View Full Version : ULTIMATE QUEST II: NOW WITH SCREENSHOTS!
Azimuth
23-06-2008, 09:25 PM
Developer: Chippit and Azimuth's Grindhouse Rofl
Publisher: TBC
Platform: Xbox 360
Release date: September 2008
http://i138.photobucket.com/albums/q258/azimuth666/still_f.gif
http://i138.photobucket.com/albums/q258/azimuth666/achievement.jpg
Watch this space.
Gazza_N
23-06-2008, 09:27 PM
Watch this space.
Until September, if my undercover informant (Chippit) is correct. :P
But seriously? Can't wait. ;)
Tr00jg
23-06-2008, 09:38 PM
Nooo... why do you tempt us like this?
Chippit
24-06-2008, 02:03 AM
Nooo... why do you tempt us like this?
Because we can. ;)
Aequitas
24-06-2008, 02:26 AM
EPIC WIN !!!!
you gain Aequitas respect, a commodity more rare than any other respect that ever has or will be discovered.
Congratulations ....
Squid
25-06-2008, 10:21 AM
\o/
TheLionsInnards
25-06-2008, 11:39 AM
Developer: Chippit and Azimuth's Grindhouse Rofl
Publisher: TBC
Platform: Xbox 360
Release date: September 2008
This worries me.
Gazza_N
25-06-2008, 12:34 PM
Just wait a year for the PC port. :P
Shadowleech
25-06-2008, 01:56 PM
Just wait a year for the PC port. :P
That would be awsome, can't wait :D
dislekcia
25-06-2008, 02:29 PM
Hehe ;)
Chippit, being Chippit, is working on a PC and Xbox version simultaneously. The reason it's for Xbox is the Dream Build Play contest, which Game.Dev is going to have a very strong presence in this year, woot!
-D
Shadowleech
25-06-2008, 04:52 PM
Hehe ;)
Chippit, being Chippit, is working on a PC and Xbox version simultaneously. The reason it's for Xbox is the Dream Build Play contest, which Game.Dev is going to have a very strong presence in this year, woot!
-D
All the best of luck to everyone involved in the project :)
I only recently had a look at XNA and I'm trying out a bunch of tutorials I got on the net - If all goes well I'll get the hang of it soon (I hope)... If not I hope there are a few people on the forums who could help me out if I have some questions?
Tr00jg
25-06-2008, 05:24 PM
Meh... I wanted to try something again for DBP, but I have too many other things I'm busy with too. :P
+ I don't have an Xbox-360 to test it on.
Azimuth
26-06-2008, 03:28 PM
You know what's awesome?
UEditor.
That is all for now.
Dipso
26-06-2008, 07:11 PM
Developer: Chippit and Azimuth's Grindhouse Rofl
Publisher: TBC
Platform: Xbox 360
Release date: September 2008
http://i138.photobucket.com/albums/q258/azimuth666/still_f.gif
http://i138.photobucket.com/albums/q258/azimuth666/achievement.jpg
Watch this space.
Cool!
.
Thaumaturge
27-06-2008, 01:40 AM
This looks pretty cool - I look forward to seeing how it turns out. ^_^
Very good luck, you two! ^_^
[edit]
You know what's awesome?
UEditor.
That is all for now.
It's a web-page designer, is that correct?
If I may ask, what are you using it for?
There is a chance of course that its the Unreal Engine Editor that Azimuth is reffering to, which is also called UEditor...
EDIT, it appears I have names wrong, nvm, its UnrealEd:
http://www.unrealtechnology.com/
UnrealEd (http://www.unrealtechnology.com/features.php?ref=editor)
Azimuth
27-06-2008, 12:39 PM
It's a web-page designer, is that correct?
No. That is the old, weak, other UEditor.
ShadowMaster
27-06-2008, 04:30 PM
UEditor probably == Ultimate editor: A tool which Chippit made for Azimuth so she can script the game.
Amirite?
Thaumaturge
27-06-2008, 07:44 PM
Aah, fair enough - the one that I found was the first that came up in a quick search, as I recall, and had the right name, after all. :P
If you're correct, ShadowMaster, then it sounds like pretty good work. ^_^
Azimuth
03-08-2008, 09:24 PM
The view from the design department right now.
http://i138.photobucket.com/albums/q258/azimuth666/uq2_teaser.jpg
Pixel art. It takes a while.
FuzzYspo0N
03-08-2008, 10:16 PM
lol welcome to the world of miniscule art! i love it. keep it coming
Cyberninja
03-08-2008, 10:41 PM
http://img168.imageshack.us/img168/5976/69118133ra7.jpg (http://imageshack.us)
^^ Phoreals.
Looking um..magnificently magnified Azi. :P
More!!!
Thaumaturge
04-08-2008, 12:08 AM
Heh, that looks cool, Azimuth... But... what is it? :P It's a little hard to tell at that magnification, and what looks like a full view in one of the windows is a little small.
At a guess, is it a thatch-roofed house or other such building?
Gazza_N
04-08-2008, 07:40 AM
One. More. Month. Until. September.
SQUEEEEEEEEE!
Chippit
04-08-2008, 10:07 AM
One. More. Month. Until. September.
SQUEEEEEEEEE!
Did we forget to say end September?
