they get a load of the mech and the materia system.


Title: Re: Forge Tech Demo Ver1.0 Now available (Updated April 1, 2010)
Post by: Da_Duke2000 on September 14, 2010, 10:12:59 PM
Its hilarious that you joke about that. I was threatening Abisso today with having a revision with some misc gaming series mechanics merged into Forge. Like collectible card games, monster breeding, evolution, and of course a job system ;). Didnt think about Materia though....

*rewrites the script*


Title: Re: Forge Tech Demo Ver1.0 Now available (Updated April 1, 2010)
Post by: abisso on October 20, 2010, 06:55:28 AM
 >:(


Title: Re: Forge Tech Demo Ver1.0 Now available (Updated April 1, 2010)
Post by: selmiak on October 21, 2010, 01:19:33 PM
 :D


Title: Re: Forge Tech Demo Ver1.0 Now available (Updated April 1, 2010)
Post by: Alex on December 31, 2010, 05:54:48 AM
So, I finally bought and completed Loom (FM-Towns. Will try out the "talkie" too), and went straight to this tech demo. It is very impressive, and I just have two things to "complain" about:

-The drawing system is a bit too sensitive on the "practise" level, but fine on the other two.
-The Distaff (in the "rewards" screen) is mouse-only - that is, you can't use the keys a, b, c, d, e, f, g and [shift]+c like you could in Loom.

The music choice is excellent, and I'm in love with the pixel art. Great job!


Title: Re: Forge Tech Demo Ver1.0 Now available (Updated April 1, 2010)
Post by: Da_Duke2000 on December 31, 2010, 11:35:13 AM
Well spotted. Fortunately most the complaints we hear are focused on these one or two areas. I'm glad you enjoyed the art! Its something we are the most proud of.


Title: Re: Forge Tech Demo Ver1.0 Now available (Updated April 1, 2010)
Post by: Unai on January 13, 2011, 03:58:53 PM
Well, I've read a lot of complaints about the drawing system... I tried the demo with a touchpad in a laptop and didn't have any problems in any of the levels


Title: Re: Forge Tech Demo Ver1.0 Now available (Updated April 1, 2010)
Post by: Alex on January 13, 2011, 04:04:00 PM
I suppose some people just have steadier hands than others :)

But the point of the practice level is to make the game accessible to "everyone", so if many people think that it is too hard, it really should be changed.


Title: Re: Forge Tech Demo Ver1.0 Now available (Updated April 1, 2010)
Post by: Unai on January 14, 2011, 01:47:32 AM
I totally agree, just wanted to mention my experience.

Probably reading the forums before playing made try things slower... I'm not sure if people is trying to draw the schematics quickly, rather than doing it carefuly.

Anyway, I agree the difficulty here should be in remembering the schematics and drawing them again rather than having the steady hand to draw them...

To solve this i'm thinking of my Android phone unblock system. First the dots are bigger, and second it really doesn't matter if you don't follow a straight line as long as you reach the next dot. Maybe for practice level the system should only check if you get from dot to dot (maybe without crossing any lines other than the one connecting the dots). That should make things easier.


Title: Re: Forge Tech Demo Ver1.0 Now available (Updated April 1, 2010)
Post by: Da_Duke2000 on January 14, 2011, 11:56:54 PM
Thanks for your feedback Unai!

Its nice to hear that some of our users are not having too much issue with the drawing system. We've discussed the option of giving the player "free drawing" across lines as long as he connects to an adjacent dot. The GUI grid itsemd may still undergo a large change. Operationally though, I'd like to imagine we're almost there.


Title: Re: Forge Tech Demo Ver1.0 Now available (Updated April 1, 2010)
Post by: llamaman on February 10, 2011, 04:15:10 PM
Wow! I am simply amazed by this tech demo! I loved Loom and was googling it when I happened upon your project. I am very excited to have found this. The Gauntlets system is absolutely brilliant. Very Loom-like but unique from the Distaff.


Title: Re: Forge Tech Demo Ver1.0 Now available (Updated April 1, 2010)
Post by: Da_Duke2000 on February 21, 2011, 01:14:18 AM
Thanks for your kind words there llama. We definitely didn't want a Loom Clone. In the end, it'll be a very true homage.


