"COATS" - A game of desperate research [+Demo]

What are you looking forward to the most in future updates?

  • Cutscenes, Animations and Illustrations!

    Votes: 6 40.0%
  • More NPCs & personal stories!

    Votes: 7 46.7%
  • Different environments!

    Votes: 1 6.7%
  • More music!

    Votes: 0 0.0%
  • Goofy things that are in the game "just-because"!

    Votes: 1 6.7%

  • Total voters
    15

Roboblue

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Been playing for about an hour now. Got a few things to say so far (brace yourself, long post ahead):

-A tutorial isn't needed, at least as far as what the demo has shown. It's pretty easy to pick up on what to do.

-Gameplay is pretty bare at the beginning, seeing as supplies are great and the only real thing to do is get as much research done as possible before supplies get low. While there are some events to happen, such as Presley appearing on Day Five, the only important one seems to come at Day 15 when deciding between rescuing the Merchant or the Mercenary. I chose the Merchant, but didn't see much of a change in my supplies.

-Balancing between resources, supplies, technology, and plot progression happens about half an hour into the game, which bothered me at first since things seemed slow, but it did help ease me into how the game worked first, which is nice.

-NPC interactions are few, but the change in dialogue with everyone depending on what the situation was was a nice touch.

I did find some issues though. The game is really exploitable with how results work. Since you can save anywhere at any time, all you have to do was save right before resting, and if you got some bad results such as the scavenger finding nothing or if the perimeter was breached, then all you have to do is reload and try again. I ended up saving every minute to try to see how much this was exploitable, and found out anything that involved a random outcome could have this happen. Limited saves could fix this, such as using journal entries to save the game. Maybe make ink or what is used to save be something that could be found by the scavenger as well to make it more valuable.

There are also a couple bugs:

-The benches in the main hallway have invisible walls next to them, on the right side of the left bench and on the left side of the right bench. It's only a minor thing, but it makes it impossible to talk to the scavenger from his left side.

-The Merchant doesn't seem to actually do anything. I didn't get any extra supplies, and scavenging doesn't seem to bring in any extra results either. Not entirely sure if this is a glitch though, or if she is used for an event later on.

-During the Observatory event, the screen fades to black if you decide to go with Presley on Day 22. It'll show the results for the night, but it won't load up Day 23. The only thing I can do is bring up the pause menu, so it isn't freezing up. Reloading the game won't fix this, and creating a second save file during the black screen and loading from there doesn't do anything either.

Overall, the demo was pretty interesting to play so far, and it has a lot of potential. I can't wait to see what your other ideas will look like once they're implemented, they sound like they're really gonna to get the game going once the player gets to the later stages.
 

anothergoblin

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I love long posts! I will try to comment everything.

- There will be a tutorial, or at least an introduction to all characters. I'm already past half-way finished with it. It will also be an introduction to the main character and the storyline.

- I'm thinking about cutting down on initial resources, from 90% to 75%. Still, I want the beginning of the game to be easy - to let the player focus on research, getting familiar with the characters and see how the system functions. I don't intend to throw a curveball at them in the first 5 days. There will be more events, however. I aim to have some kind of event every 5 days.

- I don't mind slow progression, I want players to feel the reward of their planning pan out as they play. I like the idea of easing the player into the game and then steadily increasing difficultry. As an example, there is actually a system working in the background that makes ammo, food and security drop faster the longer you play, making it harder as you progress.

- NPC interactions are a bare bones minimum at the moment, as the first iteration is mainly gameplay mechanics. I'm thinking about adding random dialogue and randomly triggered mini-social events in the second iteration, perhaps even a romance option or two.

I've checked the bugs you listed.

- The benches have been fixed. I mainly wanted to force the player to confront those sitting on them from a specific direction, but for the life of me, I can't remember why I wanted that. So that's been fixed.

- The merchant adds 3 Ammo and Food every day, but it is a pretty invisible function. I'll make it more visible.

- That was just sloppy switchwork on my part. Fixed.

I'll be uploading an updated demo as soon as I'm finished with the introduction! And thank you so much for your feedback!  :rock-left:   BD   :rock-right:
 

anothergoblin

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NEW DEMO RELEASED!

Intro and Tutorial! - Now you get to know more about the characters in this intro sequence! Yay!

+ Gameplay up to 100% Research or Day 65! - A lot more research available, almost finished.

+ New NPCs! - A physican, an engineer, another researcher and plenty more.

+ New events! - A few more every day events and happenings.

+ Stress! - Characters can now succumb to stress. It happens pretty randomly, but the chance is less if you have a doctor.

+ Bugfixes! - Plenty of them!