Gazza_N
04-08-2008, 10:17 AM
Unsqueeeeee... :(
Curse you vile developers and your hype, and your tantalizing snippits of information, and your constantly shifting release dates. Next you'll delay it for a year, only to cut half the content. :(
dislekcia
04-08-2008, 11:28 AM
Did we forget to say end September?
Hey, I need that time ;)
Kensei
04-08-2008, 01:28 PM
Did we forget to say end September?
Damn you Chippit!! And you Azimuth!!!
Wait, you are going to have a launch party at rAge, right?
dislekcia
04-08-2008, 01:49 PM
Damn you Chippit!! And you Azimuth!!!
Wait, you are going to have a launch party at rAge, right?
I think all the DBP entrants are probably going to have a "OH THANK **** IT'S OVER!" party ;)
Chippit
04-08-2008, 02:04 PM
I think all the DBP entrants are probably going to have a "OH THANK **** IT'S OVER!" party ;)
Sounds about right. :P
Azimuth
04-08-2008, 08:05 PM
\o/
http://i138.photobucket.com/albums/q258/azimuth666/screenshot1.jpg
Gazza_N
04-08-2008, 09:21 PM
No! I will shun the hype machine! SHUN!
Except it looks so pretty... O.O
Azimuth
04-08-2008, 10:41 PM
And one more, just to keep the hype machine all greased up.
http://i138.photobucket.com/albums/q258/azimuth666/screenshot2.jpg
Cyberninja
04-08-2008, 10:54 PM
Looks really good Azi. Those trees (especially) look really cool. :P
Kensei
04-08-2008, 11:32 PM
aaarrrrggghhhh the hype machine has me...
Haaaallllpppp!!!!!
::flash of blinding light::
Must. play. Ultimate. Quest. II
Thaumaturge
05-08-2008, 12:30 AM
It looks cool, you two - good work, by the looks of it. Those trees are especially well-done, I believe. ^_^
What sort of gameplay are you looking at? Will there be action sequences? Will there be an inventory, and inventory-based puzzles? Will there be logic puzzles? Will there be RPG elements?
*takes a step closer and nearly trips over a power cable, pulling it loose. Following it to the plug, he discovers that it came from a now-vacant socket labelled "hype machine"* :P
Anyway, we all know that you two don't really grease the hype machine with images. It's the blood of supplicants, isn't it? :P
Azimuth
05-08-2008, 01:12 AM
Ultimate Quest II is a linear, story-driven adventure game in the likes of, say, King's Quest or Monkey Island*. Given the time contraints, there aren't likely to be any action sequences, as I simply can't be arsed to keyframe even a basic slap when I still have all these twigs and rocks to draw. But inventory puzzles? Yes, definitely.
There will, however, be some degree of character customisation. As you can see, Chippit enjoys wandering around the woods in pink armour.
* It's striking visual similarity to Dink Smallwood is entirely coincidental, and the presence of the latter's art assets on my hard drive is an inscrutable mystery.
Thaumaturge
05-08-2008, 01:21 AM
Aah, good then - it sounds more appealing already! ^_^
* It's striking visual similarity to Dink Smallwood is entirely coincidental, and the presence of the latter's art assets on my hard drive is an inscrutable mystery.
*snorts in surprised laughter* I see. :P
(Heh, I remember Dink Smallwood. I don't think that I was terribly impressed, but that may be more the legacy of the additional quests that I downloaded for it, and which turned out, as I recall, to more or less be more of the same, at least content-wise.)
Gazza_N
05-08-2008, 07:36 AM
It's striking visual similarity to Dink Smallwood is entirely coincidental, and the presence of the latter's art assets on my hard drive is an inscrutable mystery.
Does this mean... CHICKEN DECAPITATION?
*Gazza hopes*
Thaumaturge
05-08-2008, 11:27 PM
Well, given the title, what about goat decapitation? ;)
Chuluka
07-08-2008, 04:45 PM
When can we expect the PC port? :)
Azimuth
19-08-2008, 04:08 PM
Flowers are totally butch and viking-like, y'know.
http://i138.photobucket.com/albums/q258/azimuth666/screenshot2-1.jpg
Squid
19-08-2008, 04:28 PM
Flowers are totally butch and viking-like, y'know.
http://i138.photobucket.com/albums/q258/azimuth666/screenshot2-1.jpg
But will it run on my PC?
Azimuth
19-08-2008, 04:37 PM
Cervat Yerli says "Maybe".
FuzzYspo0N
19-08-2008, 04:59 PM
looking awesome team. cant wait to try it out sometime!
The pixel characters are rad, and they merge well with the graphics in the scene...
I am assuming the water is a shader? it looks well done too.
Thaumaturge
19-08-2008, 11:15 PM
Ooh, wow, this is looking very good indeed now - the graphics are rather improved, I believe!
That water effect is especially good - well done. ^_^
Gazza_N
20-08-2008, 08:27 AM
Shinier and shinier... Please tell me the water ripples. PLEASE tell me the water ripples.
Chippit
20-08-2008, 12:05 PM
Ooh, wow, this is looking very good indeed now - the graphics are rather improved, I believe!
That water effect is especially good - well done. ^_^
The water is actually precisely the same as the ones shown in the previous shots. The addition of clouds to reflect and the change in water texture really helped the effect.
Shinier and shinier... Please tell me the water ripples. PLEASE tell me the water ripples.
The water ripples.
And the ice sparkles.
Azimuth
20-08-2008, 12:21 PM
And the clouds wander lazily across.
