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Mort, The Intern

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Mort, The Intern

Postby mitDebo » Tue Sep 27, 2011 5:21 pm

Hey all! This is my current big time game project. I've been working on it off and on since last October.

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The premise of the game is you're in intern for Death, which means you get a lot of the bullshit work a lot of other people don't want. One day, it's discovered that due to a clerical error, three souls that were supposed to be sent to hell were actually sent to heaven, and vice versa. So, you are given the unpleasant task of correcting that. You must hunt down these six souls and take them to their rightful place.

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The game has a number of inspirations, but the two biggest ones are probably VVVVVV and various grappling hook games (Give Up Robot, the grappling hook levels of Little Big Planet 2, and Hook Champ). I wanted it to originally be a Metroidvania, but I really liked VVVVVV's open world that allowed you to freely go anywhere you wanted without having to unlock abilities to progress, so I just downright stole that idea from Terry and used it for my game.

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The original plan was to go the typical flash sponsorship route, but the more I work on the game, the more I think a downloadable release is more the way to go. I have no idea when it'll be done, but I hope it will be sometime soon. Unfortunately, I've temporarily put it on hold for the moment to try and crank out a more simple flash game - I'll post about that soon.

You can play some test levels of my game here: http://polymath-games.com/games/hellromp/intro_level_test.html. Any feedback is more than welcome. Let me know what you guys think!
Last edited by mitDebo on Tue Aug 14, 2012 7:13 pm, edited 3 times in total.
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Re: Project Hell Romp

Postby Jasper » Wed Sep 28, 2011 9:10 pm

Can see the influence of Give Up Robot (felt it without reading the bit of your post where you mention it!) That game controls incredibly, and you've absolutely got the same level of niceness with the hook feel. The jump and the wall-jump both feel slick too. Great achievement! Also, like Matt Thorson, you have really good level design going on. Nice smooth movement in general, the scrolling and so on. Some flixel games seem a little jerky sometimes.

My complaint would be that it's very generic, both in looks and in gameplay. The art features a lot of grey, with no variation in hue from light to dark, and quite standard colours where they are used. The gameplay didn't yet show me anything I hadn't played before. That said I did find it compelling, because it played so well.
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Re: Project Hell Romp

Postby mitDebo » Thu Sep 29, 2011 5:12 pm

First, let me say that I'm extremely looking forward to Lone Survivor. A pixel horror game? Yes, please! I can't wait to just throw money at you.

With that out of the way, thank you for the compliments. I spent a lot of time on the controls and looking at how other games handled to make sure I had them right. I'm also glad you like the level design, but to be honest, I'm probably gonna redo those levels. I think there's improvements to be made - so, while they were originally intended to be the opening levels of the game, I use them more as a demo of how the game will play.

I'll admit, it saddens me a little to think of my game as generic. (I will say, though, that I welcome your criticism - it seems sincere and constructive, rather than the general hateful bile I've seen on places like tig and indiegames.com comments). I will admit, though, that you're right in that my game isn't really bringing anything new to the table. I don't know if there's anything new that I _could_ bring, though I'm still only so far into development. Would it be wrong of me to just simply be content in making the best grappling hook platformer that I can?

I'm most interested in your comment on the graphics, though. I don't really consider myself an artist, though maybe my art skills are better than some. In fact, I'm hoping that working on game development will force me to hone my art skills. I'll admit, I'm a little confused by your comment that there's a lot of gray. In those intro levels, it seems to me that it's mostly blue.

I can understand, however, the complaint about the lack of hue variation. Most of my art skills lay in drawing and doodling, so working with color has been a recent skill I've just begun to tackle. The screen shots I posted above are actually shown chronologically in the order they were made (albeit unintentionally). The first two, I basically just played with value and maybe a little with saturation when I was making my highlights/shadows. The last one, with the pillars, actually took quite a while to make, but that's where I feel like I tried to experiment more with shifting hues. I don't know if it shows though - I'm sure it still looks pretty sophomoric.