Next Demo will include the entire Phase 1 of the game and perhaps the beginning second iteration of that part (improved dialogue, events and fine-tuning).

Direct link -> http://www.2shared.com/file/_qW8dcrG/Coats_Demo.html

You need the RTP to play!
 

anothergoblin

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Thanks to Archeia for moving the thread from Early Project Feedback to Project Development!

The first iteration of Phase 1 is complete as of tonight! This is my first major development milestone. Yay!

Outro sequence and a few cool .ogv transitions were made, as long as some modifications to the intro.

I will start working on the second iteration immediately. I plan on implementing even more events, a few more NPCs and - you guessed it - romance options.

If you have any suggestions or feedback, you're still welcome to share!

Onward, to further development!

EDIT:




 
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anothergoblin

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Currently developing:

"Casual chat" system for the second iteration of Phase one.

It means that you can switch to your civilian clothes and talk to people as person to person rather than boss to employee.

It gives you an opportunity to get to know people better, while also providing bonuses and improving their work.

As an example - if you spend time with Miguel off work, he will be inspired to improve his scavenging, increasing the chance of him finding good samples for you to examine.

The casual chat system will also be the base on which NPC romance options will be based.

So far three NPC's have extended "casual" dialogue.
 

anothergoblin

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Update!

All Casual dialogue added. Started working on Romance options (Side note: God, I love Harvest Moon!).

There will be four potential romances. Three ordinary, one "special" that you can unlock. I won't say who, or how.

Romance will be played out by playing through Phase One and getting to know your potential love interest further through the Casual dialogue (something you unlock on day 3).

At the end of Phase One, you will get the option to make it official. If you do, you'll get to choose a nickname for your sweetheart, and she will travel with you.

And yes, Phase Two will include lots of travelling. By car. You will be able to set up camp for the night, and I'm thinking about adding radio stations so you'll have something to listen to while you drive.
 

Gomi Boy

 
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I really enjoy the concept here, but from what little I've played so far my actions seem to have very little payoff. I'm at a point where I can comfortably maintain my food, ammo, and security level, and my involvement in this process is just to walk around for a couple of minutes, select some menu options, and then to go sleep to watch the numbers change. I'm feeling particularly disappointed with the progression of the research -- you've presented me with this mysterious disease, and yet it's only another number to babysit as far as the game's concerned. At the least, I was expecting some sort of interesting revelation (a la XCOM) every 5% or so, but it's quite bland.


The concept is very solid -- but the execution needs a good deal of work. If I had a little more to do while I'm walking around, that would be a big plus in and of itself. Maybe centralize the player's options for issuing commands, so that they can handle the infrastructure from their PC, and following on from there give the walking-around bits their own mechanics? Maybe random ways you can interact with key staff to penalize or boost their performance, for a start?


I'd also look into better selling a sense of urgency. The bit in the intro and the way the military "slipped" was genuinely effective -- maybe consider offering fluff text at certain points about the world outside to remind the player the Skins are still a credible threat?


I'd leave romances on the back burner for now. I don't play horror games to get my video game date on, and in my opinion you really need to work on establishing your tone before you go and potentially compromise it with a happy-go-lucky love subplot.


e: Oh, and a minor bug report: The casual dialogue for soldiers will mention your test subject, even if it's the first day and you haven't got one yet.
 
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anothergoblin

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Thank you SO much for your feedback! It is so easy to get blindsided when it comes down to your own project - this is a great way to see what really needs work. I will see to each point here.

- A centralized station to issue commands shouldn't be a problem to implement. I'll do that. I don't really see a reason not to.

- As it stands, there are no revelations at each 5%, but the ways you can research changes at about... 10, 30, 50 and 70%. It's a bit slower in the beginning. Still, as you're saying, it wouldn't hurt to improve this. As it stands, the game is at it's slowest in the beginning. This was mostly a design choice to ease the player into the game, but several people have commented on this, so it obviously needs a change.

- Ways to interact with the staff is what I recently completed, and will include in the next demo. Each staff member now has a unique string of dialogue that can unlock bonuses.

- I was thinking about implementing some sort of cutscene every 10 days, a radio station that tells people what's happening out there.

The romance thing is mainly because I'm a big Harvest Moon fan, and it sets up for greater intrigue in the second phase of the game. But yeah, thanks to what you've pointed out, I have more important things to work on.

Again, thank you so much for your feedback! :)
 

anothergoblin

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Big fixes coming in the next demo!

- Rebalanced resource management.

- Added a central station for issuing commands. You won't have to run to all individual characters.