Thaumaturge
20-08-2008, 08:16 PM
The water is actually precisely the same as the ones shown in the previous shots. The addition of clouds to reflect and the change in water texture really helped the effect.
Comparing the first of the previous two images to this, the colouring looks different as well, but either way it looks noticeably improved to me - and I'd love to see it in motion. ^_^
Gazza_N
20-08-2008, 08:35 PM
What Thaum said. It's looking hawt in the graphics department, I'll give you two that. ;)
Azimuth
21-08-2008, 12:37 AM
I've started using photographic resources for my tiles. It's still quite an involved process, as matching tile edges is a tedious and time-consuming task, as well as reducing colour ranges and tweaking the colour palette itself to eliminate yucky tones, but the end result is ultimately somewhat easier and eminently sexier.
Thaumaturge
21-08-2008, 05:40 AM
That sounds like a good idea, if, as you point out, one that might call for additional patience. ^_^
Are there any such in the screenshots that you've posted thus far, and if so, where are they, if I may ask? If not, then I look forward to seeing the results. ^_^
Azimuth
21-08-2008, 11:18 AM
The rocks and flowers were all, once upon a time, photographs. The grass and mulch tiles are also pulled from photographs, although I think that's much less obvious.
Thaumaturge
21-08-2008, 07:51 PM
Aah, cool, thank you. That would indeed explain the improvement in their visual quality (in the cases of the objects that were present previously), I believe. ^_^
Azimuth
05-09-2008, 06:32 PM
Ultimate Quest gotz a makeover.
http://i138.photobucket.com/albums/q258/azimuth666/pc_t.png
TWO WEEKS TO GO.
Higushi
05-09-2008, 06:51 PM
Ooh... First time stumbling in here. Wow, this looks promising.
The environmental graphics are very well done, I'm less impressed by the character graphics (in a highly skeptic way), but an overall excellent job on the visuals! Well done.
EDIT: Scrap what I said about the character graphics, I only saw the above screens where the legs blend a bit too much with the ground, once I saw the earlier posts I'm loving it!
This must come to PC!... please...
Cyberninja
05-09-2008, 07:22 PM
Ultimate Quest gotz a makeover.
http://i138.photobucket.com/albums/q258/azimuth666/pc_t.png
TWO WEEKS TO GO.
Just look at the way she teases us. :P The new style looks wicked Azimuth.
Thaumaturge
06-09-2008, 12:58 AM
The quality looks pretty good, in what you've shown us thus far, at least. It looks like good work. ^_^
Kensei
06-09-2008, 09:32 PM
Graphics look good, but is the gameplay? :D
Azimuth
07-09-2008, 04:11 PM
Update from the development desks ...
Introducing the Ultimate Editor Dialogue Editor - where the Real Magic™ happens. Here, all the interactions, conversations, and everything else that happens in the game are created, evaluated, and pushed back at the player through a huge hole in the fourth wall.
http://i138.photobucket.com/albums/q258/azimuth666/ded.jpg
Pictured here is the interaction script for Longboar Hollow's Quik-E-Mart, where the player talks to the shopkeeper and buys stuff. Using this powerful editor, we can make all sorts of variable and conditional checks - you can't, after all, try and buy something if you don't yet know it exists. Other variable checks determine, for example, whether or not the shopkeeper will recognise you because you've visited the shop previously. We like using cheap tricks like this to give the player a false sense of progression, or they'll give up before they ever get their Adventurers' Guild™ adventurers' guild membership card.
I want a membership card O_O I must say Im looking forward to this (and the other entries for DBP that are popping up on the forum) and just thought of an interesting question: how will it look on a high res? (like this HD tv (holds thumbs) )
Gazza_N
08-09-2008, 02:48 PM
That list of wares looks horribly familiar... :p
dislekcia
08-09-2008, 03:07 PM
That list of wares looks horribly familiar... :p
Onna stick ;)
And the 3D Remake is awesome.
Gazza_N
11-09-2008, 09:22 AM
http://forums.tidemedia.co.za/nag/image.php?u=3&dateline=1221081983
O_O
The hype machine's gone viral! It's infecting UQ2 developer avatars left, right and center! Run for your lives!
Azimuth
11-09-2008, 06:29 PM
Right. As those of you who have been following our project from the start will probably notice, UQ has undergone a significant visual redesign. In fact, this is its third incarnation. Just over a week ago, I scrapped the first redesign, and started over from scratch.
Chippit had kittens, but I think it was worth it.
http://i113.photobucket.com/albums/n234/ch1ppit/Screenshot13.jpg
This isn't final, mind you - I hate those shingles, and, if you look closely, you'll see the paving doesn't tile perfectly yet.
Chainsaw
11-09-2008, 06:50 PM
Still looks bloody brilliant!
Higushi
11-09-2008, 08:36 PM
Awesome new graphics. I see what you mean about the paving, but everything else is looking perfect. Specifically, great job on the trees!
Can't wait for Fall 2008! ;)
Thaumaturge
12-09-2008, 05:44 AM
That does indeed look very good - very well done, you two. ^_^
Personally, I rather like the shingles as they are. They perhaps lack the definition of some of the other objects, but then, so I think do the trees, and they look very good indeed, I believe.
Otherwise, I very much like the trees (as already noted) and the wooden beams.
Chippit had kittens ...
Free to a good home? ;P
... but I think it was worth it.
