The Terminal Angel Disease - 2D Indie RPG (Greenlight and Trailer)

The graphics remind me of And Yet It Moves. Looks like an interesting game in the video. :slight_smile:

I played a bit with IrfanView filters:

Better or worse? :slight_smile:

It feels a bit cubist. Which is not a bad thing, you could develop it into a style.

I like most of the art, when considered individualy, but none of it fits together. The chair is isometric, but the character is not. Also, the varying levels of detail in thr images make it look un-unified (If thats a word?).

Demo Version 0.2 :slight_smile:

Yes, I worked on a demo version of the game! The first 5 maps are included - and even the intro! :slight_smile:
There is no manual yet, so please check the help screen via “F1”. Most of the controls can be found out I hope. And pleeeease save early, save often :wink:

http://captainsoft.net/demo_en/tad.zip :point:

Everybody have a lot of fun, and tell me what you think about it :slight_smile:

Enjoy,
Mathias

Puhh… i now refurbished all the graphics to the new style… seems that people (esp. girls) like it:

(and that brings me a big leap closer to the release-date) :point:

More screenshots here:


http://i.imgur.com/mgBcrLh.png

I played the demo for maybe an hour. I think it’s quite charming in it’s very own, somewhat strange style. I like it. However, i do have some issues, mainly with the controls:

  • Keyboard movement seems to rely on key pressed events, which leads to jerky movement if one hasn’t tuned the system’s key repeat delay. It would be better to use key up/down events and just set some flags accordingly instead.
  • The usage of the right mouse button to collect things and to move them around in the inventory is counterintuitive to me. If you want to keep that for whatever reason, please add at least the option to use the left mouse button to read the item descriptions (in game and in the inventory). The way it is now, the left mouse button has no function on items, but i’m still forced to use the right one instead.
  • If you hit a wall or another obstacle, the character plays some animation and i have to wait for it to finish before i can move again. That, combined with the jerky movement, is quite annoying.
  • I’m missing a “take all” button when opening chests and stuff.
  • I’m missing a quest log. I remember that i’m supposed to visit the wise guys, but i can’t remember where to find them.

Thanks for the feedback, man! :point:

I will work on it for sure… and for the wise guys… yeah nobody seems to find them, but the manual will include a map of the city :wink:

At least i managed to cross the bridge now… :wink:

Ah yeah, they sit in the north west corner… try their coffee machine :wink:

I did! Now i’m supposed to find some guy called RingRing or similar. But again, i’ve no idea where to find him. I’m not asking for quest makers, but a little quest log and some additional description like “you’ll find him east of the town hall” or whatever would be helpful. One very minor issue that i noticed: The combat window has a close icon, but it doesn’t seem to do anything.

Ah ja, Dipl.-Ing Ringring, you’ll meet him while exploring the city :wink:
I currently thinking of some kind of travel-diary-book with all the information.

You can right click on the “x”, that will quit the game in case mosnters are too hard!

graphics are not super good but still good. you catch a mood there.

more important - you seem to have a solid system going on, what is more important in the beginning. you can redo/replace graphics later anyway - with time or help :slight_smile:

keep it up! :slight_smile:

Hello again!
Summer is over, I am still working on this project :slight_smile: I included most of the suggestions by EgonOlsen, especially the key movement thingy works now even better also for myself, thanks :wink:
And here a screenshot to get an idea of the new Quest Log. Whenever you get a new quest (mainly while talking to NPCs), the golden Quest Chicken on the top quacks. If you solve a quest, it sparkles and you get some coins. A new Demo is coming soon :slight_smile:

A quest chicken makes me want to play this game :slight_smile:

…and here it is: Demo Version V3! :slight_smile:

It includes the announced Quest Chicken, and also the controls have greatly improved. Thanks again EgonOlson for your input! :point:

Download here and have a great Sunday:

English: www.captainsoft.de/demo_en/tad.zip
German: www.captainsoft.de/demo_de/tad.zip

Enjoy!
Mathias

Unlocked rusty lock due to foretold activity.

Thanks Riven! :point:

Ja, it’s true, the last post was a really long time ago… but I’m still working on finetuning and bugs - and the Outro - a sign that the game is almost finished, no!? :slight_smile:

I’m targeting the release to take place in the midth/end of May (this year). I want to finish it finally before going totally crazy (and have also tons of ideas for a sequel) btw… i’m currently checking distribution options via Steam, GOG, etc.

So to the screenshot: What happend? Why are Owsed and Nowsed still hungry at the end of the game? Find out soon!

And I made an exclusive extra for the Java-Gaming Community: an animated gif (I changed the animations a bit - still everything is pure Swing, I’m also planning to release the source code after publishing).

Stay tuned!
Mathias :slight_smile:

Yeaah Fighting. Evil
Today I’d like to present the combat system. Maybe in previous screenshots, you noticed the pink steam clouds. These indicate that there is trouble around. Once the party gets near them, the combat screens appears. Each of the four party members can attack the monsters, causing an “out of puff” state. The duration depends on the fitness and the type of attack. There are special attacks, for instance the Detective can try to “arrest”, causing the monster to disappear immediately. You can always use items out of your “power-belt”, like sweets, bombs, or magic. Tipp: if the monsters are “attacked”, they can not fight back for a short time.

And because it’s the java gaming board, here is a preview how it is implemented:

First release the game, then release the source code :wink:
Stay tuned, Mathias :slight_smile:

Hello again! :slight_smile:

I found that the game is (almost) ready to get released. At least I enjoy it when playing it through :wink: There is of course lots of stuff to improve, but I need to go on now - either with life or the next game.
In order to publish it, I put the game on Steam Greenlight. This is not necessarily the audience the game is aimed for (lots of AAA titles there, wheras my game is enjoyed by people who liked Ultima 7 in 1992… :), but just for the fun of it…

And this trailer I made to support the campaign:

NSSKIwoe1_E

Enjoy it - I’ll get some beers now, :slight_smile:
Mathias