2200AD --- DEMO RELEASED ---

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Enerccio
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#31 Post by Enerccio » Fri Mar 16, 2007 3:21 am

Mirielle wrote:I love the fact that I send in about 8 (test!) lines and it's only at 1%...
well 1 percent is mainly the fact that we have voice actress ;)
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#32 Post by mikey » Fri Mar 16, 2007 6:40 am

Enerccio wrote:well 1 percent is mainly the fact that we have voice actress ;)
Hmmm, I would definitely do VA at the very end, when everything is final, especially (but not only) from the text point of view.

Also, when the VA knows the whole game, she will be able to give the characters more personality. So a few test lines are good, but VAing is best done at once, not least because the voice needs to be consistent and so on.

I've noticed that from March 12th actually the percentage for Character Art has dropped from 14% --> 10% and also Backgrounds have changed from 5% --> 1%. What's going on? I suppose you have changed the length of the project (also couting in CGs or not with the BGs) or restructured it in some way, but re-scoping on the go is a dangerous game, especially when there are already people involved in your project.

Also, one worrying thing is that the script isn't finished. I can only trust you to have a rigid frame so that the project won't get out of hand, but still, at least juding from the numbers, it's very confusing. BCS is right in saying that you need a finished or near-finished script to be able to assess other things that are needed. If you don't have that, your team is working without a concept, with just some general directions and that's a sure way of prolonging development and in most cases not finishing at all.

But of course, this is just my view based on experience. You've broken the demo/unfinished rule, you can do parallel development of a big project as well (it would also be for the first time ever). But it's still much harder to do than breaking the demo/release curse (which actually Magical Boutique has also managed to do when I think about it).

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#33 Post by Enerccio » Fri Mar 16, 2007 9:15 am

mikey wrote:
Enerccio wrote:well 1 percent is mainly the fact that we have voice actress ;)
Hmmm, I would definitely do VA at the very end, when everything is final, especially (but not only) from the text point of view.

Also, when the VA knows the whole game, she will be able to give the characters more personality. So a few test lines are good, but VAing is best done at once, not least because the voice needs to be consistent and so on.

I've noticed that from March 12th actually the percentage for Character Art has dropped from 14% --> 10% and also Backgrounds have changed from 5% --> 1%. What's going on? I suppose you have changed the length of the project (also couting in CGs or not with the BGs) or restructured it in some way, but re-scoping on the go is a dangerous game, especially when there are already people involved in your project.

Also, one worrying thing is that the script isn't finished. I can only trust you to have a rigid frame so that the project won't get out of hand, but still, at least juding from the numbers, it's very confusing. BCS is right in saying that you need a finished or near-finished script to be able to assess other things that are needed. If you don't have that, your team is working without a concept, with just some general directions and that's a sure way of prolonging development and in most cases not finishing at all.

But of course, this is just my view based on experience. You've broken the demo/unfinished rule, you can do parallel development of a big project as well (it would also be for the first time ever). But it's still much harder to do than breaking the demo/release curse (which actually Magical Boutique has also managed to do when I think about it).
1. yes, art percentage dropped... we have our reasons, but it will be surprise, so i will tell you (as part of team) in PM why.
2. i am working on script every day all all parts of game are already in my mind
3. nope, this will be free game so demo is not needed even before release
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#34 Post by yvanc » Sun Mar 18, 2007 12:21 am

It might be hard to estimate the project in its entirety because fresh new ideas sometimes comes along in the middle of the development. Ahehehehe

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#35 Post by Enerccio » Fri Apr 06, 2007 4:12 pm

Finaly some update ;)

Okay so
1. special screen for you:
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2. images count:

Code: Select all

total images - 141/x:
 sprites: 75/x
 bcgs: 2/28+x
 event cgs: 1/7+x
 other images: 63/x
3. music count:

Code: Select all

2/x
4. story count:
begining:

Code: Select all

The game contains 280 screens of dialogue.
These screens contain a total of 2619 words.
For an average of 9.4 words per screen.
The game contains 3 menus.
first bad ending+one good ending:

Code: Select all

The game contains 541 screens of dialogue.
These screens contain a total of 5331 words.
For an average of 9.9 words per screen.
The game contains 0 menus.
5. voice + sounds

Code: Select all

voice: 1/x (test purposes)
sound: 0/x

5. miscelanious count

Code: Select all

special1: 50%
special2: 0.1%
special3: 0%
core coding: 50%
branches: 0%
proof reading: 0%
customizating: 75%
beta testing: 0%
Size of all rpy files: 106,496 bytes (8 files)
Size of all rpyc files: 73,728 bytes (9 files)


* n/x means that maximum nuber has not been determined yet
* n/y+x means that maximum nuber has not been determined yet, but it will be more than y
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#36 Post by teankun » Fri Apr 06, 2007 11:04 pm

Wow, that looks really professional. What will be the rating?