If you have any advice or suggestions, or even links to other resources, in dealing with color selection, I'm all ears! Thanks a lot for the input - it really means a lot.
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Re: Project Hell Romp

Postby Jasper » Fri Sep 30, 2011 11:43 pm

mitDebo wrote:First, let me say that I'm extremely looking forward to Lone Survivor. A pixel horror game? Yes, please! I can't wait to just throw money at you.

With that out of the way, thank you for the compliments. I spent a lot of time on the controls and looking at how other games handled to make sure I had them right. I'm also glad you like the level design, but to be honest, I'm probably gonna redo those levels. I think there's improvements to be made - so, while they were originally intended to be the opening levels of the game, I use them more as a demo of how the game will play.

I'll admit, it saddens me a little to think of my game as generic. (I will say, though, that I welcome your criticism - it seems sincere and constructive, rather than the general hateful bile I've seen on places like tig and indiegames.com comments). I will admit, though, that you're right in that my game isn't really bringing anything new to the table. I don't know if there's anything new that I _could_ bring, though I'm still only so far into development. Would it be wrong of me to just simply be content in making the best grappling hook platformer that I can?

I'm most interested in your comment on the graphics, though. I don't really consider myself an artist, though maybe my art skills are better than some. In fact, I'm hoping that working on game development will force me to hone my art skills. I'll admit, I'm a little confused by your comment that there's a lot of gray. In those intro levels, it seems to me that it's mostly blue.

I can understand, however, the complaint about the lack of hue variation. Most of my art skills lay in drawing and doodling, so working with color has been a recent skill I've just begun to tackle. The screen shots I posted above are actually shown chronologically in the order they were made (albeit unintentionally). The first two, I basically just played with value and maybe a little with saturation when I was making my highlights/shadows. The last one, with the pillars, actually took quite a while to make, but that's where I feel like I tried to experiment more with shifting hues. I don't know if it shows though - I'm sure it still looks pretty sophomoric.

If you have any advice or suggestions, or even links to other resources, in dealing with color selection, I'm all ears! Thanks a lot for the input - it really means a lot.


I think what I mean by grey is more that the ramps used are quite monochromatic - they don't shift in hue a great deal, and don't have a great deal of contrast. The character himself is also pure grey. In life we rarely see pure grey, shadows tend to move towards ultramarine, and highlights towards the orange-yellow end of the spectrum (very roughly.) You may well be aware of this and trying it but doing too subtly. Basically where sunlight hits, there is warmth, and where it doesn't there is coldness. The pillar shot is the most interesting for me, but again I'd expect more blue in the shadows, and the mid grey of the ground seems quite desaturated compared to the rest of the shot.

In the cave shot we have a slightly confused ramp of saturation from background to foreground - from desaturated, to saturated blue rocks (again, yellow or greenish highlights could help) but then back to desaturated for the foreground which is jarring to me. Perhaps the foreground and first background layer should have their tones swapped? I really like the purple skulls here btw, the colour ramp seems right (and also the parallax layers behind are great). Their mid tones are the most saturated which works I think, whereas the blue rocks seem to have more saturated shadows - I guess its consistency that's lacking there.

Take all this with a massive pinch of salt, I'm not an artist myself, so there are others who could probably offer better advice.

Generic is a loaded word, I think it was a bit unfair to say, because even clones of other games (which I'm not saying this is) can end up having their own flavour. Although your game wears its influences on its sleeve, it combines a number of elements of other good games very well and because of that it has its own thing going on. Perhaps the wrapping is grating a little, I've probably seen a number of skull-faced characters recently, and quite a few grappling hook games. I'd say after GUR, this has the best feel of those I have played, as it's not something I normally have a good time with. Perhaps it just needs a simple twist to the formula, I couldn't honestly say. Are you super attached to the story? I find it odd that a Death-like character has a grappling hook, perhaps there is another story that fits with it better? Then again, perhaps it's a spinning-grappling-scythe that can also smash / slash things... Just silly suggestions but I'm sure you get what I mean.