Title: Re: Forge Tech Demo Ver1.0 Now available (Updated April 1, 2010)
Post by: nils on March 04, 2011, 12:54:48 AM
Brilliant job. I'm pumped to be able to play Forge. I'm one of the newbies who just played Loom for the first time, via Steam. It's really a fabulous little game. When I heard about the cancelled sequels, and then this project, I got very excited.  :-)

I've just played the tech demo, and I'm really impressed. Here are my impressions:

Wow:
  • The Gaunlets. Beautiful. Just beautiful. Nice concept, nice execution, nice artwork. Faithful to the distaff, but not a clone of it. I like the way that new lines get added to the grid, and I basically like the difficulty modes, I think.
  • The story. I'm glad you're basically continuing the series as intended, instead of branching out. It's a strong plot.
  • I know it's trivial, but the Forge logo is excellent. Really excellent. Don't change a thing. I like the font homage, I like the color shift, and I like the stylized solid-looking background. Well done. I really want to see [The] Fold done like this, in green of course. But I'm going to have to wait for a while, I think.
  • The tapestries are lovely. I hope something like this menu system makes it into the final game.
  • Wonderful backgrounds.
  • I like the minigame icons.
  • The escape key gives me a menu! Haha! When I played Loom, I had to run through all the F-keys to find out which ones had an effect. :-(
  • Promising not to break the fourth wall in the actual game. Too many adventure games are hurt by generous dollops of snark, easter eggs, one liners, etc. I think there's a time and a place for them, but they are best kept to a minimum, and well to the side of the main story. Loom is not Monkey Island. :-)
  • That you have promised, as I understand it, to begin to release individual chapters if the entire game begins to smell like vaporware. That's great. Episodic content seems to be working for King's Quest IX.

Could use work:
  • The Gauntlets are too sensitive, I think. It shouldn't be a dexterity game. Perhaps they should be sensitive in Expert, but not the other modes.
  • Perhaps some subtle sound effects would be appropriate while you are tracing the line, like a faint ping as each dot is activated? It felt odd to be completely silent in contrast to the distaff.
  • The sprites could use some work. The professor looks like he tiptoes as he walks, and I swear his face looks like a border collie when he's looking at you. Rusty is better. I think the "gauntlet activation" sprite is interesting. I would tweak the heck out of Rusty's "walk" sprite to make it as perfect as possible, because people are going to be staring at that sprite over and over and over and over.
  • You've heard this one a lot, and promised the actual game will change it, but the demo is super wordy. The dialog needs to be not only shorter, but punchier. There were too many filler words, and some awkward word choices.
  • There are a lot of grammar errors, like superfluous commas, subject-verb agreement, wrong tenses, misspellings, and a missed "whom". I'm sure the final script will be perused by many proofreaders. Nudge nudge.
  • One of the fonts looks terrible. (It's the font used during the preview.) Is it some normal font scaled down to a small point size, instead of a font designed for a small point size? The capital M is a trainwreck, the "ea" digraph is horrid, and there are probably others. The font used for dialog is very good. The font used to introduce the minigames ("...only the top left Blacksmith icon...") is OK. The font used in the minigames ("Get some practice in...") doesn't work very well (check out the "w"). The use of Algerian on some buttons is OK, but it would help to modify the pixels by hand to bring out extra definition in the letters.
  • The are a few reservations I have about the menu system. Firstly, two small technical annoyances. Mousing over the tapestries makes my cursor disappear. It sounds nitpicky, but I found it disconcerting. Also, I think the tapestry reveal-the-button animation should be snappier. (The "END" button in the minigames screen has the same issue.) Second, a UI problem. Hiding the function of a UI element until you mouse over it is bad, even though it is pretty. I don't have a specific suggestion. Perhaps some animation other than the "reveal" animation would be more appropriate?

To keep in mind:
  • The music of Loom is great because it is Tchaikovsky. I strongly recommend basing at least the theme of Forge off a similarly strong composer, like Grieg or Wagner, or maybe even Tchaikovsky again. It doesn't need to be original, as long as it's good.
  • Loom had decent voice acting, which is not as common as it should be in professional games, and exceedingly rare in fan remakes. Beware voice acting. I'm not sure I have a suggestion. Maybe reach out to a local theater company and offer to pay for starving artist with a bit of experience? If not for everybody, maybe just for Rusty?