- Added the Casual system. By pressing 'S' (after day three, when it gets introduced to you) you can switch to your casual clothing to get a more personal dialogue with your staff. (Romance options on hold for now)

- Finally fixed the observation facility. The last bug that could cause the game to crash there has been stomped out.

- Added the Broadcast. A weekly, reappearing event.

- Added Progress Review. Every time you reach a new 5% research, your character will summarize your discoveries in a review the next morning.

As you can see, a lot of new things!
 

anothergoblin

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New demo released!

Features about two hours of initial gameplay (when I played it through, at least). You can probably speedrun it in much less.

Most of the dialogue is done, only the romance options remain.

Lots of bugfixes, there shouldn't be anything preventing you from finishing the entire Phase One of the game. I'm particularly interested in what you think of the final scene - no one's commented on that as of yet.

Hope you enjoy it, while I get working on the last pieces of dialogue.

Also, I'm gonna start looking for an artist to fill in the placeholders, but I'm probably doing that off-site, as there doesn't seem to be much activity here. Still, if any of you who frequent this site happen to know of someone willing to be a part of this project, let me know. It's a free game, and I will release it as such, but it will be a great future reference for further projects!

The link is on the front page, but here's one if you're lazy (like me).
 

anothergoblin

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anothergoblin

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Always working, always improving! Most, if not all of these things, will be in the next demo.

Currently working on...

- Transition to Phase Two (Planning)

- Improved intro (Done)

- Surveillance camera, allowing you to predict how big an attack is incoming. (Finished, bug-tested and implemented)

- Option to manually help out when Reinforcing Security, at the cost of additional ammunition (More shooting! Yay!)

- Porter dialogue (He's such a nice guy!)

- Presley dialogue (She's so quiet otherwise)

- Started working on a scavenging system, where you get to choose specific buildings for Miguel to scavenge through an overhead map. (Planning)
 

anothergoblin

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Big update, people! Get the new demo here (RTP Not included)

Instead of just telling you about the new features, I'll show them.

Scavenger map - When you send Miguel to scavenge food, you can now choose what area to send him to.


Rats - There are rats in the supply room every now and then. If you catch them, you lose less food!


Reinforce Plus - When there are a lot of Skins out there, you will get an option to further reinforce your perimeter personally, by picking up the rifle and taking a few shots yourself.


Surveillance - You can scan the immediate area and predict how big an attack you're going to suffer the upcoming night. Useful for planning defenses!


EDIT: Fixed the dialogue with Porter and Presley! Updated the Demo link.

Download (RTP Included)

Download (RTP Not Included)
 
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Jef299

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Hi!

I plan on doing a "base management" type of game as well and I wanted to ask you: How well does the RPG maker vx ace adapt to fit a "base management" game?

Is it a difficult transition or is it basic scripting?
 

anothergoblin

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Hi!

I plan on doing a "base management" type of game as well and I wanted to ask you: How well does the RPG maker vx ace adapt to fit a "base management" game?

Is it a difficult transition or is it basic scripting?
I found it fairly easy. Just a lot (a lot!) of variables and switches, but it's not that hard if you're organized. For Phase One of this game, I used 162 switches, 18 common events and about 56 stored variables. It's a lot of work, but it can be done. Would love to know more about your game, and if you have questions, just go ahead :)
 

Vexed

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Really intrigued by this game. I've yet to try the demo, but I'll definitely try it out this weekend. It sounds like it could get really compelling and addicting pretty easily, which is always a good thing.

Kudos on using variables and switches too btw. I'm not very Ruby minded and I typically go down the same [often underused] route of variables, switches and common events. Pretty cool that you've managed a system like this though. Will give proper feedback after I play on the weekend. :)
 

anothergoblin

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I hope you get to have a lot of fun with it! I'm working on the second part of the game as we speak.

There is one last bug that makes Tanya unavailable as a romance option, but that one's been fixed since. Just something to think about during playthrough!

Always looking forward to feedback, and most of all - that people get to have fun with it!
 

senpoRiot

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wow this is awesome! :D
can't wait for the complete version!

and i like the romance feature :) )

keep up the good work!
 

senpoRiot

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is the romance system not complete yet?
 

anothergoblin

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is the romance system not complete yet?
Oh, it is complete, just that one of the options are bugged. It's pretty simple.

You have 10 conversations with each romance option. If you answer at least 6 of their questions correctly, they'll consider you an option as well. Then, at the event at the end of Phase One, you can pick the one you like best (which you have at least 6 points of affection with) and they'll be your significant other in Phase Two!

At the moment, there are four options, but one is bugged. I've fixed it since, but haven't uploaded a new version because lazy >_>

(The fourth bonus option doesn't become available until day 20-30 something)
 

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