Aah, so you got a kitten. :P
Cyberninja
12-09-2008, 09:16 AM
It turned out beautifully guys. Can't wait to see the final version. :P
FuzzYspo0N
12-09-2008, 12:20 PM
yea same :) the lighting on the shingles is tricky, cos its throwing the eye in the view that somehow the roof is lower then the floor... Like, the darkness on the roof is mismatched with the floor around it :)
Looking awesome. cant wait for this
Thaumaturge
16-09-2008, 11:42 PM
To be honest, I don't seem to experience that effect - perhaps because of the roof's positioning and outline.
However, if it affects some in that way, then perhaps it would be a good idea to reduce that effect.
Chippit
22-09-2008, 10:19 PM
Look, pictures!
http://i113.photobucket.com/albums/n234/ch1ppit/screenshot23_2.jpg
http://i113.photobucket.com/albums/n234/ch1ppit/Screenshot20_2.jpg
http://i113.photobucket.com/albums/n234/ch1ppit/Screenshot21_2.jpg
http://i113.photobucket.com/albums/n234/ch1ppit/screenshot22_2.jpg
Sh4d0w Slay3r
22-09-2008, 10:28 PM
Look, pictures!
Epic WIN! Can't wait!!!
FuzzYspo0N
22-09-2008, 10:48 PM
looking awesome.
GeometriX
22-09-2008, 11:15 PM
Holy crap guys, UQ2 is looking hot! Monkey-Island-cloud-y sheep are awesome.
/me is starting to feel rather jealous of your gamey-waymey making abilities.
Azimuth
22-09-2008, 11:28 PM
Monkey-Island-cloud-y sheep are awesome.
A friend of mine made exactly the same comparison. :P
dINGLE
22-09-2008, 11:32 PM
wow, that is definitely some art!
Cyberninja
22-09-2008, 11:55 PM
That. Looks. Awesome!
I love the stylised characters! ^_^ I can see the humour just bursting through. Can't wait to play it. :D
Kensei
23-09-2008, 01:04 AM
OMG!!! Stan! You have STAN!!!
What are the chances of an animating with him moving his arms and talking?
Thaumaturge
23-09-2008, 01:57 AM
Very nice indeed - very well done, you two. ^_^
My only criticism is that the character shadows seem in some cases a little disconnected from their owners - especially in the case of the sheep.
I really like the overall style - it looks really good, and that paper inventory (I take it to be) is a really good idea. ^_^
I note with interest the radial action selection, using what seem to be the standard adventure game action "verbs" - you might be interested in Vince Twelve's thoughts on such interfaces (http://www.bigbluecup.com/yabb/index.php?topic=35142.0) (referred to there as a "verb coin", I believe), and the discussion which follows it, which starts on page two of the thread (due to the thread being recycled from the previous part of the same entry). I'm not sure of how many solid answers they come to with the discussion included, but I found it to be an interesting discussion of GUI design.
(For the record, I'm rather fond of the radial selection system.)
Azimuth
23-09-2008, 02:23 AM
My only criticism is that the character shadows seem in some cases a little disconnected from their owners - especially in the case of the sheep.
My fault, really. Their legs are so ridiculously spindly that their shadows are simply barely there.
There are still a few lingering visual issues here and there, but it's too late to address them now. We'll have them sorted out by rAge, though.
Thaumaturge
23-09-2008, 03:50 AM
Fair enough - it does all look very good overall, from what you've posted here, so I doubt that what issues persist are serious marks against you.
Good luck! ^_^
Kensei
23-09-2008, 11:36 AM
:D You can tell that Thaumaturge is just itching to play test :D
CaptainCrunch
23-09-2008, 12:00 PM
Looks good. The inventory system is a nice touch.
Will it feature a melodic death metal soundtrack? *cough*
Shadowleech
23-09-2008, 12:28 PM
Very nice guys, you are my inspiration to keep on struggling with XNA until I get it right :D
Gazza_N
23-09-2008, 12:59 PM
:D You can tell that Thaumaturge is just itching to play test :D
You're talking about a writer/editor of Adventure Lantern (http://www.adventurelantern.com) here. If he weren't itching to play it, I'd be worried. Very worried. ;)
Chippit
23-09-2008, 01:17 PM
I note with interest the radial action selection, using what seem to be the standard adventure game action "verbs" - you might be interested in Vince Twelve's thoughts on such interfaces (http://www.bigbluecup.com/yabb/index.php?topic=35142.0) (referred to there as a "verb coin", I believe), and the discussion which follows it, which starts on page two of the thread (due to the thread being recycled from the previous part of the same entry). I'm not sure of how many solid answers they come to with the discussion included, but I found it to be an interesting discussion of GUI design.
(For the record, I'm rather fond of the radial selection system.)
I actually spent quite some time considering how the interaction system should work. I settled on a radial selection system because it's quite simply the most intuitive system I could devise for a controller. Most (but not all, admittedly) of the points brought up in that thread relate only to mouse/keyboard control schemes, where most people would want to play one-handed (or have a second hand on the keyboard for quick shortcuts), and where excessive mouse movements may be more of a chore than they're worth.
The analogue controller, on the other hand, has the distinct advantage that all game controls are always with immediate reach. Simply spinning the analogue stick to select an action is therefore feels rather a bit more intuitive than having to mouse-over an action in a verb coin, I feel.
