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Alright, so I played until I died. I have to say that the experience was great. The game took away from a typical RPG, and it was  greatly done. I like how you have tried to give depth to the characters and made a choice-effect system work very well. I'm writing a full-blown review as of yet, I'd like to complete atleast Phase I, before doing that.

 

Though, I'd like to point out, that some face sets are placed wrong. Sometimes, while talking to Miguel in person, the radio face sometimes show up, when he finally decides to go scavenging. You better fix it, it's not game breaking, but it kills the atmosphere.

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Alright, so I played until I died. I have to say that the experience was great. The game took away from a typical RPG, and it was  greatly done. I like how you have tried to give depth to the characters and made a choice-effect system work very well. I'm writing a full-blown review as of yet, I'd like to complete atleast Phase I, before doing that.

 

Though, I'd like to point out, that some face sets are placed wrong. Sometimes, while talking to Miguel in person, the radio face sometimes show up, when he finally decides to go scavenging. You better fix it, it's not game breaking, but it kills the atmosphere.

 

Found the bug and fixed it, thank you for pointing it out. It slipped past me when I was copying the commands from the computer to Miguel in person. But now it's fixed, and it'll be in the next demo!

 

I'm so glad you're enjoying it! I did aim for a nonstandard experience, but I still wanted a powerful, long and developing story. At the point where I'm at now (middle of Phase two) many of the characters are still under development. Also going to improve on the atmosphere with more custom artwork and even a few animations. I'm looking forward to the review, I'm always looking to improve!

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Alright, so I played until I died. I have to say that the experience was great. The game took away from a typical RPG, and it was  greatly done. I like how you have tried to give depth to the characters and made a choice-effect system work very well. I'm writing a full-blown review as of yet, I'd like to complete atleast Phase I, before doing that.

 

Though, I'd like to point out, that some face sets are placed wrong. Sometimes, while talking to Miguel in person, the radio face sometimes show up, when he finally decides to go scavenging. You better fix it, it's not game breaking, but it kills the atmosphere.

 

Found the bug and fixed it, thank you for pointing it out. It slipped past me when I was copying the commands from the computer to Miguel in person. But now it's fixed, and it'll be in the next demo!

 

I'm so glad you're enjoying it! I did aim for a nonstandard experience, but I still wanted a powerful, long and developing story. At the point where I'm at now (middle of Phase two) many of the characters are still under development. Also going to improve on the atmosphere with more custom artwork and even a few animations. I'm looking forward to the review, I'm always looking to improve!

Ok, great. While you're at it, would you mind making Phase One faster. There is the wave to know what happens next, but it could do with some more adrenaline. Perhaps in the research section at the most.

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I will not make the game faster. Sorry. This is not about adrenaline, it's a casual, slow-paced game. I don't want it to go any faster. Not only would it need a complete overhaul of all code, timing and dialogue, it would be ruin to the intricate, delicate network of switches I've made that keeps the game running. So no, it won't go faster.

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I will not make the game faster. Sorry. This is not about adrenaline, it's a casual, slow-paced game. I don't want it to go any faster. Not only would it need a complete overhaul of all code, timing and dialogue, it would be ruin to the intricate, delicate network of switches I've made that keeps the game running. So no, it won't go faster.

Ok, each entitled to one's own.

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New illustration for Randal's Research Session!

 BWhK2Da.jpg

Edited by anothergoblin
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I like that, nice pictures. If I could say anything, it would be to use the same art from the picture for the face sets, it would blend a lot better. You can jarringly tell that the face is rtp and the picture is not. Also is the girl sticking out her lips or duckface or something? It seems just a bit off.

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To make illustrations for each portrait is not an option, unless we get a second illustrator ready to work on just that specific part. There are close to 70 portraits in the game currently, and to change them would take way, way too much time.

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I've come to a place in 'Coats' where I can add (theoretically) INFINITE easter eggs. It's a console where a player can enter four digits to access a library archive. Now, I need references! Four digit references, like... "1945" could have something to do with the second world war. You guys got any suggestions?

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I like the year 2045: the year of human immortality (said to be) xD...

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Trivia and upcoming feature:

Did you know that Randal, the main character, was actually engaged once? It is only mentioned briefly in Phase One, but it used to be a big part of his life.

In Phase Two, we get to experience, first hand, a lot more about Randal's past and how he came to be as he is today.

 

Also: I'm thinking about going to the London Film and Comic Con this July. Anyone fancy guiding a distracted swede around?

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Today we welcome our latest addition to the 'Coats' team, our very own (and very skilled) composer - Ryan!

It's fantastic to see people coming together in this project, to make it the best it can be.

