Page 7 of 9

Posted: Thu Apr 26, 2007 7:27 pm
by nikki
icesyncer wrote:To be honest, it looks easy, can be mastered in atleast 6 tries.
Actually, no. It isn't that easy. :)

Posted: Thu Apr 26, 2007 7:28 pm
by icesyncer
no really. :x

Posted: Mon May 07, 2007 2:42 pm
by nikki
Level 27 is half done, but I have started working on the sound effects. I know that most of you haven't played the game, but maybe you could suggest some sound effects. While suggesting a sound effect, please suggest when it must be played, and how it must sound. For example:-

"Sound effect played during explosion, sounds like an explosion (boom)"

Thanks!
:)

Posted: Mon May 07, 2007 3:53 pm
by M2H
Nice work nikki :)
Good dedication.

Posted: Mon May 07, 2007 4:35 pm
by nikki
M2H wrote:Nice work nikki :)
Good dedication.
Thanks! :)

Posted: Tue May 15, 2007 7:10 pm
by nikki
I think I have added enough sound effects, but I may add more if I get some ideas. I am currently working on improving the graphics, and adding some features for the convenience of the user. I have added particle effects when the keys are collected. I will continue work on the levels next week.

ps. I added a cheat code. Won't tell it to you though. :)

Posted: Tue May 15, 2007 7:53 pm
by Fred
Really nice.
But the Camera-Moving is cruelly :)
But I'm sure you will change this

Posted: Tue May 15, 2007 8:17 pm
by nikki
Fred wrote:Really nice.
But the Camera-Moving is cruelly :)
But I'm sure you will change this
Thanks! Yes, the camera is not that smooth. I have tried out some things to make it smooth.

By the way, you're playing the demo right? That demo is really old. There are lots of things added since then. I can't release a new demo, because the levels will be given away. :)

Posted: Wed May 23, 2007 8:03 pm
by nikki
Ok, the story cutscene has been finished! I can't show it to you guys (suspense). :)

I will continue working on the levels tomorrow. Next is the 27th one. Its been a long time since I finished the previous level (26th level), on guess what, 26th April. :) I'll draw a few sketches in the school bus, and come home and work on it. :)

Posted: Fri May 25, 2007 10:18 pm
by free_FROZ
When is this game going to be finished, Nick?

Posted: Sat May 26, 2007 6:03 pm
by nikki
free_FROZ wrote:When is this game going to be finished, Nick?
I don't know, but I'm sure I'll try to release it somewhere in the middle of June.

27th level completed! Its a really fun and puzzling level, which uses many of the objects combined to make a really cool puzzle. I still have to test it, though.

And I must say, thanks for the feedback guys! You've helped a lot! I feel really happy when I see a reply to this topic. Thanks! :D

Posted: Sun May 27, 2007 8:52 pm
by free_FROZ
I can't wait to settle down one warm summer day and just really get my ass kicked by GraLL. Everytime I saw you posted, I was just thinking, maybe he released it...better go check.

Posted: Mon May 28, 2007 4:16 pm
by nikki
free_FROZ wrote:I can't wait to settle down one warm summer day and just really get my ass kicked by GraLL. Everytime I saw you posted, I was just thinking, maybe he released it...better go check.
Wow. That is by far the highest amount of motivation I've ever received about GraLL from another person. Thanks for taking such an interest in the game. It really helps. And GraLL can't wait too. He is banging the walls of the cage. Once the door is opened... :twisted:

I have finished testing Level 27. Now on to Level 28. Woah... I'm so near to releasing my game! :)

Posted: Sat Jun 02, 2007 6:51 pm
by nikki
I am working on the 28th level. The 28th level will have different heights (ramps, fly-overs, tunnels under other floors etc.). This allows for some really ming-boggling puzzles and tough moves.

My school closes for summer vacations on June 30th, so I can devote my time to GraLL almost completely. :) I think the levels will be complete by then. Maybe a bit of testing will be left.

When do you guys think I should release the game?

Posted: Sat Jun 02, 2007 11:26 pm
by free_FROZ
Release the game as soon as it's done. If you need some help testing it before that time, I'm your man.

Posted: Sun Jun 03, 2007 2:50 pm
by nikki
free_FROZ wrote:Release the game as soon as it's done. If you need some help testing it before that time, I'm your man.
Thanks. I already have a few testers. I could make you one. E-mail me (s.nikhilesh (at) gmail (dot) com) about it.

Posted: Mon Jun 04, 2007 6:44 pm
by nikki
One of my friends pointed out that when GraLL rolled over the EndPad, it was all over too suddenly. He told me that a short camera sequence involving the camera moving upward would be nice. I extended his idea to include the rotation of the camera as well as a fade of the screen to black before passing on to the next level. Here's a video:-
GraLL - New EndPad Camera Sequence

Posted: Fri Jun 15, 2007 12:06 am
by nikki
The 28th level has been completed at last. It took so long because I was preoccupied with school, and also because the 28th level is a tough and long one. The 29th level will be a more action-packed, run-fast kind of level, and the 30th... well don't ask. :)

I think I will need to rearrange the levels, because some levels are tougher than levels that are after them. So the level numbers you see here (and in previous posts) might change.