Thaumaturge
23-09-2008, 09:10 PM
You make some good points, Chippit - I hadn't thought of the difference that the controller makes, I don't think (probably because it's very seldom that I use such a controller). I'm in two minds about what to think of Vince's suggestion that, unless the various different actions present a meaningful choice (such as the example given in the thread to which I linked of choosing whether to push someone off of a cliff or talk to them) they should be compacted into a simpler action/examine pair. One the one hand, the logic seems sound, but it also seems a little unsatisfying to my mind - but again, such interfaces have worked.
(Personally, I think that a context-sensitive verb list / coin is a good idea, as it allows one to present as many choices as one wants for a given object, and allows for a greater variety of choices.)
:D You can tell that Thaumaturge is just itching to play test :D
Well, as Gazza suggests, a good-looking, promising and locally-created adventure game is somewhat of interest to me. ;)
dislekcia
24-09-2008, 07:46 AM
You utterly, flawlessly, amazingly brilliant bastards!
UQ2 is... Brilliant. Please win. I have not laughed this hard at a game in ever. The only way this could be better is if I was playing the game right now, in the bath. Because I need one.
I lack the words to describe how much "thankyou" I'm trying to get across right now. Whatever hardships you guys went though to make this, it was all worth it :) Rock the **** on.
(Seriously, EVEN THE MENU IS FUNNY! - Also, Yahtzee needs to see this. Now.)
Kensei
24-09-2008, 11:09 AM
Wait. You... you... you got to play Ultimate Quest 2...
Um... when will us lesser mortals get to play the game, guys?
I has XNA... I has Xbox... I has luff <3 ... :: offers <insert choice of sacrifice here> ::
Azimuth
24-09-2008, 12:37 PM
You utterly, flawlessly, amazingly brilliant bastards!
UQ2 is... Brilliant. Please win. I have not laughed this hard at a game in ever. The only way this could be better is if I was playing the game right now, in the bath. Because I need one.
I lack the words to describe how much "thankyou" I'm trying to get across right now. Whatever hardships you guys went though to make this, it was all worth it :) Rock the **** on.
(Seriously, EVEN THE MENU IS FUNNY! - Also, Yahtzee needs to see this. Now.)
^_^
Chippit
26-09-2008, 04:11 PM
dislekcia's post in that other thread reminded me that I haven't put the game up here yet.
I fix (http://mihd.net/l2sktzb) that, yes I do.
Kensei
26-09-2008, 04:21 PM
Thank you, Chippit :D Finally...
01DT!m3r
26-09-2008, 08:18 PM
Looking amazing !,Complements to the ...Creators,Well done you two!and bravo on the art style ,Love it!
dislekcia
27-09-2008, 01:13 AM
dislekcia's post in that other thread reminded me that I haven't put the game up here yet.
I fix (http://mihd.net/l2sktzb) that, yes I do.
New version?
Chippit
27-09-2008, 12:11 PM
New version indeed.
Higushi
27-09-2008, 01:31 PM
Is there something I can get to play the game on my PC? Or will I need an xbox360?
Chippit
27-09-2008, 03:31 PM
No, unfortunately only an Xbox version exists at the moment. Just like with Spacehack, you'll need a Creator's Club membership to deploy and play it.
For now...
Thaumaturge
27-09-2008, 05:33 PM
As with Spacehack, good work, you two, on both getting it done and on creating something that looks that good. ^_^
Did you guys end up with a PC version as well, in the end (there was some mention of it early in the thread, I think), or is this Xbox-only? Either way, I hope to see this at rAge. ^_^
Chippit
27-09-2008, 05:48 PM
There exists a partial PC version. Some things are a little broken right now, though. I'll fix it up with proper controls and release it eventually, but I need a break first :P
Thaumaturge
27-09-2008, 07:10 PM
Heheh, fair enough - I look forward to seeing the PC version, whenever it comes out. ^_^
Chainsaw
30-09-2008, 07:30 PM
How do I get it to work on ze Xbox?
Azimuth
30-09-2008, 07:37 PM
Without an XNA Creator's Club membership, you can't.
Chainsaw
30-09-2008, 07:39 PM
D:
Thanks, now I need to find someone with one.
Ruandre
04-10-2008, 12:05 PM
How could I have missed this?
My lurking skills are made of epic failage :(
Anyhow, it looks great! I can't wait to take it for a whirl!
Keep up the great work ;)
Nrocinu
04-10-2008, 04:56 PM
This thread made me interested in Game.Dev because this game looks so amazing.
Nice job Azi, Chippit!! :)
dislekcia
06-10-2008, 12:21 PM
How could I have missed this?
My lurking skills are made of epic failage :(
Anyhow, it looks great! I can't wait to take it for a whirl!
Keep up the great work ;)
This thread made me interested in Game.Dev because this game looks so amazing.
Nice job Azi, Chippit!! :)
You guys should have come to rAge ;)
Higushi
06-10-2008, 12:57 PM
You guys should have come to rAge
Everytime I see something about rAge, and how awesome it would have been to be there, I die a lil inside...
FuzzYspo0N
06-10-2008, 01:33 PM
then its working...just a little more time and you turn into a game.dev zombie
@ Azi and chippit,
Playing the game is win.. I found it cool and good looking, and the talk was interesting as well.
Great job
Cleric
06-10-2008, 03:01 PM
Sweet mercy grace! I was completely blown away by this game this w/e.
