Grewl does like soup But his name comes from a different place - i dont want to give too much away though. I think eventually a Behemoos will show up in one of my games. That sound like a great kids book - i love that kind of fairy tale imagination
I loved that movie The microwave scene was so gross. Grimlin is probably the smallest character you will meet in the new update. Ive also added a Procedural Detail Engine. It adds more varied vegation around the land as you move about. Ill try not to overdo it, but you will probably see a lot more mushrooms growing in the next update
That mushroom scene is beautiful, fantastic shot. Add that and the giant's shot from a few posts back to the app reel on the store with the next update. It's this book: https://www.bol.com/nl/p/het-magische-bos/9200000023957213/ It's in Dutch, the title means "the magical forest, at the giants". But the German(ic) word "Riese" is loaded with history and mythology in Europe, especially in the German speaking countries. The German Wikipedia article is better than the English one on that aspect: https://de.wikipedia.org/wiki/Riese Here is the one I remember my childhood: https://en.wikipedia.org/wiki/Rübezahl Too bad, embedding the picture doesn't work, so here's the link, best one I found https://goo.gl/images/9mmH5o
ooo thanks for these links. This is just the kind of scandinavian/nortern fairy tales ive been researching. That statue in the forest is great - i love stuff like thatThe storybook looks like just the kind of thing i loved as a child. Im a big fan of trolls, giants and gnomes. The detail engine was built in version 1 but i removed i until now because i was unsure of the performance. But its working now nicely and its a great way to add a bit more mushrooms, bushes and wood. Im going to add the ability to turn it on and off. Oh and ive changed the grass in the new version. A small change but its a bit crisper and brighter, and it changes the landscape nicely, still windswept but a 'bit' more lush. Here's a pic of Grimlin, the new character from the upcoming adventure
And now for something completely different... Today, I found this http://en.bab.la/dictionary/romanian-english/protopop and this https://ro.wikipedia.org/wiki/Protopop . Is it just a funny coincidence, or did you choose the name with that in mind? Anyways, I really like the sound of it And I like Freemason- and Royalty style pompous and mysterious sounding titles. So, without further ado *clears throat*... And thus it is my prestigious duty to solemnly declare you, Sir Robert: Enlightened Archpriest and Grand Marmot of the Most Unique Association of Cartographers of Brightridge, Defender of the App, Protector of Compatibility, High Warden of the True and Only Sourcecode, Maker of Worlds, Great Provider of Entertainment, etc. etc. Thanks for watching, our regular program will resume shortly
Thank you Nullzone - I love it! It's my official title. Ive added to to my lore book I was at the bank and a teller asked me if I was Romanian and i was like no why? and she said Protopop (my business name along with poplogik) was a popular name and i was like I only knew that because when i google protopop i see a lot of orthodox results. it was kind of cool. In university i wanted my company name to be popular options, which it was for a while. then i shortened that to PopOpt, a lot of my older games were made under that name(http://popopt.com/ still works). Then i thought it was phonetically challenging so i changed it to ProtoPop. the idea was that there's a proto world like Plato talked of and the real world, and i was exploring the shadow world of bold. 'popping' design. It was all very philosophical
BrightRidge version 5 is ready I'm just deciding if I want to add in the new adventure now or relase it next as a 5.5 update. (6, 7 and 8 are planned out, with v8 being the final that involves the upgrade to the latest version of Unitya nd some big terrain improvements) In the meantime here's a list of what's new: + NEW: Grimlin Shapechange character + NEW: Size Change presets from Gnome sized to Giant and larger (explore mode or cheats only) Options > Actions + NEW: Size change in increments up and down in options > actions (explore mode or cheats only) Options > Actions + NEW: Algorithmic camera control auto zooms depending on character size + NEW: Size Change presets from Gnome sized to Giant and larger (explore mode or cheats only) Options > Actions + NEW: Size change in increments up and down in options > actions (explore mode or cheats only) Options > Actions + NEW: Option to switch sides left/right Look and Move joysticks (thanks Joseph Orsak from YouTube) + NEW: Loading screen shows BrightRidge propaganda posters + NEW: Customize - Action, Jump, Firebreath and Options buttons can be dragged anywhere on screen + NEW: Invert Look joystick - left/right and Up/down independently (thanks Joseph Orsak from YouTube) + NEW: Detail Manager - adds extra vegetation to landscape. Off by default. In Options > playground > effects + NEW: Custom button positions saved automatically + NEW: Algorithmic Jumping adjusts jump height depending on size of character + NEW: Algorithmic animation speed scaled with character size + NEW: Algorithmic step offset scaled with character size + NEW: Dedicated Joysticks options Options > Settings > Joysticks + NEW: Reset User Interface buttons to default posotions + NEW: Growth Power tower added to Explore mode + IMPROVED: Narrative tweaks + IMPROVED: Action, Options and Jump buttons are now resolution independent (same as all other buttons) + IMPROVED: Removed legacy User Interface code + IMPROVED: Longer wrench and Hammer reach + IMPROVED: Deleted unused legacy textures + IMPROVED: Crisper, more colorful grass texture + IMPROVED: Spiritview can now switch between animals easier + IMPROVED: Spiritview HUD allows you to exit direct to Spiritview scene + IMPROVED: Exiting Spirit view automatically shape changes back to hero + IMPROVED: Wolf howl now distance based + FIXED : Splash screen fade out before Story/Explore select + FIXED : Tower climbing Float Pad available in Explore mode + FIXED : Flame Sentinel missing lasers and flame column when loading chapter directly + FIXED : Spelling fixes in dialogue + CHANGED: Removed flip jump - too shaky + CHANGED: Removed iPad button alternate layout - redundant now that you can drag buttons anywhere + CHANGED: Removed Adjust Buttons screen - unintuitive and redundant now that you can drag buttons anywhere + CHANGED: Renamed Items to Actions to reflect expanded options + CHANGED: Removed invisible barriers from First bridge - inconsistent with open world experience
Thanks I still have to submit it to the Apple store, and im just deciding if i want to add in the new adventure now - which will take a but more time - or just release this as is. Im going to upload a copy for beta testing though if you want to try it before hand Grimlin stands on a mushroom grown with the new Detail Manager. It grows extra vegetation around the landscape for more detailed environments.
