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DIVIDED INFINITY

author=unity
I played through the demo. It's interesting, and I love the art, but there were a lot of bugs. I'll put my comments under a hide-tag here.

>Click here for screenshot< You may want to consider switching the button that skips text. Right now, it's the same as the Dash button. I missed the message that displays here the first time, (the one, ironically, about Dashing and jumping) because I was holding down the dash button.

>Click here for screenshot< When I tried to look at the Story section of the encyclopedia, the game crashed with this error message.

>Click here for screenshot< In battle, when I tried to use the submachinegun skill, the game crashed. Oddly, on a second playthrough, it didn't crash.

>Click here for screenshot< Reading the light blue text on your full-white menu system is eye-straining for me.

>Click here for screenshot< Also, when the menu takes up the whole screen, the pure white looks very overpowering.

>Click here for screenshot< This background message wouldn't go away (as you'll see it in subsequent screenshots). Eventually, the whole conversation replayed, several minutes later, and only then did it go away.

>Click here for screenshot< You've got text cut-off here.

>Click here for screenshot< It seems like I shouldn't be able to stand here.

>Click here for screenshot< Because the pipes are walk-on-able, I can reach this rooftop, which I don't think was intended.

>Click here for screenshot< I can walk on all the windows in this room.

>Click here for screenshot< These plants are missing half their tiles.

>Click here for screenshot< Endorphin Boost claims that it targets an ally, but actually targets an enemy.

Bugs aside, it wasn't too bad, and I really liked the ending scene, which was very well put together. It may have been a little too mysterious for its own good, though, as since I know so little about what's going on, I'm not quite hooked on the plot.

Thank you much for your comments and errors you found! I'll fix them and update the demo soon!

Sadly we're too busy going forward in creation not a lot of time to play test yet, which is why this is good!


Prologue II is more about something happening rather than you understanding anything. (It actually is the end of a certain Shell Story, upon doing that shell story, you replay Prologue II with more understanding) Since the story is so vast, we gave it three Prologues to introduce each era/more info. I will consider making putting more information into Prologue II. Just make sure you saw those three miss-able scenes in the city!

Anyways, thank you much unity~


author=Dragol
Voice overs... VOICE OVERS!!!
Yep! Whole game will be voiced, I happen to know a large amount of good amateur
voice artists, as well as some newer professional ones.

DIVIDED INFINITY

author=NTC3
Well, it all looks great, and it's good to hear you're editing things out, because there are plenty of people who don't, and pacing suffers greatly as a result. One could end up like Song of Ice and Fire, or even worse, like Tears to Tiara II.
Yes, you need to be able to limit you're imagination.
Even if something happens in a story, like an event -- does it need to be played out?
or only mentioned? That's the key to a good flowing story. If the events don't flow naturally without much forced thinking, then something is wrong.

Ohhh, how I wish I could share more of the story, but for now, you guys just get that Demo.

DIVIDED INFINITY

author=shayoko
i just hope this will be short

so it does not get canceled


If it ever got to be too large too, I'd cut content right from the finished script.
Like I already have 3-4 times *cries*

DIVIDED INFINITY

author=Rose_Guardian
This game looks nice. Did you draw the characters? They look nice as well.


Credits tab tells all!
Thank you for the comment! Keep updated! ; )

Selling myself as a scene eventer and story writer!

author=amerk
Something I've seen other eventers do is create demo projects of various events in place. If you're looking to provide people with ideas and events, that could be one approach.

That is a good idea, I'll compile a little demo of my eventing work and maybe create something else for it altogether!

DIVIDED INFINITY

author=unity
Wow, this looks amazing! :D Any idea on roughly the playtime of the final game?
\

Yes! The Thirty Shell Stories will total in to about 45 hours which are all optional.
Main game is around 60-80 hours without Shell Stories.

(I'm really not kidding haha)

Though those are estimates based on what's done. Prologue III is a bit over three hours long. Main Verses (Game chapters) are a bout 5-7 each so far.

Though the main game will most likely do away with breaking things apart with Chapters, but we're not sure yet.

DIVIDED INFINITY

author=NTC3
This is ambitious as all hell. Subscribed, just to see how far it can go.


We're fairly far along too believe it or not~

So, I'm sitting on a complete game and - Serial Key Systems!?

author=LockeZ
If you sell your game on Steam, my understanding is that they have their own key system. For those of us wanting to go independent, though, or even just to sell the game on multiple websites, this one looks decent:
https://activatar.codeplex.com/

I have no info about how good this is other than it being a top result on google and having a handful of positive comments. So, maybe do a little research before committing to it.

As for the method of actually distributing the keys, I'm not sure what you're planning, but this software makes it apparently fairly simple to create them and for the installer to require them. I would guess that most stores simply want you to provide them a set of 500 keys for them to sell (or whatever number).


Ahhh, thank you much!
Now I can be of some help on the publishing side -- BMT Micro!
http://www.bmtmicro.com/BMTCatalog/

They'll host games, handle serial key delivery AND creation as long as you provide them with the source. They swipe a percentage of that profit, but the automatic process is worth it in my eyes.

So, I'm sitting on a complete game and - Serial Key Systems!?

Haha, sorry.
Too much work and time and profit to lose to just release it for free. If you only knew man!

Not a discussion on free-ness peeps! How'd do you lock this up folks!?
It's a surprisingly hard thing to do apparently.

EDIT: Oh wait! I misunderstood you.
I'm sure you still make profit on DRM free stuff, but casual piracy eats profits alive. Normally maybe, but one project in particular we have is pretty known, so it'll get jacked if it's easy, and it'll get shared.

But DRM free just means no special locking right?
How exactly do you prevent one person buying then just sharing it around?

Selling myself as a scene eventer and story writer!

And by selling I mean free. I just want side projects yo!
http://rpgmaker.net/games/5276/

I wrote and evented the above short! Just for something to show.