The intro on the lined paper won me over immediately. The writing is superb, and the humour is spot on.
I loved the "sackboy'-esque towns men.
I really would love to play this game properly. How does one sign up for XNA membership
/trundles off to google
Azimuth
06-10-2008, 03:16 PM
Aww, thanks, Cleric. ^_^
Unfortunately, XNA Creator's Club membership is a paid subscription. Entry into the DreamBuildPlay contest came with a complimentary year's sub, otherwise none of us would have it. :P
Hopefully we'll have a PC version running soon, though.
Higushi
06-10-2008, 07:30 PM
Hopefully we'll have a PC version running soon, though.
I really can't wait!! :D
Cleric
06-10-2008, 08:05 PM
Aww, thanks, Cleric. ^_^
Unfortunately, XNA Creator's Club membership is a paid subscription. Entry into the DreamBuildPlay contest came with a complimentary year's sub, otherwise none of us would have it. :P
Hopefully we'll have a PC version running soon, though.
I'll pay for it. I really will. You're onto something really special there. It may need to go through a few itterations to get there, but if you're patient, I think you have a real gem on your hands. Wish we could find a way to get it loaded to XBLA. I'd pay the 1200ms in a heartbeat.
Good luck with the rest of the developing.
Azimuth
06-10-2008, 08:14 PM
Chippit and I just asploded.
Kensei
07-10-2008, 11:31 AM
I can't play Ultimate Quest 2 :(
I don't have a credit card in this country yet and my old one (that is linked to my mother's account) does not seem to want to work...
::cries::
I so much wanted to play this and Spacehack
onona
07-10-2008, 02:38 PM
I can't play Ultimate Quest 2 :(
I don't have a credit card in this country yet and my old one (that is linked to my mother's account) does not seem to want to work...
::cries::
I so much wanted to play this and Spacehack
Surely you can use your Maestro card? They tend to work with most merchants these days. If not, just keep pestering your bank for a credit card. I got a credit card three days after I got here, no problem. Just get a letter from your employer proving you're not some bum.
Kensei
07-10-2008, 06:44 PM
Surely you can use your Maestro card? They tend to work with most merchants these days. If not, just keep pestering your bank for a credit card. I got a credit card three days after I got here, no problem. Just get a letter from your employer proving you're not some bum.
Nope, the Creator's Club only accepts Visa, Mastercard and American Express.
As for a letter from my employment... that might be a problem, as of last week Friday I am a contract worker (and the contract only lasts until the end of next month)... but I have not signed the contract... methinks the term is 'between jobs'
Thanks for the suggestion though, I might bug the bank tomorrow, but they might be a bit wary now I am not employed officially.
Gazza_N
09-10-2008, 09:06 AM
Here, all the interactions, conversations, and everything else that happens in the game are created, evaluated, and pushed back at the player through a huge hole in the fourth wall.
Lies! Lies and falsehoods! The game has no fourth wall! :<
Now that I've played, finished, and digested the game, it's critique time! I shall do this in the form of a mini-review, for your reading pleasure.
Firstly, it is funny. Funny as in "I couldn't get past the intro sequence without bursting out laughing" funny. If even the control help screen makes you laugh, you know you're in for fun. As expected, the writing is impeccable, and the game world and dialogue are littered with nerd culture references, shout-outs to other games, and cruel self-mockery. Awesome stuff.
Graphically, the game is also superb. The art style is crisp, and definitely suits the game, and adds to the humour too. The game just loooooves making fun of its own graphical quirks. Just look at the generic sackboy villagers for an example.
The gameplay is somewhat different to what you'd expect in a traditional adventure game. Rather than combing the screen pixel-by-pixel in the hope of finding objects, the game makes interactive objects fully visible with the touch of a button. Interaction is accomplished via a radial menu summoned up via the left trigger, which provides a list of all the interactive objects within a certain radius of the player. Once the object is selected, your verb list pops up, allowing one of four interactions to take place - examine, interact, talk, and inventory. On an X360, this control scheme is ideal, and it certainly eliminates the frustration of the aforementioned pixel-combing. The only drawback that I experienced was that the object icons on the menu weren't always visible due to their blending with similarly-coloured objects in the game world. Otherwise, the controls are intuitive and crisp, allowing the player to get where they're going and do what they need to do with minimal frustration.
Smooth controls and the death of pixel-combing are small mercies, however, because the puzzles are... somewhat tricky. Ultimate Quest demands a lot in terms of lateral thinking skills, making some puzzles rather taxing on the player's brain. The first major puzzle, for example, had most players (including myself) stumped until the developers swung by and dropped some handy hints. Given that this is exactly what people tend to expect from oldschool adventure game puzzles, this is hardly a bad thing, but it may chase away less experienced adventurers.
All in all, Ultimate Quest is great fun, deriving metric tonloads of enjoyment from its silliness and irreverence, but still challenging the player enough to make it worthwhile.
OOC: Good luck to Chippit and Azi for DBP! Strong entry is strong. ;)
Also, tune back later today/this week for a Gazzacritique of SpaceHack. Woohoo! \0/
Azimuth
09-10-2008, 10:29 AM
\o/
dislekcia
09-10-2008, 12:05 PM
Awesome critique Gazza!
