Giska's Wrench will sure come in handy fixing pipes... This most likely will not be underwater in the final game, but i liked swimming down to it so i thought id post a screenshot - its part of the powersource under the Terrapin. Its a simple mechanic, You just hit the junction to turn it on and off, allowing steamy water from BrightRidges geothermal underground to travel to different areas (like flushing out the outhouse)
I totally missed Young Giska's wrench, that thing is cool! Don't worry about the crashes. I am pretty sure they were caused by Apple's new "verify App" feature. How about you copy my post to your blog, or put a link to it there? On a Brightridge FAQ page or such? Should make it easier for people to find it if/when they run into the same problem. About the new Nameless Statue: I just checked in the Original Brightridge, and it's not there. It's all forest at the coastline, and then the sea begins directly. I need to look more closely, but I am pretty sure that the forest and the coastline both changed. If you don't retcon it into "always was like this", it would make for an interesting background story. Terrapin: Got an idea to have both the new and old one in. That's some scifi-magic-hightech-thingie, right? So how about it can adjust its surface to fit into its surroundings? Chameleon materials are a common Scifi trope. Then by default it looks like the old one. And when you hit the right switch, the camouflage comes off, and you see the new one in all its shiny glory. The underwater powersource looks great! Now that you have it, you should put it in somewhere, even if just as an easter egg. Nulzon the Historian is based in Eastfields. When he goes off to investigate rumours about a new statue having risen from the seas, where would he enter the map? I cannot figure it out, because the maps in BR and NL:Browsergame don't seem to match up. Could be an issue of different scaling, though. And I cannot find any of the BR landmarks on the browser map Last for now, looks like silly me found an easy way to put the screenshots up: TA has an "Album" feature on your Profile page, which I had completely forgotten about. I'll try if that works for me.
Ask and ye shall receive: So: Patience, young Padaw Paragon By the way, @protopop: I trawled the last 10 or so pages, looking for your post with the release date estimate. You really should grab some of the fantastic comments - like Valentia's here: http://forums.toucharcade.com/showthread.php?p=3818044#post3818044 - and put them on your homepage for reference.
@protopop: In case you need more statues, 3DFoin currently has a nice one for free: http://3dfoin.com/firebringer.html
I love the chameleon idea Yeah the NL browser ma just shows the general location near the open coast, i think you'd have to zoom in another two orders of magnitude to see it more accurately, but the NL map is already 16000 x 16,000 pixels - which brings my computer to its knees. Maybe someday though? Thanks for tracking down the release date I am almost finished the update, and im switching to a simpler version number, so this update will be version 2 and the quest update will be version 3. there's more than 60 additions and changes to the new version, better atmosphere, more detailed terrain, interactive map, a handy wrench and hammer for the kids, Puffids and more. Theres also a lot of new roads and paths which i really like a lot because when you wander down them they kind of guide you to some really nice views. Ive been a bit behind because I'm close to broke and so i have to be really efficient looking for design work while i try and build this as quickly as possible. i think ive sold about 300 copies - nowhere near what id need to work on a new game after this - but i am hoping once v3 with the quests is complete that i can really push to get some new reviews for the final version and i think the storyline really gives a nice framework to BrightRidge and hopefully will give you an interesting, emotional tale to experience
That's bad news about your financial situation Hope things stabilise soon. Better put NL on the backburner for a while, and do your design work.