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#37 Post by Enerccio » Sat Apr 07, 2007 3:17 am

teankun wrote:Wow, that looks really professional. What will be the rating?
Teens certainly (no hentai)
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#38 Post by Vatina » Sat Apr 07, 2007 7:06 am

That is some really nice art ^^
Good luck with it, it seems interesting!

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#39 Post by teankun » Sat Apr 07, 2007 11:26 pm

Enerccio wrote:
teankun wrote:Wow, that looks really professional. What will be the rating?
Teens certainly (no hentai)
That is good

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#40 Post by Enerccio » Wed May 02, 2007 11:44 am

OKAY, for anyone who is curious what are we cooking here, I present you:

2200AD DEMO
RELEASED!!!


With this small demo you got hole first scene (roughly 5 minutes of gameplay).

You can find all download links here: http://bishojo.tk/index.php?option=com_ ... &Itemid=26

Please, post any comments or any feedback, I would really like to know what you are thinking of this.
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#41 Post by DrakeNavarone » Wed May 02, 2007 12:13 pm

It was short but sweet. A nice preview of things to come. It's good to see that some works getting done on this, since I knew you've been busy with a few other things lately...

The most noticeable and impressionable elements of the demo is the art. The characters look great, the blinking eyes is a nice little change of pace from other games around here, and the backgrounds, while not overly fancy, blend right in. Absolutely the strongest element in this demo. The music, while only one track, was nice too. A huge improvement over that one track in My Teacher... ugh, I remember I had to shut the music off when I played it... So thankfully that's one issue you fixed as you moved on to your next game, and I hope to hear more tracks in the future. And the story was nice, but it's really only a small sample and it hasn't hit the main plot yet, so I can't really gauge where it'll go. But if you keep up the good work, I'm sure it'll turn out just fine.

Keep at it, I'm looking forward to the finished game.
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#42 Post by DaFool » Wed May 02, 2007 12:38 pm

Whoa, the demos of the heavy-hitting games are coming out recently :D
The customization was impressive.

And yeah, the art. Hardcore, dude! Professional stuff. Good to see that you managed the backgrounds well -- not as detailed as the characters, but they fit.

It would have been nice to have gotten the demo to the point where they introduce time-warping? (not a spoiler since that was how 'Continue Game' was renamed to). Or where the main sci-fi plot is introduced, whatever it is.

Also, I really do recommend you get an Editor. We know English isn't your native language, but other players may not be so forgiving.

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#43 Post by F.I.A » Wed May 02, 2007 1:22 pm

Hmm, nice character arts indeed. Doubt that my cg skill will allow such work. Kudos to yvanc for the nice work.

Also, nice altering to the menu names, even though it is kind of misleading(I have to suicide everytime I close this programmed? :P )

Frankly, a rather vast improvement over My Teacher(Fixed. Thanks, Mikey). I shall be waiting for the full version.
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#44 Post by mikey » Thu May 03, 2007 4:11 am

Let's say this from the start, although I'm partial to BCS, this is the best OELVN (character) art to date. Not only expressions, but also poses change, blinking eyes, the shading and detail, it's really supreme.

The backgrounds aren't really keeping up, but they are sufficient to support the characters. Actually I've noticed that a lot of artists who draw characters, don't really like to draw backgrounds so much. But again, this is plenty.

Tooo bad there's so little to see from the story - these short-short demos never really let us see the flavor of the story. So apart from seeing to it that it's actually finished, I'd say the story will be the next challenge. But maybe it's already done, little do we know ;)

In any case, congratulations, it's a fantastic-looking work!
DaFool wrote:Whoa, the demos of the heavy-hitting games are coming out recently.
Seems like people don't buy into the "there's no race" thing after all ^_^. We'll see how it plays out - MDTMK and 2200AD should be our "next-gen" titles with high quality graphics, provided they get finished.
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#45 Post by DaFool » Thu May 03, 2007 7:21 am

Sorry for the OT...
mikey wrote:Actually I've noticed that a lot of artists who draw characters, don't really like to draw backgrounds so much.
Actually, who really loves drawing backgrounds? Unless you have a quick and easy way to do it (such as using 3D rendering or photo tracing), I don't think I've read anyone explicitly state they love doing backgrounds. (More like, it's a pain to do).

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