I'll add my own voice to the "icons getting lost on similarly coloured backgrounds" problem, that can be solved with either a larger black border on the icons or even a black fade behind the ring to make it pop out of the environment a little. Not a big deal :)
I've blathered at Chippit about this before, but I just wanted to have it down somewhere: I'd like it if the A button did default actions on things. Like brought up the ring interface for the last selected item you interacted with while you were still in range of it - because I tended to look, then do random talk and use interactions, having to re-select the same object via the LT every time felt like it could do with a shortcut. Apparently adding that in broke the game a little, which is why it wasn't there at rAge (but the RT highlight was \o/)
In terms of puzzles, I reckon the problem with the first puzzle is that players aren't introduced to the idea of using an item in the inventory without any context... Maybe if you could use the pillow on a washing board it would make more sense to have it come apart. I'm not too sure about the "use in inventory" option, unless it's intended to be used elsewhere later (like with potions or something) it might be too confusing to the player. Either way, it needs a bit of tutorial to make it part of the player's vocabulary... After that link is made, I think the first puzzle is fine - you can get to the solution via normal trial and error and there are hints of what to do along the way.
I actually had a harder time with the dye puzzle ;) And I want to know how Kharrak got around it! ZOMG!
All in all, I love UQ and I would totally buy it on XBLA. I would by sequels, prequels and unrelated-quels in the same engine - as long as the writing was as funny and enjoyable. I think you guys have got a definite marketable opportunity here, I want to see the two of you making a living off this!
Azimuth
09-10-2008, 12:40 PM
Thanks for the criticisms, dis. Of course, while developing UQ, we didn't have anyone else playing it, and issues which seemed obvious to us as the developers might not always be so obvious to others. rAge was a perfect opportunity to test these things out, and I hope we'll find some other way to do so with the next content update.
I must say, I had my own doubts about the pillow inventory puzzle. It's certainly not the first game to do a puzzle of this type, but I agree that it's not at all a clear solution - there's no information volunteered that suggests the pillow may be manipulated that way. I'll rethink it.
As for Kharrak haxing the dye puzzle - Chippit forgot to include a state check on the well to allow the interaction, so Kharrak solved the puzzle without using the energy drink. Bad Chippit.
Gazza_N
09-10-2008, 12:47 PM
You know, in all honesty, I wonder if you shouldn't nix the radial menu for the verbs and instead assign them to the four colour buttons. Trigger for object selection, rotate to object on radial menu, hit relevant verb button. You'd be able to eliminate a whole layer of interface that way.
Azimuth
09-10-2008, 12:49 PM
The same idea has occurred to me previously, as it happens. And I'm sure there was some reason I discarded it, although I've no idea what that was now. >_>
Chippit
09-10-2008, 12:55 PM
It mostly related to a simplicity factor. This way, everything that happens in the world is assigned to the A button. I'm considering ways of manipulating the inventory to share this same policy. It makes the controls far simpler for casual players to use and remember.
dislekcia
09-10-2008, 01:12 PM
Thanks for the criticisms, dis. Of course, while developing UQ, we didn't have anyone else playing it, and issues which seemed obvious to us as the developers might not always be so obvious to others. rAge was a perfect opportunity to test these things out, and I hope we'll find some other way to do so with the next content update.
Working on that. I've established a relationship with some of the most vocal and helpful players at rAge and they're keen on serving as playtesters and QA sounding-boards for games that we've got cooking :) They're close enough to me that we can do sessions in person too.
You know, in all honesty, I wonder if you shouldn't nix the radial menu for the verbs and instead assign them to the four colour buttons. Trigger for object selection, rotate to object on radial menu, hit relevant verb button. You'd be able to eliminate a whole layer of interface that way.
The same idea has occurred to me previously, as it happens. And I'm sure there was some reason I discarded it, although I've no idea what that was now. >_>
I like the verb ring, I feel it works well and allows for a streamlined access system. It certainly solves the problem of selecting objects without a picking pointer... It might be an idea to colour-code the verbs on the ring once you've got an object selected, maybe shift the colours according to where the selection dot is? Like A would always be Look and Y always Use Item when the ring first opened. But if you rotated the selection point then A would be Interact and Y would become Talk... The best way to show that would be by colourising the ring itself in 4 quadrants and having that rotate with the selection point. Then the ring's colour for a specific action would tell users which face button to push (you could even have the action icon borders match the current ring segment colour).
Actually, that would also make selection a little easier: You wouldn't have to be super accurate once you hit the verb ring.
It might also be an idea to have a line pointing to the selection point on the object ring, instead of just the point as it is now: Make it a little more obvious and visible.
Hmm... Sorry, I'm just spitballing here ;)
Cleric
09-10-2008, 01:18 PM
Argh, curse all your avatars of sameness. Bizarrly, it makes it tougher to follow who's saying what.
Azimuth
09-10-2008, 01:20 PM
I think it's <3.
Gazza_N
09-10-2008, 01:37 PM
Like A would always be Look and Y always Use Item when the ring first opened. But if you rotated the selection point then A would be Interact and Y would become Talk...
Hmmmm... That seems like an overcomplication to me. Keeping the same face button (I'm learning X360 terminology here :p) mapped to the same action all the time makes for easier playings, methinks.
I see where Chippit's coming from in terms of keeping a consistent control scheme, but I still think that the less menu navigation that needs to take place, the better. Also, by turning the inventory into a radial menu too, you can carry over these face button assignments to that element as well (although the handwritten list format was brilliant stylistically).
