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Binary Sparks - A weather/electricity puzzle game

Discussion in 'Beta Zone' started by Amber Crown Games, Sep 17, 2016.

    1. Hi! I have updated my game some, if you want you can take a look at my updates:

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      I tried to follow a color theme/style as you saide, the first level everything is turqouise and metal/silver and the second level everything is orange and gold and so on.

      Also I made the first level with some extra help voices/texts so people dont get lost in the beginning:

      https://vid.me/p1tR


      I hope you like the improvments, please tell your friend who did the review as well:)

      Thanks once again!
     
  1. RazTutu

    RazTutu Member

    I will play it again. Meanwhile, could you tell me what engine and language you used please?
     
  2. Thanks but wait for the new demo, these updates isnt in the latest version:) So you know

    Im using Unreal Engine 4 and the built in blueprint GUI for scripting
     
  3. Kaidus

    Kaidus Administrator Staff Member

    I think what you have done with it so far is a great start, I can honestly say most of my confusion with the gameplay would be subsided from your new tutorial. Perhaps explain what the plugs do before you plug the first one in would be my critique on that. For instance, when you press the buttons something happens (ex. platforms appear..ect) However when you do the first plug nothing happens, and that could confuse some people.

    As far as the graphics, I feel it still needs more for most people to back it. I just feel it needs something more to look more visually appealing. My advice is to really study pictures of other dimensions and find out what makes them otherworldy, and modern looking. I know its a game, its just how I feel about it.

    Take the images below for instance, notice the lack of parallel lines, they are all swirly nothing looks similar to anything else. Its usually the little details that make the biggest difference. One idea is to hire an artist or to redraw your world from a graphically and visually appealing perspective like the pictures below to get a good feel for what you want your world to look like.
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  4. Ok nice. No plugs do anything anymore so you know it. I dont think you payed attention. The button with the raindrop takes out the fire. I hear ya, but I cant make it any more easier and clearer than it is now, its a puzzle game you know. Plus I explain EVERYTHING now so why is there still a problem?

    So the graphics are still not good enough? I followed what you said and made even more strange things. Please tell me. Because Im pretty satisfied with the new details.

    Thanj you very much
     
  5. Dont get me wrong I will still ser what I can improve but I think Im starting to get what I want. I can adf a galaxy/black hole/wormhole and/or other strange fixed things in the sky or something.

    What do you actually wanna ser more of?

    Are there to many/too much of the new sky details so far?

    Thanks
     
  6. Kaidus

    Kaidus Administrator Staff Member

    Alright, however just keep in mind, I'm only offering critique, I'm not saying you have to do or change anything, its up to you how you use the info I gave you. All I want is for your game to succeed, so I'm giving you what I feel the game needs from my point of view.

    To answer your questions, I feel the game looks too simple still, like a 90s video game. Its not as simple as just telling you what the game needs, you have to research what makes a game look visually appealing. I'm going to write an article about this, perhaps that will help you out. You can look for it in the next week.

    There is a site called usertesting.com that you can use to get some feedback on your game, although it will cost 10-20 dollars depending on the length of the test (I think they give 5-10 free tests when you start however). They offer short 5 minute tests that people can take for less. What I would suggest is creating a webpage collage with pictures, and trailers and have at least 5 people take a look at it and see if its something they would be interested in. (I think there is an option where they can download and play your game as well) You will get short videos responses of people saying their thoughts on the game and what they like and don't like about it.

    On the other hand, if your only interested in creating a world that is only created by your ideas and perspectives, you run the risk that nobody will like it, and honestly that is fine to. If your planning on selling the game however, I feel its important to see what people in your market would be interested in.

    Edit:
    One final note, the Game The Talos Principle would be a good game to study as it's very similar to what your trying to create.
     
    Last edited: Oct 10, 2016
  7. Yeah and its necessary with feedback. It is the audience who will decide if the game is good or not. Ill try everything out even though I might not have time for hiring an artist and so on.

    Alright thank you, dont write an article just for my sake;)
    I hope you didnt get me wrong I love that youre taking sooo much time even discussing my game.

    Ill look into that site and in the meantime Ill only try different styles.

    If I add details and concentrate on the skysphere would that make a bigget difference? I mean does it still miss a general theme or just the litttle things that draw the players attention?

    I think that most people arent willing to be this serious and constructive in their feedback so that is really good.

    Ill post updates and only focus on the visuals for now.

    Thanks
     
  8. Kaidus

    Kaidus Administrator Staff Member

    No problem, I'm glad I was able to help. I don't mind writing the article, it might help others out as well.

    Its hard to say if its one thing or not, I feel like its missing something holding the world together if that makes sense. I really feel if you can almost re-imagine your world from an artistic or drawn perspective it might show what is missing.

