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Thread: Tanglewood Tech Demo 0.0.11

  1. #1
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    Default Tanglewood Tech Demo 0.0.11

    Quote Originally Posted by BigEvilCorporation
    Hello all,

    I'm pleased to announce the very first tech demo release!

    The demo represents the first milestone in Tanglwood's development. It is a proof of the engine, editor, toolchain and content pipeline, the basic mechanics of the game, controls and platforming behaviour, the art and animation styles, and some early puzzles.

    These two levels have been a sandbox for mechanics and puzzle testing since development of the game began, and with a little work they've been turned into functional showcases for Tanglewood's early progress.


    Disclaimer

    This is a prototype of a game in its very early stages of development. Some assets are placeholder, and all tech is a work in progress. The look, feel, quality and feature set may not be representative of the final product.


    Features

    The tech demo contains tests of the following features:

    - Nymn: basic movement and platforming, sleep/wake up behaviour, running, walking, jumping, pushing (animation missing), rolling, gliding, death
    - Fuzzls: all alert states, physics, and rolling behaviour
    - Djakk monsters: initial encounter logic, A.I. behaviour tree, tracking, attacking, search patterns
    - Colour abilities: yellow (glide) and green (time slow/cloak)
    - Flues: varying output velocities and hold durations, multiple occupants, linked flues
    - Boulders: physics, rolling behaviour, cracking and respawning
    - Director Cam cutscenes
    - Time of day system
    - Static blockades


    Known issues

    It's an early tech demo/prototype, so expect to see these problems and more:

    - Missing fall animation
    - Missing push animation
    - Framerate drop during Djakk monster encounter in Level 1
    - It's possible to get Fuzzls stuck against walls if they're rolling fast enough to jump over flues
    - It's possible to get the Fuzzls in Level 2 stuck by rolling them back to the flue at the start
    - The Djakk in Level 2 can reach the flue on the right-hand side if left alone in search state for a long time
    - It's possible to get Nymn to sleep in mid-air by jumping at the end of a level
    - It's possible to push the boulder in Level 2 whilst using time-slow ability (boulder won't animate)
    - Footstep sound effects take priority over others, which may result in some SFX cutting out whilst running (ambience, Fuzzl SFX)
    - Many known sprite/background draw priority glitches, and tile flipping errors
    - Dead Djakks use the older placeholder palette (yellow feet/teeth)
    - Occasionally the wrong instruments are chosen for an SFX (emulator only)
    - Double-tapping C with the cloak ability will choose the wrong palette


    How to Play

    For the very best experience we recommend playing on genuine SEGA Mega Drive / Genesis hardware, using a flash cart (Everdrive, Krikzz). The ROM is multi-region, and has been tested with European (PAL) and Japanese (NTSC-J) consoles.

    For emulator users, the ROM is compatible with most major releases. For Windows users we recommend Regen (http://segaretro.org/Regen) and a compatible gamepad.


    Download ROM

    Tanglewood Tech Demo 0.0.11: http://www.mediafire.com/download/ss...x/TANGLEWD.BIN


    Please tell us your thoughts!

    We'd love to know about your experience, and we're all ears for constructive feedback!

    Thank you for playing,
    Matt
    Original thread: http://www.tanglewoodgame.com/forum/...c.php?f=5&t=11


    Tanglewood at Gamescom 2016 (pictures by retrospiel):



    Last edited by Barone; 08-24-2016 at 04:26 AM.

  2. #2
    Wildside Expert bgvanbur's Avatar
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    The other day I was checking out one of his articles on the PSG and saw the banner for Tanglewood, Absolutely awesome demo

    That PSG article by the way:
    https://bigevilcorporation.co.uk/201...-the-psg-chip/

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    Thank you so much for posting this

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    Hedgehog-in-Training Hedgehog-in-TrainingWildside Expert OmegaMax's Avatar
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    Were no males interested in playing this?not a good sign.

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    Extreme Procrastinator Master of Shinobi Flygon's Avatar
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    I'm an interested male!

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    Bite my shiny, metal ***! Hero of Algol retrospiel's Avatar
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    Quote Originally Posted by OmegaMax View Post
    Were no males interested in playing this?not a good sign.
    I'd say we had a ratio of 60:40 for our booth on average. On some days that ratio was even higher. So there were indeed more females playing than males. That did not apply just to Tanglewood alone but the entirety of our booth. I do not quite understand why this would be a bad sign?
    The Mega Drive was far inferior to the NES in terms of diffusion rate and sales in the Japanese market, though there were ardent Sega users. But in the US and Europe, we knew Sega could challenge Nintendo. We aimed at dominating those markets, hiring experienced staff for our overseas department in Japan, and revitalising Sega of America and the ailing Virgin group in Europe.