Here's a screenshot from level 27:-
Image

And here are two from level 28 (notice the variation in height):-
Image
Image

Posted: Tue Jun 19, 2007 7:40 pm
by nikki
Well, this is not really related to GraLL, but, I have an IT Quiz at school tomorrow, and I got selected, so wish me the best of luck! :)

ps. Did you guys see the screenshots above?

Posted: Wed Jun 20, 2007 11:37 am
by rUmbl3
Good luck :)
and the screenshots are awesome (as always).

Do you plan to release a linux version of GraLL?

Posted: Wed Jun 20, 2007 12:51 pm
by PolyVox
Wow, it looks like some of the later levels are a lot less flat than some of the earlier ones! Are there levels-above-levels or does that become too much?

Also, I'm suddenly confused - I just noticed the title says 'beta demo released' and can't remember if it always said that! Did you release a new demo? If so you should put 'Updated DATE' or something in the title...

Posted: Wed Jun 20, 2007 1:14 pm
by nikki
esuvs wrote:Also, I'm suddenly confused - I just noticed the title says 'beta demo released' and can't remember if it always said that! Did you release a new demo? If so you should put 'Updated DATE' or something in the title...
No. I never added a new demo. And I don't want to either, because I don't want anyone (except the testers) to try the levels before the actual release of the game. Sorry. :)

And I'll fix the title.
Do you plan to release a linux version of GraLL?
Linux? Well, I have a copy of SuSE. I installed it long back, but it got uninstalled when I reformatted the entire system. I never reinstalled it since then. I'll concentrate on Linux support after the game is released, if possible.
Are there levels-above-levels or does that become too much?
Level-above-level is supported, if you look closely, you can see a few bridges and flyovers in level 28. But, complete level-above-level (like floors of a building) isn't made use of yet, since the camera would be blocked from looking at the lower floors, due to which I would have to increase the gap between two levels. You can expect to see level-above-level in GraLL 2. I can't put everything in GraLL 1, can I? Then I'll have nothing left for GraLL 2. :)

BTW, GraLL 2's story is already fixed. Now don't bombard me with questions about it. :)

Posted: Thu Jun 21, 2007 4:23 pm
by nikki
I have decided to add a scoring system to increase replayability (people like to play the game again and again). This scoring system is based on individual level scores, and the player can improve the individual scores to improve the total score. There are two systems I have devised, I need you guys to suggest me which one to use:-

1. Each level has a time limit suiting the level. There is a timer at the bottom left corner, which keeps ticking down. When the level is completed, the time left is saved (for every level) if it is more than the previously saved value. So, the Player can come back and improve his time. If he runs out of time, he doesn't fail the test, but his score for that level will be zero. While displaying the total score, all the individual level scores are added, and the total number of fails (the total number of times he died) is subtracted. The aim is to get as high a score as possible. It's kind of like the Chip's Challenge method. :)

2. The second option is almost the opposite. For every level, the timer starts from zero and counts upward. When the level is completed, the time is saved (for every level) if it is less than the previously saved value. So, the Player can come back and improve his time. While displaying the total score, all the individual level scores are added, and the total number of fails (the total number of deaths) is added too. In this method, the aim is to get as low a score as possible.

Please tell me which method you like more. I have already finished adding the first system, but its major problem is that I have to set a good limit for each and every level, and I am a lazy guy. :) The score system will increase replay value, and people might post their scores on the internet and compare it with others.

Thanks! :)

Posted: Sun Jul 01, 2007 6:30 pm
by nikki
Ok, level 29 done. Its insanely tough. Its a huge maze made of invisible and normal walls, and moving bombs going through. Moving bombs can go through invisible walls, even after they appear (there are two kinds of invisible walls, one type appears when you touch them, while walls of the other type never appear). This makes it even harder. The maze is basically a large spiral of normal walls, with little holes in the walls, and invisible walls placed along the corridor so that it becomes a maze. Here's a screenshot:-
Image

My school has closed for summer vacations. I am going on vacation on the 6th of July, and will return somewhere near 20th August. I have somehow convinced my mother to let me put all my stuff in her laptop, and take it with me during the vacation so that I can work on GraLL. But, the progress will be slow (there isn't much left anyway). Most of the time, I will keep testing and designing the 30th level.

Posted: Sun Jul 01, 2007 7:30 pm
by PolyVox
Wow, that does look insanely tough! Just don't let it get to the point where it is too frustrating! You should think to yourself 'how many tries should it require to complete this level?' Also make sure that each time the user tries they have a chance to get further than the previous try - if the player dies in the same spot more than 3 times they will probably give up!