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Forge's Chapter One has been released on the 16th of December 2013!
Read more in the Winter Update 2013.
1426 Posts in 171 Topics by 163 Members
Latest Member: DarkMoe
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1  Project Assistance / General Support / Re: Want to join the Team? And whats needed... on: April 13, 2010, 09:05:22 PM
Btw, you should stop using acids.  Grin
I consume no drugs of any kind (including caffeine and alcohol). I think it would be dangerous for me to start, considering.  Wink
2  Project Assistance / General Support / Re: Want to join the Team? And whats needed... on: April 12, 2010, 09:36:52 PM
Thanks abisso. I can do many different art styles, actually. Here's another one, and another (warning, those links are weird). I think I'd do a good job at a Loom-like visual style if it was asked for. But I've done very little work with pixel art, so that's why I'm not offering to be a visual artist here.

"Little Tree Pond" probably is your favourite because it was played by live musicians, unlike the other two. That one fact makes a world of difference... unfortunately, I haven't had much luck in finding musicians since then.
3  Everything Forge / Forge Progress - Melting Pot / Re: Forge Tech Demo Ver1.0 Now available (Updated April 1, 2010) 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 and GP2X Wiz.
4  Everything Forge / Forge Progress - Melting Pot / Re: Forge Tech Demo Ver1.0 Now available (Updated April 1, 2010) 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...
5  Project Assistance / General Support / Re: Want to join the Team? And whats needed... on: April 09, 2010, 01:32:44 AM
What is it about Loom that makes classical music people so interested in it? Oh wait, I think I know...

I'm really impressed that you already have Bosa helping you. I know of his work from Newgrounds.

That said, I would be willing to lend a hand with music as well. If you need a third one. Wink

I'm also a composition student. I lean to writing melodic Russian-sounding pieces, though I've also experimented with other styles. Here are a few:

Here's one in a "Bach" style:

I can also paint, as can be seen in this film I made a while ago:
One Quiet Winter Night

Please send me a PM if I might be suitable and we'll see if we can work something out. I also have a bunch of pieces that haven't been officially released anywhere.
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