    I'll be looking forward to your updates
     
  9. Alright. Maybe I misunderstand you but we said I didnt need to redo my entire world/style/level or am I wrong?

    I mean I am asking around for artists now, but I hope that with their help I dont need to redo or throw away to much. Although Ill absoloutely take help from artists.
    Ill make some updates made through some different approaches.

    Thanks
     
  10. Kaidus

    Kaidus Administrator Staff Member

    While redoing the entire world is one option, I don't think its necessary, however I wouldn't rule anything out.

    It really depends on what you and your artists come up with. Visuals are a powerful way to get people excited about your game, its usually also the first thing they see before they are willing to invest any time in your game. You will know when you have a great concept or idea because people will begin to go out of their way to give feedback or just straight out tell you they love the game. I say this from experience as I've created games in the past where I didn't receive even 1 comment.
     
  11. Hi! Absolutely and youre right. I have talked witha visual artist that will help me with some feedback, improvement suggestions and sketches

    Here are some updates I've done. This is BEFORE me and the visual artist will work, so this is still "only" my own details:

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    I have worked a lot with the skysphere, trying to combine two or three color gradings, I hope you can see what Im trying to do and/or see where I want to go. I looked at your pics and imagined that to make it more outerwordly, I should put some magic touch on the sky/clouds/nebulas/starts and what I've tried to do is simply some soft blend of color gradings.

    Please tell me what you think

    I will get more feedback from my visual artist.

    Thanks
     
  12. Kaidus

    Kaidus Administrator Staff Member

    I love the skysphere, the multitude of colors helps give the eyes some extra substance in the background, I like that. I'm really excited to see what you guys come up with. Perhaps one thing that is throwing off your composition is how amazing and detailed that skysphere looks compared to the other graphics with less detail.

    I finished that article. How to make a game look more visually appealing xD
     
  13. Alright thanks. Yes it might be a too big contrast maybe. Yes Im excited about that too.

    Nice Ill look into the article thank you so much for writing it.

    No offense but you know that xD is an ironic emoticon right? I see you using it a lot, its not very suitable using it the way youre using it. Just so you know.

    Thanks
     
  14. Kaidus

    Kaidus Administrator Staff Member

    No problem. I have never been one to take social trends seriously, thanks for the tip, I'll keep it in mind.
     
  15. Its not easy ti know. Its okay

    Ill post again after me and my visual artist have made some updates.

    Thanks
     
  16. Hi! Here are some updates from me and my design supporter. I changed the floor/tiles so they dont look too simple (they really did before). Now what I really could use feedback on, is how distracting or not the non-game objects (details) on the platforms look. I mean, maybe there's too much to look at right now. Please say what you think. Pictures below.

    New detail/non-interactive objects:

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    New platform/floor/tiles (not necessarily the material/colors to use):

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    New skydetail (floating tree):

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    NEW SCREENSHOTS:

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    So what do you think? Is the details on the platforms distracting/unessecary? Or something else that comes in mind?

    Thank you so much
     
  17. Here is a video from the latest update too:

     
  18. Kaidus

    Kaidus Administrator Staff Member

    Nice improvements, I love the way this space platform looks.
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    It would be cool if the squares were different colors even that changed as you played.

    I don't think the extra detail is distracting, however I do get what you mean. I would experiment with lighting and shadows as I feel that might be the problem here. The shadows are very sharp. ex.
    [​IMG]


    Some other ideas?
    I was thinking maybe dimensional looking planets to fill the void of space? Lots of them high in the sky, above and below and HUGE.

    I really like the improvement on the non interactive objects look, you might be able to get away with adding more of them to the level to make it look more "full"


    I noticed you have made additions to the tutorial level in the video as well, I'm curious to how a new player would react to seeing the game for the first time. I feel they would have helped us out a ton while playing.

    Nice work :)
     
  19. I think color changing platforms would be a little distracting dont you?

    Yeah some shadows are sharp Ill se what I can do about that, it think it is decided by quality/render settings.

    I could make one or two huge galaxies/nebulas or something because it might fit with the other things in the skysphere.

    Yes I made a new laser net hazard, and a shooting mechanic, and I explain this very well in the level as all other stuff.

    Here is a video of that new mechanic:



    Also, the help text in the video is red, BUT I fixed that now since it was hard to read. It is now white.

    It would be great if you wanted to run the game again soon, since I have some problems with performance and/or memory management and rendering efficiency, and I would like to know how the game runs on a (faster?) computer than mine. Im releasing the new demo by the end of this week, I hope it will be enough time.

    Ill post some pics of different examples of BIG skydetails and then return here

    Thanks
     

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