Please understand the wows greatly outweigh the suggestions. That you're making the game at all is great. The most important thing to get right--the gauntlets--you got right. The background art is very good. I am so happy. I'll probably donate a few bucks.

I wonder if you could raise some money by posting your tech demo and some screenshots to reddit.com/r/gaming or digg.com/news/gaming.


Title: Re: Forge Tech Demo Ver1.0 Now available (Updated April 1, 2010)
Post by: Da_Duke2000 on March 07, 2011, 02:23:03 AM
Wow, thanks for all your thoughts! I'll be going through them one by one with Abisso to get his thoughts on some of what you have said. You're right of course, being too wordy is a curse of mine in any writing form, and we'll be very careful and take our beta testers opinions and edits to heart.

We will be releasing Chapter 1 independantly, and it will be dependent on its response and feedback from the public that will decide if we forego a Full Release in favor of an Episodic format. You all WILL have Chapter 1 before the full game, but there hasnt been a plan to release them chapter by chapter.

Could use work:
  • The Gauntlets are too sensitive, I think. It shouldn't be a dexterity game.
While I know we keep revisting the GUI topic now and again, I have a feeling that you're not far off from the final version. There is enough variety that we could add to the Difficulties without needing sensitvity. Plus, we could then offer Keyboard support to all Difficulties, and it wouldnt be cheating.

Lastly, WELCOME TO THE BOARD!


Title: Re: Forge Tech Demo Ver1.0 Now available (Updated April 1, 2010)
Post by: nils on March 07, 2011, 07:47:27 PM
Oh, I didn't realize it was a sure thing that Chapter 1 would get released separately. I think it's a good plan.

Besides criticism, I don't know what I can offer to the project other than a few bucks. Maybe copyediting? Maybe I could suggest some music? I'll try to think of something. :-)

Also, apparently I am not a dog person, because I was thinking of a rough collie, not a border collie... :-p


Title: Re: Forge Tech Demo Ver1.0 Now available (Updated April 1, 2010)
Post by: Da_Duke2000 on March 08, 2011, 08:05:09 PM
I'll drop a little note about the music. We have a great selection of musical titles already tucked away for the first part of the game, still a few tracks to go though.

We had deeply considered using another major composers work, and how we could incorporate that into the game. I had actually stumbled across Bakula(Vakula) the Smith, another of Tchaikovski's works. It held many plot elements in kind for Forge, but finding the whole album proved a challenge. Not only that, we did not want to be held hostage by the music it presented. Swan Lake for Loom was chosen for a variety of reasons, and definitely inspired Loom to a degree. We do not need such inspiration.

As far as the Chapter 1 goes, it is the plan of Abisso and myself to release Chapter 1 as a complete (or near complete) comprehensive Chapter. It will be completely playable, and have enough polish to show the public that this project is serious and above all, quality.

Once Chapter 1 is released, we hope to have a tremendous response, as most Loom sequels have been doomed to failure and never gotten to our stage. We expect a tremendous surge of new users on the forums, creative contributions, and more importantly offers to help the project with art and our other needs.

Speaking of which, WE NEED SPRITERS, lol. Things are kind of at a stand still without the assistance of a spriter who could dedicate a few hours to make a few simple interactions, gestures, reactions, and environmental accents. Email, MSN, or PM, I'm happy to hear from you! We want to put any donations towards the excellent backgrounds we're PROUD to have for Loom, we don't want to spend them on frame-by-frame sprites.

Thanks!


Title: Re: Forge Tech Demo Ver1.0 Now available (Updated April 1, 2010)
Post by: Alex on March 14, 2011, 02:15:28 PM
By the way, I'd prefer having the game released in an episodic format, as long as that won't affect the content (no ridiculous cliff hangers), but that's just me.

Well, I'm glad that at least chaper 1 will be released before the whole game. Can't wait for more loominess!

EDIT: I assume this (http://forgegame.com/?p=progress) is for chapter 1, and not the entire game?


