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Here's another tasty tidbit for ya. Part of the original soundtrack, here's a piece called "Recovered Gramophone". It's supposed to be a bit nostalgic and old-timey, I think it turned out all right.

I made it myself, since our composer has decided no longer to participate due to unplanned circumstances..

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Definitely different for the RM scene. Sort of reminds me of a take on the Romance of the Three Kingdoms series, and other similar games, where the goal is survival and properly distributing resources. The difference here is it's set in a futuristic backdrop against a deadly virus, and each day progresses into new territory with new results, depending on how well you play.

 

I'm not a big fan of these games, in general, but I was quite intrigued with this one, and I can see a lot of replayability here.

 

One note, because of the potential for replayability, you may want to allow people to bypass the initial prologue. Other than that, excellent game.

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Definitely different for the RM scene. Sort of reminds me of a take on the Romance of the Three Kingdoms series, and other similar games, where the goal is survival and properly distributing resources. The difference here is it's set in a futuristic backdrop against a deadly virus, and each day progresses into new territory with new results, depending on how well you play.

 

I'm not a big fan of these games, in general, but I was quite intrigued with this one, and I can see a lot of replayability here.

 

One note, because of the potential for replayability, you may want to allow people to bypass the initial prologue. Other than that, excellent game.

 

I've never played the Romance of the Three Kingdoms series, but they sound like my cup of tea. Maybe I should check it out. My primary inspiration to the setting and characters actually come from movies and comics rather than games. The gameplay itself is mainly inspired by one of my all-time favorite games, Harvest Moon. That's where the idea started out, at least. After that, it's derailed in a new, wonderful direction that I'm quite pleased with.

 

I'm glad to hear you tried it out! Replayability is a key aspect of pretty much all my projects. I want people to really think about their choices and not feel threatened by the idea of replaying my game.

 

I've gotten a few notes about that, so I guess it's time I did something about it. It just kinda hurts my soul to think a first-time player would skip the intro and jump into the game without knowing the story.

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If a first-time player doesn't want to watch your intro, then they won't pay attention anyway. If you're really concerned about it, use a global save script and once the intro has been played once, set a switch that makes the intro skippable in the future.

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If a first-time player doesn't want to watch your intro, then they won't pay attention anyway. If you're really concerned about it, use a global save script and once the intro has been played once, set a switch that makes the intro skippable in the future.

 

You're right, of course. I've added a skip intro button to the next build of the game, the pros greatly outweigh the cons :)

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On the lines of what Ocedic said, a New Game + script could work here. Allow skipping if the game has been played through once, as well as maybe a few additional perks (more resources) to make replaying more inviting.

 

I'm not a big fan of replaying when it's a traditional rpg (ie., Chrono Trigger), but a game like this, where different choices have different results, it winds up being more like a "choose your own path" kind of adventure, where replayability is expected and appreciated. So... if done right, I don't think you'll have a problem getting people to replay, but also depends how long a playthrough is.

 

For example, a person might be more likely to replay if the tough choices and consequences and potential for game over comes sooner rather than later (such as within the first hour). If a playthrough can extend to several hours before the consequences are felt, they may be less inclined to replay the game right after. Not sure if that makes sense or not, but think of it like a board game. I'm more inclined to play 2 or 3 rounds of Sorry long before I can even stomach finishing (let alone replay) a game of Monopoly.

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On the lines of what Ocedic said, a New Game + script could work here. Allow skipping if the game has been played through once, as well as maybe a few additional perks (more resources) to make replaying more inviting.

 

I'm not a big fan of replaying when it's a traditional rpg (ie., Chrono Trigger), but a game like this, where different choices have different results, it winds up being more like a "choose your own path" kind of adventure, where replayability is expected and appreciated. So... if done right, I don't think you'll have a problem getting people to replay, but also depends how long a playthrough is.

 

For example, a person might be more likely to replay if the tough choices and consequences and potential for game over comes sooner rather than later (such as within the first hour). If a playthrough can extend to several hours before the consequences are felt, they may be less inclined to replay the game right after. Not sure if that makes sense or not, but think of it like a board game. I'm more inclined to play 2 or 3 rounds of Sorry long before I can even stomach finishing (let alone replay) a game of Monopoly.

 

I like the way of offering classic replayability, something along a code you get at the end of the game, or something similar. I've had several ideas surrounding the subject, but I've decided not to make a decision until I'm finished with the main storyline. The Skip Intro button is there though, so no worries about that.

 

I'm aiming for the game to take about 6-8 hours to finish on the first playthrough, maybe a little more if you don't rush through things. A little boost for people who want to replay the game is not a bad idea, and I'll keep that in mind. 

 

The thing that makes Coats different in many ways is that the consequences of your actions are ongoing. Depending on what you do in the first phase of the game, the second phase will play out differently, with different people, giving you different options. Also, it's events and triggers are pretty fragile and dependant on certain timed actions, so just boosting the player along would upset the balance of the game. Bonuses like resources is a possibility in a replay though. You've given me a lot to think about, but I'm afraid I won't make a final decision until I get an overall look of the finished game. Then I can start adding things to boost replayability further, along with bonus content.

 

But for now, I'm stuck in the dialogue dungeon for a few more weeks. Lots and lots of dialogue to write for the second iteration of Phase Two. *phew*

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The game is amazing! The interactivity with the characters is really nice and so are the mechanics. A suggestion could be to explore the sections of the lab that have been overtaken by the zombies and if you clear them X times, then you can recover a big chunk of lab.

