Games Goblet Grotto (Read 1286 times)

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this is a really good game. genuively good... i think i uh started to like the game more and more over time and that's a pr good achievement!! i could dwelve into this grotto more... i think you really nailed the whole exploration - aspect in roguelikes... mysterious cavern levels with strange fantastic structure etc... how deep is the ocean, how far does the wind blow? All things and more i will be until- WAIT, THERES MORE!!!!!! uh, totally astonished as the game just kept GOING ON AND ON, like i was actually immersed into the game (like at some point, i mentally gave up to suspension of disbelief - this game is long and the creators intentions are clear: it's long but all the levels are more or less thought-out, nothing is done hastily for the sake of cheap thrill...) and i think that's a uh pr great feat from any game these days for me.

i like how you used the best sides of 3d Unity to marinate the whole concept into this bewildering N64 - sense of dimension/3d (gets thrown into insane lopsided dimension, tries to cope with new strange structures; tries to navigate the slightly diagonally moving frog, desperately clasping the seat as frog tries to meneuver a simply stairs down... i really liked how obscured/hidden they were due to dimensions...). i think bubsy 3d would look v. happy if he were alive still (horrible sense of dimensions)...
music was good too, i think i was suprised at the cohesiviness of it all... scifi level was probably the most amazing thing i've experienced to memory!! holy shit dude, *SPIT*... i think i missed the uh demo's clickable frog head for the horrible jarring metal noises but Ah, Ammends Must Be Made For Consumerism, It's Understandable *nods while slightly less jarring but horrible still metallic noises repeatedly scream from the speakers*. i think tbh there was that uh psychological charm of SECRET BUTTONS etc.

most importantly... where are the cheat codes? how do i level jump?? wheres the next pizza... is there secret "easter eggs", complex feats to attain "Shadow Frog"? can the "shadow ending" be avoided? Is there a way to switch to "Scifi Frog" to fly levels? What are those lonesome ruins in the distance? (maybe seriously consider putting use/hiding things into like hella long distance away for more mystery etc). how to unlock the Demo(n) Door in the beginning village? What is the significance of that altar? Iceberg...

i liked the uh solemn wonder of intro (zelda 64...) and the intro in general, the alluring grotto... maybe i like it too much but i think in retrospect ("finished" this couple of nights ago), i think theres some more solemn/introspective qualities in this consumerist media that idk pleased me in general/i felt got me into good thinking- like obviously media is a timeswamp, this even moreso but theres something about it alright that i felt is similiar feeling with roguelikes, something about... exploring... your own thoughts/experiences and observing them from outside-to-in... actually the more i think of this, the more ive got curious that what do you catamites thought about... the whole process of making this? like as it proceeded from demo form to what it is now (ofc with chastain), cos somehow there seems to be reflective qualitites in it... it's curious...

barf...

EDIT like its this bureacratic somewhat "kafkian" (Hah Hah Hah I Just Said That Out Loud *robert crumb picture*) hell and all the npcs are more or less caricatures of the insane meaningless npc jargon... idk i dont think i entirely understand my thoughtd/feelings atm but its bit as if something condensed from idk roguelikes or zelda dungeons etc is right here and its somewhat similiar to swamp/grotto experiences in other media ive been feeling lately = its a good feeling, me beach sun and goblet grotto... feel the winds... rannin' ouda Sss'tiim atm...
Last Edit: June 13, 2013, 11:19:07 am by bonzi_buddy
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strongly agree w/ bonzi... had no idea how deep and far this one goes till i started replaying recently.. it's kinda stunning
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thank you both! i think any "reflective" mood was probably caused by just working on this thing for a whole year where most of that was just content generation (esp levels & writing), so working on this continuously meant it sort of acted as a place to dump whatever was on our (well, certainly my and I think Chastain esp in paragraph book) minds... empty apartment zones and office blocs and jobsearching and warm slime... plus a gradual promotion of the goblets from blatantly useless videogame objects into more generalised stand-ins for mechanisms of psychic kontrol and playing with ideas around that... also like you said the music was a big part in affecting tone...
i dunno...
http://harmonyzone.org
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ziner update (cont. from http://saltworld.net/forums/topic/12652-did-anyone-ever-become-a-professional-game-designer/page-2)
i finished the zines and some other supplemental shit and made a bunch of painted cd slipcases
 

 
the finished bundles for tomorrow:
 

http://harmonyzone.org
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speechless
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woa... save game corruption or something more sinister?? i dont remember the plane of salt lookin like this...
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I was thinking about this the other day about how you made the level geometry - did you make it from primitives in unity or model in blender or use a combo?
 
I am messing around with a unity plugin called probuilder (http://www.sixbysevenstudio.com/wp-flexible/project/probuilder-for-unity-3d/) with the hope of finding a better way of making level geometry than just hard grinding a 3D modelling app.
 
If I could export from blender with some metadata to texture and position all my objects that would be fine but it seems harder than that.
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Modelled and textured in Wings3D (mostly textured with the Snap Image function which is super quick and super sloppy), imported into Unity, positioned and sometimes retextured there. Most of the levels were done by making a bunch of template objects and then repeating them over n over in different positions, with generic ones like "stairs" "corridor" "bridge" holding them together. This isn't perfect as there's no good way of tiling things this way that I've found.
 
Bottom left collection are most of the objects used to make 1st underground level in G Grot:
 

http://harmonyzone.org
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catamites the zine looks wonderful!! how did it go down? my estimate: a storm
 
zines are so great, when i lived in leeds there was a big zine community, mostly twee stuff but people would just do a print from like the office copier at whatever temp job they were holding and trade them at craft fairs and DIY nights
 
i mention this because goblet grotto is very much a zine game and its one of the things that i appreciate most about it
Last Edit: July 13, 2013, 06:14:15 pm by dicko
http://angrygeometry.wordpress.com
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Thanks for taking the time to post those screens amigo. I'm trying to see what I can come up with atm.

(v. late) Edit:

Unity snapping tools:
http://www.youtube.com/watch?v=AeinC9KQbYo (from about 3 mins)
^ The surface snapping thing = the bees' knees

Modular level geometry:
http://www.youtube.com/watch?v=0xYdkxeEOzM

Found these useful in just making my first *modular geometry*. I put them on the TV whilst I'm doing the washing up so my life spent cleaning dishes isn't wasted.
Last Edit: July 16, 2013, 12:58:10 pm by ed