Title: Re: Forge Tech Demo Ver1.0 Now available (Updated April 1, 2010)
Post by: Da_Duke2000 on March 14, 2011, 03:01:17 PM
You're absolutely right, that the progress meter is for Chapter 1. And since we've got Chapter 2's backgrounds... I should really have our web designer make revisions to that page.

Thanks for pointing it out!

As for episodic...it is more convenient for the public, but we don't want to release a Chapter that will be able to be played through in half an hour, as some chapters would be shorter based on content. Think of Loom being released in Chapters...that would be annoying. I can hear the angry rants now, "But I was just getting into it!".



Title: Re: Forge Tech Demo Ver1.0 Now available (Updated April 1, 2010)
Post by: Alex on March 14, 2011, 04:01:05 PM
As for episodic...it is more convenient for the public, but we don't want to release a Chapter that will be able to be played through in half an hour, as some chapters would be shorter based on content. Think of Loom being released in Chapters...that would be annoying. I can hear the angry rants now, "But I was just getting into it!".

Ah, didn't think about that. You've got a valid point there, maybe it indeed would be for the best if it is released as one single game.


Title: Re: Forge Tech Demo Ver1.0 Now available (Updated April 1, 2010)
Post by: ED on April 11, 2011, 08:23:45 AM
Ok to start with the demo is grate and overall I loved it. But I don’t think you need me to tell you that. I’m going to skip all big thing that people have all ready posted and start nitpicking on the small that I think need work.

•   At the very start with the Quill o’ the wisp logo comes up the bottom P on presents is saved off.

•   When you move the mouse to start the drawing there is slight delay when it changes from the arrow to the hand.

•   There needs to be some sound when drawing, something for when you start drawing, moving along the lines, and when you get to each dot.

•   When click on the statue the icon is from his knees to head and then when it brakes its his feet to neck. I can see why you did this but it would look cleaner if it was just one pose. And the animation of it falling apart/assembling  need to be cleaned up

•   Then you get a drawing wrong the mouse jumps out of the drawing box to just upper left side of the box.

•   When you do a disseminate drawing it does not work if you start from the bottom middle point even though you draw the same shape. I know there’s the glowing point to tell you where to start but I take it is just there for the demo.

•   In the mini games the back to the main menu logo needs to be clearer and the mouse disappears when the animation of the corner rolling up is playing.

•   In the main menu when the tapestry’s first roll down there a little jerk as they get to there full length. And the mouse disappearing when you hold it over them is a pain.

•   After you do a drawing and rusty brings his hands together the sparks change colour depending on the drawing and his eyes just glow. why not make his eyes glow the same colour as the sparks

•   It may be good to have a book of the different drawing for the easy setting but not for hard. One of the big things I
remember when playing loom and having a book with me to Wright in all the drafts.

I hope this helps in some way keep up the work.


Title: Re: Forge Tech Demo Ver1.0 Now available (Updated April 1, 2010)
Post by: Da_Duke2000 on April 11, 2011, 11:43:22 PM
Wow, what a comprehensive look at our Demo!

Let me start by saying that the Tech Demo was released as a proof-of-concept, more so than a perfect release. Much of what you mentioned were things that we were aware of, but still let me go through your list.

-The Presents logo:
We were not aware of this, thank you.

-The mouse delay:
I'll have Abisso check into this.

-Drawing sound:
Already noted.

-The statue animation:
Unfortunately, this was a stand-in animation, and was not up to our quality.

-The Disassemble drawing:
The exact pattern must be drawn, since some Schematics may take up the full 4x5 grid, placement is important.

-Mouse disappearing:
We desperately need a WAIT CURSOR, as this is something I have heard a few times. The player doesnt enjoy not knowing where their mouse is.

-The main menu logo:
Yes, we will be doing a series of tweaks to the menu system :).

-The little jerk ;)
The tapestry does jolt down, we are aware of this, and will be corrected.

-Eyes glowing:
Thats actually supposed to be him blinking ;). Heh.

-Difficulty:
We will be redoing the difficulty scheme altogether. I don't believe we have any intention of making the Schematics more complicated based on difficulty, but we will be putting less focus on the accuracy part, and more on memory.

Thank you for all your comments, I would love to hear more from you about the project as we work together.