Also another thing it does well is a sense of scale, which I think it not in any of the games you mentioned as influences. I think it might be worth seeing how far you can push that side of things.

Loved the falling bones btw.

Hope that's of some use man.
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Re: Project Hell Romp

Postby Ian Snyder » Sun Oct 02, 2011 12:20 am

Jasper wrote:Basically where sunlight hits, there is warmth, and where it doesn't there is coldness.


Expanding on this, your environments will be lit by a primary light source and an ambient lighting. The ambient lighting is colored by the objects in a scene (as it is physically created by the color of light they reflect). So outdoor highlights are typically yellow/red due to sunlight and shadows are typically blueish due to being colored by ambient light from the sky. One way to think of it is that shadows are not the total absence of light, just the absence of a certain range of light.

For the most part, your coloration felt fine personally. The foreground does feel odd in comparison with the background though, almost as if the background is more 'there' than the foreground. Offhand, it seems like the colors that make up the foreground contrast less than the background and are perhaps less saturated? There was also a grey column I encountered a few times that was nearly the same grey as some of the solid ground you have in the game, and I thought it was solid at first.

I was a bit unsure as to how the grappling worked. It seemed like at times I could grapple onto hooks that were behind me if I was close enough, which confused me a little.

Otherwise, this was a pretty solid execution. Mechanically, yes this has been done before, but I wouldn't count that against it. Controls felt good. Levels felt good. I don't think this game necessarily needs to bring some shiny new gimmick to the genre, although I'm sure it could.
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Re: Project Hell Romp

Postby Stephen L (inactive) » Sun Oct 02, 2011 10:30 am

running in the debug player, I got an error about playtomic


"Error #2044: Unhandled ioError:. text=Error #2032: Stream Error. URL: http://g361525c91adf40fb.api.playtomic. ... 697068751z
at Playtomic::LogRequest()
at Playtomic::LogRequest$/Create()
at Playtomic::Log$/Send()
at Playtomic::Log$/PingServer()
at flash.utils::Timer/_timerDispatch()
at flash.utils::Timer/tick()"


sometimes i skipped past text by accident. have you considered tying it to fixed signs, or the checkpoints, so you can go back and see it if you want?

Death sound too loud (in general I don't like the sound effects)

hard to play one-handed

found it difficult to get across the pit with the four rockfalls (lost momentum while waiting for the last rockfall to pass)

jumping feels ok

what're you going to do about music?
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Re: Project Hell Romp

Postby Benn » Sun Oct 02, 2011 11:30 am

At first it took me a little while to get used to the controls, but once I got the hang of it I was gliding rather fluidly, which is probably the most important aspect of your game :)

I think you could find room to expand if you put your mind to it, even if you just put a small amount of variety in the levels, the stereotypical things that come to mind are rising lava, forced screen scrolling, some kind of persistent hazard like the sun in super mario bros 3, collectables, I'm sure you can think of something more imaginative than these but you get the idea :P

As for adding more depth, I guess one way you could do it is to have super meat boy style stages for you to get past, with time goals, secret levels, etc, though the idea of being like VVVVVV seems good also.

Anyway, good luck with the project!
Last edited by Benn on Tue Oct 04, 2011 10:58 am, edited 1 time in total.
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Re: Project Hell Romp

Postby mitDebo » Sun Oct 02, 2011 10:39 pm

@Stephen Lavelle
Hmmm... I wonder if maybe Playtomic went down for a little bit (I'm sure you likely know this, but it's a metric tracking site that I've plugged into the game, so I can keep an eye out for what works and what doesn't).

Signposting is actually a good idea. It never really occurred to me that someone may miss the instructions by accident. I'll certainly think about it and try to incorporate it into later versions.