    Then we set about developing killer games.

    - Hayao Nakayama, Mega Drive Collected Works (p. 17)

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    Quote Originally Posted by retrospiel View Post
    I do not quite understand why this would be a bad sign?
    Because it's an obvious lie. There were no females there. That's just bad photoshop. You're trying to sell us your bad game using women. Because you know most people on here are men. And you also happen to know that most men like women. Ergo = aliens.

    J/k nice game, keep it up!

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    Quote Originally Posted by bagmahnutz View Post
    Because it's an obvious lie. There were no females there. That's just bad photoshop. You're trying to sell us your bad game using women.
    Damn, I thought no one had seen him giving me the money under the table to pay for this thread...

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    retrospiel
    Do you have the cover art ready?

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    Bite my shiny, metal ***! Hero of Algol retrospiel's Avatar
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    Just to clarify: I merely presented the game to the public. It's not set in stone as to who will publish/distribute it. I certainly would love to help but it is up to Matt. That said, we did talk about it...
    The Mega Drive was far inferior to the NES in terms of diffusion rate and sales in the Japanese market, though there were ardent Sega users. But in the US and Europe, we knew Sega could challenge Nintendo. We aimed at dominating those markets, hiring experienced staff for our overseas department in Japan, and revitalising Sega of America and the ailing Virgin group in Europe.

    Then we set about developing killer games.

    - Hayao Nakayama, Mega Drive Collected Works (p. 17)

  11. #11
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    Quote Originally Posted by retrospiel View Post
    Just to clarify: I merely presented the game to the public. It's not set in stone as to who will publish/distribute it. I certainly would love to help but it is up to Matt. That said, we did talk about it...
    https://www.behance.net/enginair this I why I asked. Lemme know if u need any help with your project. I love to do the packaging design for MD/GEN games. I can't reach Mat

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    Genesis

    Update: Here's a playthrough video of a newer build (Tech Demo 0.0.13):



    Changes since 0.0.11:

    - New tree branch tileset, with glowing green moss to help visibility at night
    - Improved background colour palette (less contrast with foreground)
    - New raised platforms with cliff edges (replaces blocking poles)
    - New layout of intro scene
    - New firefly pickup sprites
    - Hidden firefly areas (most require glide ability)
    - WIP Nymn fall animation
    - Increased player acceleration and top velocity
    - Increased player run anim speed
    - Covered flues with solid terrain (to avoid Djakk monsters falling down them), and introduced concept of terrain "holes" (to let Fuzzls fall through, and player through only when jumping down)
    - Removed signposts from Gamescom demo (tile count too high, will reimplement)
    - Fixed screen faders, increased fade speed of ident logos/disclaimers
    - Big performance pass (no more slowdown around many fireflies on real hardware)

    WRT publishing: I haven't settled on anything final yet. I'm trying to secure funding to finish development professionally first - it'll be a complete feature length game with many different settings, a whole array of different enemies, boss fights, a custom written soundtrack, and more. Once it's nearing completion I'll be putting some serious research into publishing. I would like the finished product to be as close to an original Genesis game as possible, everything from the development hardware and processes to the cart, box and manual.

    Quote Originally Posted by foxnoodles View Post
    https://www.behance.net/enginair this I why I asked. Lemme know if u need any help with your project. I love to do the packaging design for MD/GEN games. I can't reach Mat
    Hey there! Your artwork looks amazing. Feel free to drop me an email: matt [at] tanglewoodgame [dot] com

  13. #13
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    It's looking more and more beautiful. There's something very elusive about the art of this game; I can't point exactly what it is but it looks great.

    I've moved to a new place and I couldn't test it on real hardware yet, sorry.

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    Quote Originally Posted by Barone View Post
    I've moved to a new place and I couldn't test it on real hardware yet, sorry.
    Probably best holding off until I've released this newer build anyway

  15. #15
    Mega Driven Raging in the Streets cleeg's Avatar
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    This looks beautiful, I'd love to play a finished game. I'm not sure why, but it reminds me of Ecco. I hope you get it finished. Very nice indeed.

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