Maybe you could add a screenshot feature so you can create lolcats! Depending on how good your animation and physics systems are, you might be able to get good shots.
I don't really have any kids yet, but I know I will one day. I understand that the game is quite complex with its puzzles. So good gameplay would come with it as well. I'm sure they won't look as bad when animated. I'm sure it will all turn out great. How is the music and sound coming along?
The game has its own music - mostly easy listening and a groovie soundtrack. But I'm not sure if I should implement sound effects in the final game. Most of the time your iPhone/iPod would say "meow"...
I didn't want to ask but see what solution you'd come up with! Glad you didn't go for meow, it would get repetitive and boring, I hope you don't get to throw up a furball when you fail 3 times or have to use the litter tray for extra lives... groovy, easy listening...Some devs release an mp3 of their soundtrack early... hint hint! (might not be a good idea if it's very early as in this case )
Extra lives? That would imply the kitty can die - I dont want them to die! So no 9 lives, and of course no live bars. The soundtrack is nothing special, just a calm, groovie "good old times inspired" soundtrack. Maybe I will implement it in the upcoming gameplay video. But first I have to setup a small example level for showing you the basic gameplay. It would be no fun if the video would spoil the entire first level I guess. Even it is the smallest one. But before I can record the video I have to fix some minor clitches in the climbing animation. And before that...ahhh..a lot work to do...
3 months . I wish it could come earlier. I hope you make good use of that time and polish the game as best as you can.
I've finished most of the basic gameplay meachanics now and had the time to setup a small example level for a gamplay video. I hope you can get an idea of "how to play" Kittys Adventure by this video and, of course, I hope you like what you see (and tell others ). As said this is only a tiny demonstration level as I dont want to spoil the real levels. Every single level contains a unique look or theme. In the video you can see the "garden style", but there will be much more in the finished game like a deep forest, rocky montains, snowy landscape and more. The main idea is to get Kittys small, red ball - but first you have to find a way there. The "adventure" in Kittys Adventure is to make your way to this ball by using the stuff/environment around you. I've updated my first post in this thread with the video too. I used the real ingame music in this video too. Easy listening for an (not to) easy game.
Alex, looking good! The high poly versions of the kitty should work fine depending on which engine you're using. I love the animations it has, even the ones that can't be used in the game I never came up with a concept I could use the kitties for unfortunately, this game looks pretty relaxing!
I was going to post yesterday but thought I'd wait a week from your last post. You've been busy! First I love the music, has a great 80's vibe to it. Idle animations are cool too ( I hope there are none where he licks his bollocks or throws up a furball), as are animations such as spade that moves when kitty crawls under or watering can that tips over when pushing the gate open with the crate. It all seems very coherent which is important for this kind of game. Thanks a lot for sharing this, wish you good luck with the shadows. Is it possible to include an animation for when kitty reaches the edge of an obstacle, such as branch or barrel, before falling off? I think you mentionned this, but is it possible to change the camera angle during play? The video goes black for me after 4mins, I'll download it again later to see more...
Here is the same gameplay video, this time recorded on my iPod Touch. Sorry for the bad quality and the far focus, I'm no video professional and did it yesterday in a free minute. The second half of the first (and even this) video is only a black screen...thats true. As said, I'm no video pro. But there is nothing left, its only because the music plays longer then the actual video goes. As you can see you move Kitty with you fingers by sliding over the display. Short and slow slide = slow walking - fast and long slides = fast walking. A double tap results in jumping. The camera can freely rotated. Because the music: I'm grown up in the 80's and I love this oldschool game soundtracks. Very groovy. There is no special animation when reaching the end of an edge of a obstacle. So you will simply fall down. As you cant die and as the "real" game is not focusing (that much) on precise jumping I think there is no reason for any help here.
- 2nd video is awesome, I love the controls!!!!!!!! I can't remember any other game that does something similar, anybody correct me please. - pm'ed! - how the watering can turns on itself when catching the handle, rad! - I know we're not going to have silly "meowing", but sounds of footsteps and for jumps would be great, and for moving artefacts such as wateringcan tipping over, gate opening, crate being pushed over grass... feels a bit disconnected from the action without any sounds. I can see your point for the edge animation (I hardly dare to use that word "edge" these days when talking about a game, hope I'm not going to be sued...), not sure how it would work , probably more hassle than benefits.
I'm glad you like it. Maybe I will implement some basic sound effects - for instance a "ding" when solving a major step in the levels gameplay (so you actually know something has changed) or for things like mentioned by you. But sound effects are really the easiest thing to implement, the actual game has priority first.
Agreed, it's really finishing touches, gameplay gameplay gameplay! I like how by climbing in the tree you get an overview of the whole situation and all the game elements, it's like an in-game map. But I'll say it again, those controls are excellent!
Yes, I'm still working on this game , yes..it takes longer as originally planned. *surprise* As a lifesign I updated the first post with some screenshots of the level I'm currently working on. I hope you like it - its a deep forest with some nice quests: Hopefully in 2 to 3 month the game will be ready.
Thanks for the update, no surprise about the schedule, maybe you'll get there for Christmas (sorry, maybe I should say the holiday season, not sure). Missed your post a few days ago but I regularly search the forum!
This game is currently "on hold" as we are working on another game and we dont have the ressources to work on booth simultaneous. Expect a release in the first quarter 2010. Sorry for this delay, but we underestimated the complexity "a little bit". The other game (details will follow in december) will be released in december and after that the work on Kittys Adventure continues.