Courier - Brand new trailer!

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  • mineet , that's because RPGs are complex and not for everyone , In fact , A lot of persons start Rpgs saying they'll be the best rpgs ever and pretty much no one finish them ...

  • Whiteclaws

    thank you for the reply..

    the likes of C-7 and Arima should both be appreciated for their work. I hope they both finish their game.

  • I have been a musician and composer for over 20 years, and i have to say that your music is amazing <img src="smileys/smiley32.gif" border="0" align="middle" />

    Thank you very much! I've been a really big passion of mine for quite some time!

    And thank you so much for all the support! I thought there had been a couple smaller RPG's on C2 before now. Either way, its an underrepresented genre (no doubt due to the complexity). I'm judiciously using groups and includes to make this all as clean as humanly possible because I know it will balloon. I'm also trying to have as much reusable code (ie, calling stuff in an included event sheet) to reduce the overhead on each individual map's event sheet. This is a life-savor for NPC's and their dialogue/choices/quest-giving, though my system isn't as elegant as I'd prefer.

    And I think people will be pleasantly surprised at how well that character works in-game. You play a postman, for goodness' sake, so don't expect big swords and such. The game can get plenty serious, but there needs to be a good balance. IE, socks with sandals, etc. But that particular shading style looks really nice in-game, though you'll have to wait a little bit longer to see it. I want to have the NPC's for this area done and the next update of Spriter out (so I can get fancier with my animations :-P ) before I really show off that aspect.

    And yes, RPG's are prone to failure and non-completion, though that tends to be the case with a lot of genres. My release model of segments added onto the whole is there precisely to combat that. If I had to complete this from start to finish with all quests without it ever seeing the light of day, it would fall into the abyss like many others. I really respect Arima for keeping at it so long. But incremental growth updates are a really fantastic way to combat this that browser-based games allow (which was extremely difficult or annoying even a few years ago). Nobody wants to download and install patches (and many won't), but on a browser, you essentially have to be up-to-date. The first town, dungeon area, and the associated story elements and a small portion of the overworld will be what makes up the first release. A bridge will be out for repairs in-game, and when I've built the next area, that bridge will open up (and I'll likely have changed things in the current area :-P). I think it's a very nice, sensible release plan for a browser RPG.

    Thank you all very much for your comments so far! I really appreciate it!

  • That sounds like a very cool approach to releasing a game! It'd feel more like you were interacting with a real-world if you had to come back in a week because a bridge was out or something. It'd be cool if you could tally what decisions people are making, and update the world based on what the majority of people do too, though that could get pretty difficult!

  • look forward to your updates.

    love the sound of your game

  • With a tiered release schedule, stating Courier's release date is kind of hard. But the first release, which I view as a soft release, isn't as far away as you might think. My personal goal is 8 weeks to complete the 6 major things that need done before I can go public. But, no doubt, numerous testing sessions, tweaks, and little UI additions will put me a little over. Perhaps I'll go to record a clarinet or trumpet part and it will rain that evening, rendering me unable to get a clean recording. I'm not stating this as a means to announce a release, but to bring up a sense of accountability for myself.

    I plan to have Courier available for play by mid May. This will include the first town (which is quite large), the first dungeon, the overworld area immediately around this forest area, and the associate story segment. Some other features this will need to entail would be persistent save data, a leaderboard, and in-app purchases.

    I plan on nothing less than a weekly update, typically with something visual to show.

    This week's update is showing one of the early environmental puzzles:

    <img src="http://www.adamprack.com/materials/puzzle01.png" border="0" />

    The switches (which are mouse-driven) change the position of the floating platforms, but also change all other platforms to their opposite position.

  • Here's a screenshot from the newly-created title screen:

    <img src="http://www.adamprack.com/materials/title.png" border="0" />

    And, of course, it's all fully animated.

  • Looking good C-7 best of luck with your game!

  • Wrangler Thank you very much!

    This week, I'm completing all of the menus, UI, and shop stuff. Next week is audio!

    But I know you're here for the pictures and not for the words, so here's a screenshot from inside the first dungeon:

    <img src="http://www.adamprack.com/materials/dngn01.png" border="0" />

    It features fancy lighting and shaders, a turret with seemingly foreign design principles/technology, and more of those wonderful spikey gates!

    Also, something neat for players, the mouse is entirely context-sensitive. So if you hover over interactive objects, the mouse gives you information or directions. For instance, on NPC's it'll tell you their name. On doors, it'll tell you if they're locked or not. By default, the cursor is blue/teal, but if you're hovering over something clickable, the mouse turns white. This makes for a very intuitive experience for players.

    Buuuut it screws my touchscreen support, so I'll have to rethink things for tablets.

  • It's clear you're putting a lot of effort and care into Courier, and I look forward to seeing how your music plays into the atmosphere!

  • Last week's UI binge went very well. Logging in, the store, health meter, and all kinds of other UI/menu stuff got done and it works quite well!

    This week is all about audio, which means I won't have any pretty screenshots to show until NPC week next week! I won't be posting works-in-progress for the music because I only want it to be seen when it shines. But to give you a taste, know that its a combination of live instruments and sampled instruments. It's orchestral, but, in my opinion, far more interesting and nice-sounding than a lot of indie stuff I hear. I plan on posting at least one of the completed tracks this weekend.

  • Jolly who ! Seems a nice contestant to be in my bookmarks :D

  • C-7

    looking really good

  • Thank you very much everyone! This week has been about animating and adding NPC's throughout in addition to the two main playable characters (male or female).

    <img src="http://www.adamprack.com/materials/chara1.png" border="0" />

    <img src="http://www.adamprack.com/materials/chara3.png" border="0" />

    (you'll see the NPC's later)

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  • And, as promised, here are the NPC's!

    <img src="http://www.adamprack.com/materials/chara5.png" border="0" />

    <img src="http://www.adamprack.com/materials/chara4.png" border="0" />

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