We figured we'd give you a taste of some of his work, and thus, we show off his first contribution to 'Coats' - the title screen music, named "Song of Rust City".

Enjoy!

 

Edited by anothergoblin

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About 65% through the story of Phase Two. Currently adding a few story scenes, flashbacks and events based on your actions.

Also - what would YOU like to know about Randal, as a person? If you could ask him any question, or if you could get to know something about his background - what would that be?

I'm curious!

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Questions:

In high school what was your greatest moment?

 

Why do you partake in finding a cure for others when you make one for only yourself?

 

As a child what was your favorite toy and why?

 

How did you get your name?

 

Why did you get divorced?

 

Hey:

Nice and grats on your composer! ^_^

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Questions:

In high school what was your greatest moment?

 

Why do you partake in finding a cure for others when you make one for only yourself?

 

As a child what was your favorite toy and why?

 

How did you get your name?

 

Why did you get divorced?

 

Hey:

Nice and grats on your composer! ^_^

 

Great questions! I'll see if I can answer a few of them in-game.

Like... what his favorite moments was. That's a good one.

About finding the cure, well... it's pretty much his job. If he could make it for himself, he could make it for others. It's good for everyone.

Childhood toy! Great question. I'll see if he can answer that in-game in a future demo ;)

The name is kinda tricky, since the player can actually choose the name at the beginning of the game. "Randal" is just his standard name.

Why he got divorced is a great question that will be answered in-game through flashback sequences. It's actually a big part of who he is.

 

Thank you, he provides a great addition to the team ^_^

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Game of the Month: June-July. Congratulations.

Wow, that's great! Thank you very much!

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Late Grats! >o< This game deserves it :D. Hope you development is going smooth ~

Are you going to have animated cg scenes later in dev stage? Like zombies being killed by the main chara? That would be a cool extra. 

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Late Grats! >o< This game deserves it :D. Hope you development is going smooth ~

Are you going to have animated cg scenes later in dev stage? Like zombies being killed by the main chara? That would be a cool extra. 

Thank you! :3

Development is going great! In fact, first iteration of Phase Two is probably going to be done this weekend, so expect an updated (BIG update) demo soon!

There are lots of plans about what's going to be included in the final version. And yes, there will be a few animated cutscenes. Nothing super fancy, but just a little something extra. We're not sure exactly how many, or how frequent - that'll be a decision for later.

We're gonna start off with an animated intro sequence and endings (oh yes, there are several) - everything else will have to come later.

 

I'm currently working on the ending sequence of Phase Two, it's a big project. Tons of characters involved, lots and lots of dialogue. But we're getting there!

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And today, we release the first iteration of Phase Two!

Here comes the download, RTP included!

 

https://dl.dropboxusercontent.com/u/81167540/Coats%20-%20Demo.exe

 

I'm celebrating with a chocolate cupcake. Take care everyone!

It's a big update with possible bugs, so just shout if something goes horribly wrong and I'll fix it a.s.a.p.

(This is not the final version. Character Chat is not implemented yet, and lots of side missions haven't been completed. But the main storyline and most of the features are all there.)

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Fixed a major game-breaking bug occurring at 80% Engineering at Phase Two.

Fixed a few spelling mistakes.

Fixed some minor inconvenience bugs.

 

You can copy your save files, install this version, and paste them back in if you want to update without losing your saves.

Save files are compatible with most versions, unless something really big is going on.

Updated version: https://dl.dropboxusercontent.com/u/81167540/Coats%20-%20Demo.exe

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Well...what to say. I just finished the first iteration of Phase 2, and I have to give you the highest of praise for what you have accomplished so far. This game is an inspiration (IMO) for all of the members / users of RPG Maker. New and Old. I can't wait to see what is to come next!

 

Also in order to help you out and make this game the best it can be, I wrote down a list of "errors / glitches" I found as I progressed through the game.

 

Notes:

 

- the dead skin in the room with Felix should be set with direction fix {minor problem}

- after first night in tower Lisa only says "You should rest up." even though you had just woken up (don't know if intentional or not) {minor problem}

- there is a constant problem in the first part of Phase 2 (before setting up in the tower) with the graphics changing (ex. into the car) before the fade {major problem}

- after the scene with conrad (the conflict scene) weather effect is still on inside the tower (I had it raining inside. :P) {medium / major problem}

- glitch found when collecting specimens - when at a captured skin, you can continue to press the button after the graphic is gone and still have it count towards

capturing a skin. I easily filled the cage with little to no danger to me. It also led to a much faster progression than I am guessing is intended. {major problem}

 

My personal opinions:

 

I know you are going to add the chat feature later on for the crew, but I feel you should also add some chat and/or reactions by the towns people to your decisions. When playing, I felt little reason to go out and into town for other than main plot reasons. I also recommend that you give more dialogue to Shyera (sorry if I miss-spelled it. :P) cause otherwise she seems quite out of place after her plot in the main story.