EDIT: In the end, the existing system is perfectly functional, but streamlining it can't hurt. ;)
Squid
09-10-2008, 03:03 PM
I think it's <3.
Rock?
AndrewJ
22-01-2009, 10:12 AM
Apologies for raising this thread from the deep, dark realms of forgottenness (thanks for the link Fengol), but is a PC version available yet? May I volunteer to test it for you guys if need be?
Chippit
22-01-2009, 11:29 AM
Apologies for raising this thread from the deep, dark realms of forgottenness (thanks for the link Fengol), but is a PC version available yet? May I volunteer to test it for you guys if need be?
I'm afraid not. It's still on my list of things to do, unfortunately, and I've been working on other things recently.
Kensei
22-01-2009, 01:23 PM
Apologies for raising this thread from the deep, dark realms of forgottenness (thanks for the link Fengol), but is a PC version available yet? May I volunteer to test it for you guys if need be?
AndrewJ, I think the whole Game.Dev dev crew would be frothing at the mouth to play the PC version :D
AndrewJ
22-01-2009, 01:54 PM
Just trying to be polite Kensei... :-)
Fengol
22-01-2009, 02:00 PM
I wouldn't mind getting the 360 version, what about sharing a Creators Club build?
Chippit
22-01-2009, 02:24 PM
I can do that. I have a new one for XNA 3.0, with a few fairly major internal changes and bug-fixes. Not thoroughly tested, though. Gimme a bit to upload it.
EDIT:
...When the hosting server actually wants to accept my damned file. :/
Nandrew
22-01-2009, 03:19 PM
It gives you sadface and everything, so I hear.
Chippit
22-01-2009, 04:17 PM
Twice already. Unfortunately.
:( :(
Double sadfaces are sad.
Chippit
22-01-2009, 04:52 PM
Two attempts and a different host later:
http://www.quickshare.co.za/files/4emiw2dw/Ultimate_Quest.ccgame.html
1x UQ.ccgame
Let's hope this one works.
dislekcia
22-01-2009, 07:35 PM
Got it... Really fast too, I might add.
Going to give it a go a bit later on.
Stalker 103
22-01-2009, 08:38 PM
Is this the PC Version that you put on?
Chippit
22-01-2009, 09:16 PM
Got it... Really fast too, I might add.
Going to give it a go a bit later on.
It's not really different from the version you know.
@Stalker: No.
dislekcia
22-01-2009, 09:17 PM
Is this the PC Version that you put on?
No. It's the Xbox 360 version that you need Creators Club membership to load and play.
Azimuth
07-03-2009, 12:33 AM
COMING SOON.
TheLionsInnards
07-03-2009, 06:37 AM
COMING SOON.
Oh, you tease.
Cloud_Ratha
30-03-2009, 06:46 PM
COMING SOONISH MAYBE.
Fixed.
Stop making us wait!
Chippit
30-03-2009, 07:18 PM
Fixed.
Stop making us wait!
I only have 34720 gazillion other things to do too. Shush. :<
Cloud_Ratha
30-03-2009, 10:14 PM
I only have 34720 gazillion other things to do too. Shush. :<
Solly, i need more pics then ^^,
Graal
17-11-2009, 03:23 PM
Sorry for the major necro, but whatever happened to this game? Did you guys finish the PC version. I'd totally buy it.
Cloud_Ratha
17-11-2009, 04:03 PM
Sorry for the major necro, but whatever happened to this game? Did you guys finish the PC version. I'd totally buy it.
Chippit has 32342 gazillion things still to do...
Chippit
17-11-2009, 05:18 PM
Um... Yeah.
<_<
>_>
Yeah.
Azimuth
17-11-2009, 05:32 PM
I blame Chippit.
Chippit
17-11-2009, 05:38 PM
You can't pin this on me.
dislekcia
17-11-2009, 07:28 PM
I blame Chippit AND Azi.
...
Seriously. Moar game plx.
Squid
17-11-2009, 11:25 PM
It's a classic case of game developers' loss of motivation.
dislekcia
17-11-2009, 11:36 PM
It's a classic case of game developers' loss of motivation.
I dunno, I think it's more game developers' HOLY **** THIS OTHER STUFF THAT NEEDS DOING IS REALLY BLOODY INSISTENT!
Graal
26-11-2009, 09:02 PM
It's a classic case of game developers' loss of motivation.
I want to play it. That should be motivation enough.
Evolution
27-11-2009, 06:06 PM
I don't see why it would be a problem to port the game to pc and distribute it in an executable. The changes that needs to be made are small between the 2 platforms when using XNA.
Azimuth
20-01-2010, 11:40 PM
Legolas:"The stars are veiled. Something stirs in the East. A sleepless malice. The eye of the enemy is moving. He is HERE."
Kewyn: "Lol."
Fourth or fifth redesign? Who's counting, anyway.
I LOVE FLIES. O________O
dislekcia
21-01-2010, 01:41 AM
SERIOUSLY?! You guys are working on UQ again?
PRAISE BE UNTO THE OMNI-SPHERE!
Gazza_N
21-01-2010, 07:35 AM
Psssssst...
<_<
>_>
I can confirm that I have been approached to perform certain audio content provision services for a certain redesigned console adventure game that, supposedly, will contain additional areas of GREAT MYSTERY.
So, liek, I think she may just be telling the truth gaiz... O_O
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