And as for playing one handed, admittedly, that's REALLY a thought I've never considered. I imagine it's downright impossible to play with only one hand.

As for music, I don't know 100% yet. For Magnolia Manor, I asked a guy (Jimmy Hinson, http://www.biggiantcircles.com) for music. I like his stuff, and he'll likely be the guy I turn to for music for this game as well.

@Benn
Yeah, those intro levels are just a very tiny, small sampling of what I have planned. Indeed, there's going to be various things to keep you having to hone your swinging skills - forced screen scrolling is indeed one of them, along with other such things as:

- hook points disappearing a few moments after you latch onto them (like blocks that crumble when you step on them, but for the hook points)
- timed switches - you grab onto a switch, which opens a door that'll close after a few seconds
- moving hookpoints that take you through obsticles
- other stuff

I had thought about adding secret unlockables and stuff. For instance, VVVVVV has the shinys, and I could very well do something like that. I had thought to maybe abandon that idea when I was originally thinking that I just needed to finish this game and get it out there, but I'm still waffling on the idea.

Either way, thanks for the kind words!
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Re: Project Hell Romp

Postby mitDebo » Mon Oct 03, 2011 3:27 pm

@Jasper/Ian

It occurred to me as I was driving into work this morning that I never replied to your latest feedback. Sorry about that!

@Jasper

The ramps are quite monochromatic. I admit that freely. I'm still learning this stuff as I go, and that was some of my first serious efforts at pixeling. In fact, your criticisms have made me want to go back and try to redo the layout designs, while keeping the basic idea for the areas the same. I'll try and see if I can make it look better, while still keeping the feel that I enjoyed of the original.

Admittedly, the whole "Intern of death has a grappling hook" thing DOESN'T make a whole lot of sense. Originally, this was supposed to just be a three month project, and I just wanted to make a grappling hook game with a story shoe-horned in. As a three month long project, I figured people wouldn't really care - they'd just shrug it off. Unfortunately, the scope of the game grew beyond that. The best idea I've come up with is that it's his Baby's First Reaping Scythe(tm), and he's just modded it to help him get around the perils of the afterlife better. However, that still doesn't make a lot of sense.

Having worked on the game off and on for about a year, though, sadly makes me pretty married to the story idea. I really like the idea of finding souls that were lost in afterlife paperwork (in fact, just saying that makes me want to go play Grim Fandango). I could probably come up with a newer, better story, but it'd be a lot like smothering my firstborn child. But maybe I'm just too attached to something that doesn't work, and letting go is something I need to learn to do.

@Ian

Thanks for the feedback! The more I look at that starting cave area, the more I think I see y'all's points. It could probably do with a bit of rework.

I've noticed a few errors as well I think, when it comes to grappling. Once in a while, it seems like the grappling hook will shoot out behind me, though I've checked the code over 1000% times, and by all logic I seem to employ, it seems like that should be impossible (the code only checks for hook points that are in the direction your facing - if any are behind you, they *should* be eliminated as a hook point candidate immediately). But I'm probably overlooking something. Sadly, it's not an error I can seem to reproduce very much. Does that sound like what you were experiencing?
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Re: Project Hell Romp

Postby RichMakeGame » Wed Oct 19, 2011 10:42 pm

hey, just dropping in with my feedback :)

I had fun- as mentioned the movement is solid, the game is nice to interact with!

A lot of platformer gameplay elements in there I've seen before, but they all come together nicely and they're working as they should. If I had one thing I'd like you to add to the game it's a bit of humour somehow- maybe you're playing it a bit straight at the moment. I feel like the games premise is a good oportunity for some quirky humour and if the game struck a tone which clicks with people ( via small cutscenes, little graphical touches ingame ) coupled with the solid gameplay you have, it'd gain a stronger identity.

PS- I really like the name 'Project Hell Romp' over just 'Hell Romp'.. not sure why! maybe it's the 3 word thing
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Re: Project Hell Romp

Postby mitDebo » Thu Oct 20, 2011 5:05 pm

@Rich

Thanks for the feedback (ps: I loved your Ludam Dare entry - it made me want to play MegaMan Legends all over again).