Title: Re: Forge Tech Demo Ver1.0 Now available (Updated April 1, 2010)
Post by: abisso on May 12, 2011, 10:54:30 AM
Thanks for the critiques. I like thorough testers, as I'm very fastidious myself.

•   At the very start with the Quill o’ the wisp logo comes up the bottom P on presents is saved off.

I've never noticed such a thing. I'll check it.

•   When you move the mouse to start the drawing there is slight delay when it changes from the arrow to the hand.

I know and I doubt that it's possible to solve it.

•   There needs to be some sound when drawing, something for when you start drawing, moving along the lines, and when you get to each dot.

Nice thought. You're the first to suggest, and yet it seems a quite reasonable feature.

•   When click on the statue the icon is from his knees to head and then when it brakes its his feet to neck. I can see why you did this but it would look cleaner if it was just one pose. And the animation of it falling apart/assembling  need to be cleaned up

The whole tutorial will probably be eliminated from the game (and Chapter1's demo as well) so no need to worry.

•   Then you get a drawing wrong the mouse jumps out of the drawing box to just upper left side of the box.

It's an intended feature, in order to prevent unwanted clicks on the grid that would be seen as another attempt to draw a schematic

•   When you do a disseminate drawing it does not work if you start from the bottom middle point even though you draw the same shape. I know there’s the glowing point to tell you where to start but I take it is just there for the demo.

Unfortunately, the complex design of the grid, together with the need for the script to recognize the schematic that's being drawn AS SOON AS the player clicks on the first dot, forced us to use this solution. Each starting dot is related to a different schematic.

•   In the mini games the back to the main menu logo needs to be clearer and the mouse disappears when the animation of the corner rolling up is playing.

We'll clean the logo up. For what concerns the mouse cursor disappearing, it's a design choice: when the player is deprived by the control (there is, the game takes control) you must make it clear to him. Some games use an "hourglass" or "clock" icon, but we opted for no cursor at all for 2 reasons: Lucas usually used this solution (while the clock icon was usually used in Sierra games AND having a cursor is pointless (I could say "pointerless"  :P) if you can't use it.

•   In the main menu when the tapestry’s first roll down there a little jerk as they get to there full length. And the mouse disappearing when you hold it over them is a pain.

This is sadly true, but I'm 99% sure that it's an AGS bug, although a weird one for sure. I'll look for an alternative solution when we'll be close to release the demo, as I don't consider it a really big problem.

•   After you do a drawing and rusty brings his hands together the sparks change colour depending on the drawing and his eyes just glow. why not make his eyes glow the same colour as the sparks

Suggestion noted, it would be cool for his eyes to glow.

•   It may be good to have a book of the different drawing for the easy setting but not for hard. One of the big things I
remember when playing loom and having a book with me to Wright in all the drafts.

Practice and Normal difficulty levels make a book of schematics pointless, since you have a preview of the schematic by simply hovering a dot. We'll probably provide a Book of Schematics in pdf format, with history and descriptions of schematics, and a blank form to note down schematics, as it happened in Loom's Book of Drafts.

I hope this helps in some way keep up the work.

Anything helps to keep up the work. Thank you very much

P.S. I answered without checking Duke's post, and I guess most answers are equivalent.



Title: Re: Forge Tech Demo Ver1.0 Now available (Updated April 1, 2010)
Post by: Samuel Varg Thunberg on December 23, 2011, 09:50:54 AM
Just finished my trial run of the demo. And I LOVED it!

The gauntlet idé instead of a staff is really cool and inspering. I cant wait for the full game to be complete!

One thought though:

Some kind of sound (maybe the sound of burning metal) when you draw the lines would be nice.



Title: Re: Forge Tech Demo Ver1.0 Now available (Updated April 1, 2010)
Post by: abisso on December 24, 2011, 12:52:34 PM
I like your suggestion! Simple yet effective. I'll do some tests, but I think it will sound good.


Title: Re: Forge Tech Demo Ver1.0 Now available (Updated April 1, 2010)
Post by: RyuSpike on February 22, 2012, 12:20:35 PM
Uuugggg....  I can't get past this password screen at all!  I need to know the code and I REALLY don't want to go through all 20,736 combinations.  I tried finding a clue of some kind around the site but just couldn't find anything.  There is no notes in the folder when I downloaded the tech demo and it is frustrating me beyond belief because I really want to play it!  I'm already feeling stupid form trying to figure it out and I'm sure you all see as a big idiot for asking , but I really don't care anymore.  I just want to play the tech demo so I can see how far this project has gone.