 

So pretty much in summation...more CHAT / dialogue!!! With such rich and deep characters, more chat will only make the experience better.

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Well...what to say. I just finished the first iteration of Phase 2, and I have to give you the highest of praise for what you have accomplished so far. This game is an inspiration (IMO) for all of the members / users of RPG Maker. New and Old. I can't wait to see what is to come next!

 

Also in order to help you out and make this game the best it can be, I wrote down a list of "errors / glitches" I found as I progressed through the game.

 

Notes:

 

- the dead skin in the room with Felix should be set with direction fix {minor problem}

- after first night in tower Lisa only says "You should rest up." even though you had just woken up (don't know if intentional or not) {minor problem}

- there is a constant problem in the first part of Phase 2 (before setting up in the tower) with the graphics changing (ex. into the car) before the fade {major problem}

- after the scene with conrad (the conflict scene) weather effect is still on inside the tower (I had it raining inside. :P) {medium / major problem}

- glitch found when collecting specimens - when at a captured skin, you can continue to press the button after the graphic is gone and still have it count towards

capturing a skin. I easily filled the cage with little to no danger to me. It also led to a much faster progression than I am guessing is intended. {major problem}

 

My personal opinions:

 

I know you are going to add the chat feature later on for the crew, but I feel you should also add some chat and/or reactions by the towns people to your decisions. When playing, I felt little reason to go out and into town for other than main plot reasons. I also recommend that you give more dialogue to Shyera (sorry if I miss-spelled it. :P) cause otherwise she seems quite out of place after her plot in the main story.

 

So pretty much in summation...more CHAT / dialogue!!! With such rich and deep characters, more chat will

only make the experience better.

 

Thank you so much for your feedback. One of the ideas when I started on Coats was to make a game that told a story I've been keeping in my head for some time. It soon became apparent that the game didn't need the entire combat system, so after some time, I just scrapped the whole thing and concentrated on what was important. I believe it is fully possible to make a game that has minimum, or no combat whatsoever. After all, Sim-games are really popular, along with management games.

 

There's always some errors, and I'm glad I get to add them to my to-do list. I love crossing errors off of my list, makes me feel so complete :3

 

Adding more interactivity with the townsfolk of phase two is on my to-do list. Several of these characters will become more important in phase three, and it's important for me to introduce them properly to the player. It's what I'm going to work on when I'm finished with Crew Dialogue, which I'm currently working on (finished "Kevin's" dialogue today! Woo!). I'm also planning on making more cutscenes, and maybe even some minigames if you talk to the right people in the right order, and make the right decisions. Similar to the Skin-shooting, trapping and photo sessions. Kinda.

 

Thank you so much for your feedback, I really appreciate it. I'm looking forward to fixing these problems and improving upon the second iteration - then it's off to Phase Three. Exciting!

 

EDIT: Also, Shreya will most certainly get more dialogue. I was saving her for last, so I can make sure she utilizes everything that happens around her in her dialogue. She's a bit snakey.

Edited by anothergoblin
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Thank you so much for your feedback. One of the ideas when I started on Coats was to make a game that told a story I've been keeping in my head for some time. It soon became apparent that the game didn't need the entire combat system, so after some time, I just scrapped the whole thing and concentrated on what was important. I believe it is fully possible to make a game that has minimum, or no combat whatsoever. After all, Sim-games are really popular, along with management games.

 

There's always some errors, and I'm glad I get to add them to my to-do list. I love crossing errors off of my list, makes me feel so complete :3

 

Adding more interactivity with the townsfolk of phase two is on my to-do list. Several of these characters will become more important in phase three, and it's important for me to introduce them properly to the player. It's what I'm going to work on when I'm finished with Crew Dialogue, which I'm currently working on (finished "Kevin's" dialogue today! Woo!). I'm also planning on making more cutscenes, and maybe even some minigames if you talk to the right people in the right order, and make the right decisions. Similar to the Skin-shooting, trapping and photo sessions. Kinda.

 

Thank you so much for your feedback, I really appreciate it. I'm looking forward to fixing these problems and improving upon the second iteration - then it's off to Phase Three. Exciting!

 

EDIT: Also, Shreya will most certainly get more dialogue. I was saving her for last, so I can make sure she utilizes everything that happens around her in her dialogue. She's a bit snakey.

 

Good to hear! Can't wait! :)

Edited by TJBartlemus

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