Man if only I could get you to do this open world but with enemies and loot. Something like Skyrim!!!!
I'm actually considering this. My biggest inspirations are Fable, Skyrim and Shadow of the Colossus. The main reason i went with a non violent approach is because i feel theres so many other options for gameplay. But if im honest what i really feel is violence exists and can be an interesting emchanic, just im choosing not to FOCUS on it. Sometimes it can be fun to have some strategic combat, and who doesnt love battle spells? Its teh reason i included the ability to kill things from the start. Not because i encourage it but because its just a realistic part of a virtual world. There's no unproviked violence i brightRidge but removing the option completely would decrease the verisimilitude. It will probably appear in 2 ways: 1. id like to add a questline that has some combat - if i can make it more strategic then even better - either as a free DLC like the upcoming Gnome quest, or as a full adventure in one of the other environments 2. As an "enemies on/off' option. Most of the enemies we fight in todays games are pretty much fodder. Like in Skyrim where there is no way to talk bandits out of killing you - well sometimes you can pay them but you know what i mean. Anyways it still provides some kind of fun to fight, so this toggle would hide or show random beasts like trolls and bandits. It brings up some more issues that might sound like nit picking, but i see making BrightRidge as an opportunity to learn about what works. I mean, if you are fighting trolls (a favorite of mine in stories) then there needs to be a good reason, they need to be irredeemable and im not sure anyone is. Also if you can fight bandits, are they trying to steal for their own empowerment or is it to feed there children? I think i would need to include these kinds of questions in the meta lore that surrounds brightRidge. On a gameplay side it would give me the opportunity to improve the combat mechanics - the reactions, the ai - because i wasnt focused on that before because its not a main part of the gameplay loop. I think i think of combat and violence as a PART of the big picture, a sometimes necessity or sometimes just because its fun to smash (and safe in a virtual world) but i dont want it to be the main thing. I mean, the main reason i created brightridge is because i like making worlds to explore. The storyline and the rest are mechanic to help guide people through this exploration, and not the raison d'etre of the game. i just had a deja vue writing this: arent those crazy?
Thanks Scott - Me too! Im a solo dev but i use the Unity Asset store for most of my objects. I bought an entire Asian Props pack just to get those lights Just like in real life i think lights can really bring life to a virtual environment, its a sign of civilization and often they just look beautiful at the side of the road or strung up between the trees.
The reviews are in and there are a lot of 1 star reviews. Its so discouraging. I get it, but sometimes i have to ask why i am doing all of this for 3 bucks. It's like high school all over again, except now its legit to hurl insults I dont even know why the second guy says the screenshot shows non existent options either since it's direct from the game. Being a solo dev is almost as much maintaining mental health without getting completely depressed as it is coding. Terrible 1 Star byJust an ordinary customer - Nov 6, 2016 It's underrated and there's a good reason why. It's terrible. The quality is great but it is very buggy. It only runs at 20 fps and the attack animation looks like cr@p. I paid for this game and it's not worth it. It's not even worth $0.99 bc you'll most likely play it for a few mins and you're done with it. False 1 Star byHardcoreReviewer101 - Oct 26, 2016 Looks terrible, Runs at 20 fps, and has little to none of the options listed in the screenshots. Rip off, not worth $2.99 Amazing Level of Optimization and Graphics 1 Star byCarmaraym - Oct 22, 2016 Using latest technologies such as: -720 resolution -30 fps cap -bilinear filtering -crappy animations - On the plus side i opened an instagram account so i can upload screenshots direct from my devices, and update 5 is being submitted to the app store tonight - i did it last night but had to pull it because of a bug. Here's my first pic:
Welcome to the Internet, where the inmates run the asylum If I were you, I wouldn't give a flying f*ck about those reviews. You find idiots like that everywhere. I've seen far worse, and I don't even pay attention, only see an exceptionally terrible review plop up here on TA now and then when someone mentions them. There even was a thread where folks shared those, and some were hilarious. But alas, I cannot find it anymore in the murky depths of TA. Only the last one has a point: it indeed caps at 30fps (at least on my Air1). Not that it's a problem, as 30fps feels buttersmooth to me, no complaints. But with all effects switched off, I'd expect 60 or more. With the default settings, it runs with a stable 27-30fps. But I can imagine that in some places (like fighting those giant robot-thingies in storymode) fps drop to 20 or less. UPDATE: Just tested two Guardians: Fire, no problem. 25-30fps, even when the thing goes down. Earth ... oops Ride it down when it's destroyed. Fps drop to 20-25 on default settings. And jumping while going down with it froze the game for a few seconds, then crashed it. If I have time, I'll send you the crashlog tomorrow. Oh, and I tested with the current version from the store on iOS9: Only crashes when the orientation bug hits, everything else runs perfectly fine. So I guess it's that. Will try to make time and update to iOS10 tomorrow, so I can check that as well.
Just thinking: Apple doesn't provide a way to contact people who wrote a review, right? If I'm wrong, might be worth a try, e.g. asking for more info like what options they think are missing, or where they get the 20fps.