So what is the password that I need to enter so I can play the game?  And if it isn't a set code, tell me how I can figure it out without going the painfully long process of elimination.


Title: Re: Forge Tech Demo Ver1.0 Now available (Updated April 1, 2010)
Post by: abisso on February 22, 2012, 09:22:03 PM
I'm truly sorry for having failed to notice this before. Unfortunately the place where the demo was hosted before shut down, and when the link was changed it pointed to the wrong file. I've explained the issue on the downloads page as well just a couple of minutes ago.

Basically, if you didn't have a README file inside the archive you downloaded, you should re-download it now, cause it's very likely you had the wrong file.

DOWNLOAD PAGE (http://forgegame.com/?p=downloads)


Title: Re: Forge Tech Demo Ver1.0 Now available (Updated April 1, 2010)
Post by: nerdsharpie on February 24, 2012, 03:10:52 AM
Here it is! Thanks to everyone for their efforts in the release of this Tech Demo.

The Demo will Start with a Loom recap and then move into some Forge Screen shots. To replay the preview, you can do so from the Tapestry Selection. To learn about the new GUI, use the Tutorial. And to play with the GUI freehand, enter the Mini Game section.

Download link is here:
DOWNLOAD HERE ([url]http://forgegame.com/?p=downloads[/url])

Please, discuss in this topic.



the link doesn't seem to work any more :-(


*edit by selmiak: replaced the outdated link in the quote*


Title: Re: Forge Tech Demo Ver1.0 Now available (Updated April 1, 2010)
Post by: abisso on February 24, 2012, 12:05:00 PM
Oh, damned ASUS web-storage! Anyway I already addressed this issue in the post right before yours, but I'm glad you quoted the first post which still had the incorrect link. Now even that has been fixed, and for your comfort, here is a working link:

DOWNLOAD HERE! (http://forgegame.com/ForgeTechDemoV1.0.rar)


Title: Re: Forge Tech Demo Ver1.0 Now available (Updated April 1, 2010)
Post by: RyuSpike on February 25, 2012, 02:04:19 AM
Thanks a lot.  Just got done playing the real demo just now and it was great.  The overall look and feel is very much like the original game this is continuing from.  The drawing system being used in this is interesting and makes this game stand out from its predecessor.  Learning how to draw the schematics was a lot easier than I was expecting.  The very idea of using the grid to solve many complex puzzles much like the distaff did in Loom is getting me more excited for this game than ever.

As for what can be approved on, I am pretty sure everybody else before me got it down already.  Smoother animation, some sound during drawing, and some voice acting would make this game better.  Voices or slower text would be nice for me.  I had to read really quickly before the text disappears on me sometimes.  Not at all relaxing when you want to image the character's voice in your head.  This being especially hard for slower readers.  Some of my friends that I would like to share this game with fitting in this category.  So having voice-overs by the game's completion would be good, or having the text stay on screen longer would work as well.


Title: Re: Forge Tech Demo Ver1.0 Now available (Updated April 1, 2010)
Post by: Darkhar on March 20, 2012, 07:01:43 PM
Hello guys.
First at all, as I saw in the previews and screenshots you're doing a amazingn work. Cannot wait to the release of the new demo (Or even the game :P).
But I'm afraid you've to check again the techdemo download link. It only allows you to download a rar with a music.vox file. Hope you can fix it quickly, I'm pretty sure it will be a fantastic game =D.

Cheers ^^.


Title: Re: Forge Tech Demo Ver1.0 Now available (Updated April 1, 2010)
Post by: selmiak on March 21, 2012, 12:29:29 PM
have you tried downloading it from the forge website here? It works for me without problems.


Title: Re: Forge Tech Demo Ver1.0 Now available (Updated April 1, 2010)
Post by: abisso on March 22, 2012, 09:20:00 AM
It works for me as well. But I've added a mirror, just in case.

Downloads page (http://forgegame.com/?p=downloads)