You and I see 100% eye to eye on the humor aspect. If the game comes across as being played too straight, that's only because I haven't incorporated any of the humor into the playtesting stuff I've done. But the game, in my head at least, has always been a light hearted tongue in cheek kind of affair.

As for the game's name, I haven't actually announced the real name yet. I called it Project Hell Romp on advice from an e-mail with Andy Moore. I was originally planning on going the flash sponsorship route, and as such, I was told it's a good idea to not call your game by it's actual name until launch, since a sponsor is wanting the google searches to go to them, and not you. But now I'm considering making it a $5 downloadable, and if I stick to my guns with that, I'll probably be referring to the game by it's real name soon.
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Re: Mort, The Intern (previously Hell Romp)

Postby mitDebo » Fri Mar 09, 2012 7:45 pm

Hey guys!

I know it's been a looong looong time since I've updated on this project. It got put aside for a little while, but now I've taken it back up.

The biggest news with it is that I've decided to port it over to XNA. I'm going to make it available on both XBLIG and a Windows downloadable. If there's enough interest, I'll look into a Mac/Linux port (maybe using Air?)

The port is going pretty smoothly. Since there's an XNA version of Flixel, it's pretty easy to just copy over the code and change a thing here or there. There's the occasional oddity, but I'm working to patch them up.

I've also taken a look over my art assets, and I may redo a number of them. Jasper previously informed me that my color ramps were to mono-chromatic. So, taking his advice, I just took an existing tileset and implemented a hue shift into it that I hadn't had before.

Here's the before picture:

Image

Here's the after:

Image

I feel like it looks a million times better. Y'all's opinions? Either way, thanks for the advice, Jasper!
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Re: Mort, The Intern (previously Hell Romp)

Postby mitDebo » Fri Mar 30, 2012 7:25 pm

In a discussion with my music guy, he raised a similar concern that Jasper did earlier: the graphics just don't really scream "look at this! it's different!"

Another problem I've run into a lot with this game is that the tiles are just 8x8. Believe it or not, but it's really, really hard to have much detail in an 8x8 square.

So, I've decided to go over all the graphics again and redo them at twice the resolution. Tiles will be 16x16, and the character will be 32 pixels tall instead of just 16. This was actually a hard decision. I had grown very fond of the way my character looked, and it was hard to let that go. But here I am.

So, here's the new character design:

Image

Here he is x3:

Image

My original intention was for the character to be in a cloak, as you'd traditionally expect Death to be. But, my girlfriend, knowing the plot of the game as she played, apparently always thought he was in a suit. So when I started to redo the character, she demanded he be in a suit. And this is probably for the best - I feel like it gives it that attention grabbing detail that it was missing earlier.

Any critiques? I'd really love to get some feedback on this, and see where it goes.
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Re: Mort, The Intern (previously Hell Romp)

Postby Draknek » Sat Mar 31, 2012 11:06 am

That looks better, but bear in mind that redoing the graphics in 2x resolution will probably make more than 4 times the work to redraw, re-animate, etc.

If you keep redoing things that are already there... Well, this road leads to never finishing the project.

So you have to ask yourself if the improvement in graphics is worth the large amount of extra time it'll take you.
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Re: Mort, The Intern (previously Hell Romp)

Postby mikemacdee » Sun Apr 01, 2012 8:20 am

mitDebo wrote:So, I've decided to go over all the graphics again and redo them at twice the resolution.


WHYYYYYY D:

mitDebo wrote:I feel like it gives it that attention grabbing detail that it was missing earlier.


NOOOOO D:

If you don't think you're letting people make you too nitpicky about the graphics, take a look at those "before and after" screenshots again and really ask yourself how big a difference there is between "kinda bluish" and "kinda greenish".
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