Good luck with your project.

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The game is amazing! The interactivity with the characters is really nice and so are the mechanics. A suggestion could be to explore the sections of the lab that have been overtaken by the zombies and if you clear them X times, then you can recover a big chunk of lab.

Good luck with your project.

 

I'm so glad you're enjoying the game, and thank you for your input! As it stands right now, there won't be any changes to phase one until late end-game development, and that's mostly to tie up loose ends. What you're suggesting is good, but would require a complete rework, and I just cannot afford (time-wise) to do such a thing.

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Phase Two - 2nd Iteration!

 

Added features:

- Conversational dialogue for every NPC in camp! (with some added benefits, and consequencesâ„¢)

- Travelling salesman visiting town once a week, selling unique items!

- The "Shreya" Storyline - what will be her fate? You decide!

- Bugfixes aplenty!

 

From here on out, I'll be working mainly on Phase Three - the end of the game. It's very exciting!

But please continue telling me about any bugs you might run into or suggestions you might have, I constantly revisit Phase One and Two to make sure it's up to code.

 

Now please, enjoy the latest update of Coats!

 

Download

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We're now on Facebook! Please, if you want to follow the development of the game or just hang out with the rest of the fans... a "like" would go a long way.

Promise I won't spam you with updates and useless stuff. It's all about the game.

 

https://www.facebook.com/coatsrpg

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Development on Phase Three is going well. The basic "road trip" driving system works great and the maps are mostly done. Currently working on the 5 great stops that Randal and his crew has to make on their way north. After that, it's dialogue, some extra material I've been waiting to add, and then... the ending(s). It's kinda weird to see the light at the end of the tunnel on this project.

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As development proceeds, we're announcing our official release date for the first Coats beta - September 31st!

 

This will be included in the Beta:

-The entire game, from phase one to three.

-Complete gameplay

-Complete dialogue

 

This will not be included:

-All artwork (still a loooot of placeholders to replace, this will be an ongoing process)

-Cutscene Animations (these will not be finished until after all placeholders are done)

 

Are you excited? 'Cause I sure am!

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Interesting. I feel like giving your game another go later. :)

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Finished writing the first possible ending for Coats today. What a journey! I'm really looking forward to giving you all the complete story.

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Today I'm completely finished with the "Coats" ending. Now all I have left is some dialogue work and bugtesting, then... it's done. I can see the light at the end of the tunnel.

I'm already planning for future projects, but I don't want to talk too much about that at this point.

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More than halfway through the last dialogues. So, "Coats" is getting closer and closer to release!

The game will be available in full on saturday September 28th (31st doesn't exist, and I'm kind of an idiot).

However, if you plan on reviewing the game or want a chance to promote it, I might be able to give you an early download.

If this is the case, please send me a message!

 

Exciting, isn't it?

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Today, Coats is DONE! So from this day until release on the 28th, I will mainly be working with minor visual changes and illustration updates.

Here's a slightly updated intro sequence. Woo!

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i began a new game tonight.

i put thirty minutes into the demo.

 

so far, i really like this project. i noticed immediately that you are using some of the audio files from the RPGMaker3 resource kit from the game designed for PS2. the game so far is tragedically mellow, which i love. the atmosphere is congruent throughout. you've done a well job on this project so far. i am on day three of my research in the lab. as  i continue to play, i'll continue to update.

 

edit:

i just realized you posted about having completed the game! exciting stuff. i will be looking forward to the full version. depending on how far i progress into the game, will my save files be good for continuing onto the full version?

Edited by Calintz

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i began a new game tonight.

i put thirty minutes into the demo.

 

so far, i really like this project. i noticed immediately that you are using some of the audio files from the RPGMaker3 resource kit from the game designed for PS2. the game so far is tragedically mellow, which i love. the atmosphere is congruent throughout. you've done a well job on this project so far. i am on day three of my research in the lab. as i continue to play, i'll continue to update.

 

edit:

i just realized you posted about having completed the game! exciting stuff. i will be looking forward to the full version. depending on how far i progress into the game, will my save files be good for continuing onto the full version?

Glad you enjoy it! Hope it can keep up to your expectations all the way through.

Atmosphere is important. With limited resources, you have to be careful with what you use, and how. The resources I've used are all from the base RTP kit along with a few extra resources bought from the site. Also, a few hand-made sprites (but those are rare).

 

Thank you! Your saves should be fine. Most of the upcoming content is illustration patches and bugfixes, so your saves should be good. Also, the game (in it's current state) is playable all the way through, so saves won't do you any good when the game is over, eh? :)

Edited by anothergoblin

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i'm excited to continue playing, i'll be honest.

i played through a few different indie game i downloaded tonight, and your project was the most original. i thank you sir.

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So, it's time for the big release! Exciting! I'm gonna get straight to the point.

Here's the download link (with a big, fancy download button!)

yFZIKkb.png

 

Also, I've made a little video for the occasion, you can check it out if you want - http://www.youtube.com/watch?v=2ghw78zC2uc

 

And, if you feel like it, please consider giving our Facebook page a like - https://www.facebook.com/coatsrpg

 

Thanks for playing!

 

EDIT: There's also a recently released gameplay video available for those of you who want to see more of the game!

Edited by anothergoblin
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Lots of great feedback since release! New version released with a few bugfixes and minor balance tweaks!

yFZIKkb.png

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