Yeah, i put myself on a strict 5 week schedule to finish the game. Any small contacts that come in im giving top priority, and im working on updating my portfolio in parallel. It just means being very disciplined and efficient. The thing about working on art is there's no guarantee of financial success because its created from passion and from a place in the heart - im glad that the game is almost done and i do get a lot of joy from it
Thats funny you noticed that. Nothing slips by you guys The arrow is part of the quest system. you can resize it in the options (or turn it off) - it points to the next goal in story mode. Its really for version 3 (the quests) but will also be in version 2 that im submitting to the app store on Wednesday - it will just point to the Dragon Tower for now, which has moved in the update since the new Terrapin tower in the center isnt climbable (yet)
First Person View and Eagle SpiritView " Listen to me Robert by Gingerpanderbearfreakguy ... 1:Make the game first person. This may sound like a big task but think of other adventure games on iOS. Take for example Radiation island that is a great game and it works and runs very well in first person. This may be hard to program but if you do it I reckon your game will sky rocket up the top charts." Done One of my favorite new features in First Person View. It amazes me how different the world looks like from this viewpoint, and i snapped a few photos in it. Another small addition is spirit view for the eagle. Using it i finally tracked her down and flew along side her. She's in the current game too (sans spirit view) and i had forgotten she was there iPhone 6 Screenshots - Default Quality - First Person view
Looking awesome, Rob. Got one thing to ask, in first person mode if you look down could ya see your legs, or when your walking does your arms move forward like in real life?
Thank you No there's no body visible, at least for now. One of my top 3 games is Mirror's Edge. I loved how they brought in your hands and feet and body, they made first person feel real to me. But when you use a mod to look at the game in thirdperson view, its kind of funny because you can see that they had to twist and stretch the body a lot to make it look good from first person. At first i just thought i would put the camera in your head, but our eyes have a very wide field of view and it didnt end up looking good. Eventually i would like to show the hands like you say, and also i would like to figure out how to make the camera realistically bob and shake when you walk. As i update the game and cross things off my list, it makes me free to tackle other things, so this is definitely something that is on my list. BTW i am submitting BrightRidge HD version 2 to apple tomorrow. Version 3 with the quests comes next, i have given myself a strict 4 week schedule to finish that. And then i might release a version 4 that will just add in some remaining items. Then BrightRidge will be complete, and i will figure out my next step based partly on the reception. Here's a few more iPhone6 screen shots
Thanks you. Im submitting version 2 today that has a bunch of updates and bug fixes (first person camera, more detailed terrain, new options...) and then im on a strict 4 week timeline to finish the storyline quests
Version 2.0 has been submitted to the App Store Here's a rundown of what's changed. Im taking a break for a day then i am working on the quests NEW First person view option (thank you Gingerpanderbearfreakguy) More detailed terrain with realistic erosion and undulation Interactive Map Orange Puffids - poisonous bulbous weeds can be cleared out with a hit Global fog on by default - Global fog and Distace fog density can be independently set Upgraded Road system to allow more flexible world design Forest paths Inn Architecture - the front stairwell New “Alien” Terrapin Tower in preparation for storyline Forest Veranda Arrow size UI option (for quests in v3) Improved combat animation - Make hit pause momentarily with Particle flash New Puddle system for more flexible puddles added terrain quality settings in options Fairy Circles Hammer for boy, wrench for girl added eagle spirit view Added FXAA3 Antialiasing in effect options Brightridge Flag New tree species - Empyrial Dashwood FIXED and IMPROVED Bloom filter causing bright white highlights Map moved to main options Hero starts embedded in ground Bow and arrow / first person view too low Touchpad doesn’t resize with resolution change Global fog moved to ATMOSPHERE options beside distance fog Separate global fog settings per time of day collision in water columns (thanks youtube viewers) Change to version 2, v3, v4 simplify moved touchpad option into camera options Faster deer and fox shapechanges collider on chandelier volumes dont affect rain and some sounds removed joystick in spirit view moved fast travel to map Fixed broken animal swimming shapechnge animal sticks animation on exiting viewdot - sometimes deer shape doesn’t switch to idle from run or walk Code, content and memory optimization
usually it takes about a week for Apple to accept or reject an app. I set it to auto release so if its accepted it will go on the app store right after that Just a note, i wasnt able to add in the saving for the settings. Because you crash the app if you overclock it it is a lot more difficult to figure out a good save system for most of the options. Im working on the quests now but i have a list of bugs i want to try and fix at the same time. Hopefully it will all be in update 3
BrightRidge Burns! A scene from the upcoming quests, young Giska encounters a rather large forest fire. While i am shying away from violence there is still many ways to give players a thrilling experience.