The Domaginarium is a place driven by creativity, innovation, and experimentation. We love games, we love making them, and we encourage team members to share their own ideas to make better games, as no idea is considered crazy or bad enough not to be considered. After all, The Domaginarium is a place built on ideas!

Comment History  (30 - 60 of 67)
TheDomaginarium Apr 8 2013, 1:10am replied:

sent you a private message :)

+1 vote     game: Enola
TheDomaginarium Apr 8 2013, 12:44am replied:

lol, later I realized that trap was too hard. I mean, it was meant to be hard, but not THAT hard, so I added another hint to it to make it "easier" to understand, but so that you don't have to wait until the next update to get the hint, I'll
put it here:

A / A = :)

BTW the "/" is the "division" symbol.

+2 votes     game: Enola
TheDomaginarium Apr 4 2013, 5:39pm replied:

"I don't get why devs release alpha versions, but do about release proper beta versions"

Well in Enola's case, it's for funding purposes because we don't have any money to make it, because anyone can buy it now and not play it until the full game is released, while others may play every (other) version to see the changes. Releasing alphas to me is a proof that the game is actually being developed, because we could very well just open a "pre-order" page with nothing more than a promise of a game (similar to Kickstarter, where many projects in general never materialize).

+2 votes     game: Enola
TheDomaginarium Apr 2 2013, 1:20am replied:

Hi and thanks a lot!
You're right, Enola is "alone" backwards and that's part of the concept, because in the game you're sort of "going back to your origins" and the word spelled backwards seemed like a nice way to hint that. On the other hand it's also a name, a woman's name actually. I don't know the exact origin, but it seems it's used a lot in France.

+2 votes     game: Enola
TheDomaginarium Mar 26 2013, 12:42pm replied:

Hello, yes, UDK can export to Mac, and I've actually run some builds on a Mac mini (although it runs slow because minis aren't very powerful). Getting a Mac is on my to-do list so I can fully test Enola and release it on that platform as well.

+1 vote     game: Enola
TheDomaginarium Nov 27 2012, 4:51pm replied:

It looks very interesting indeed. Too bad my budget for making this game is zero plus whatever I happen to make from alpha sales :-/

+2 votes     game: Enola
TheDomaginarium Oct 24 2012, 8:22pm replied:

What's weird is that you're the first one to report that issue (and I've never seen that happen in the "let's play" videos I've watched).

A new update to the game will be up early next week, I've changed many things (and I'm testing everything, puzzles and interactive stuff), so I hope you won't have that issue. I actually had to rework the entire area you mention because I changed the puzzle, so I hope everything works fine for you then :D

+1 vote     game: Enola
TheDomaginarium Oct 23 2012, 10:12pm replied:

You mean the key and seal you get from the monk? I'll check that out and see if I can find the error. It's very weird.

+1 vote     game: Enola
TheDomaginarium Oct 22 2012, 11:37am replied:

Hi! Well the sound is not a bug. That build doesn't have many sounds yet, but we're releasing a new one in a week and that one will have A LOT of sound effects, music and voices :D
You mean the game resets when you go to the back door (the door with the vertical blocking bars behind the big painting) in the church? Does that always happen? What does exactly happen? Does it freeze, or does it send you to the main menu/closes the game? I'll check that out and see what happens.
Thanks for the suggestion about the pause screen, I'll add that button. I also changed the way games are saved, and now the game uses "save spots" instead of save on demand. I am trying to see if using save slots (like in other games like fatal frame or silent hill), but I'm still trying to figure out some parts of that system so I don't know if/when it could be implemented.
Someone else mentioned getting stuck going over that edge, so I've fixed that already.
Thanks a lot for the input and bug report :D

+1 vote     game: Enola
TheDomaginarium Sep 23 2012, 11:47pm replied:

Most people work on it when they have the time (we used to be 7 people). There was a german guy working on programming, and also 3 3d artists working on different objects but they don't have the time to work on it anymore. There's a girl who's been helping with cloth design, other one that helped with concept design.

Right now there's one working on the music, another one working on UI designs, and me (I make the level design and 3d models), so right now we're three, heh . Yesterday I was talking to another guy who'll also be helping with 3d objects (also on his free time because he has a full time job). I hope I can get one more so the content is made faster.

+1 vote     game: Enola
TheDomaginarium Sep 17 2012, 10:13pm replied:

Hi, the options menu is not available yet but you can change the resolution via the console. Just open the console (usually the key to open the console is either the "tilde" key, next to the "1" or next to the L key). When you open the console you can use the command "setres WIDTHxHEIGHTf". The "f" will make it run full screen (if you don't enter it, game will still run in window mode).
For example, my monitor resolution is 1600x1200 so if I write "setres 1600x1200f" it will change the resolution to my monitor's resolution and play in full screen. I hope this helps :)
Next update I'm adding the resolution selector.

+1 vote     game: Enola
TheDomaginarium Sep 6 2012, 12:46am says:

Hello and thanks for the comments.
Anyone else who wants to share their ideas is more than welcome!

+1 vote     article: Working on a kickstarter campaign
TheDomaginarium Aug 4 2012, 12:14am says:

This section feels kinda alone :(
Feel free to post questions, comments, or (almost) anything, ok? :D

+2 votes     game: Enola
TheDomaginarium Jul 31 2012, 8:14pm replied:

Your comment was clearly meant to upset people, and that's why you got such bad responses. We don't like flame wars around here, so that's why it was deleted.

Anyone around here is free to post any comments, as long as the comments add something to the conversation.

+3 votes     article: TRI and 8 other games are together on KICKSTARTER
TheDomaginarium Jun 19 2012, 9:50am replied:

Hi and thans! You can actually die in Enola. There are no monsters/zombies to hunt you down but we'll be placing other things including death traps (right now there are just a couple of them but we will add more as the game progresses).
Death in Enola is different from other games, though, because you don't have a depleting health bar or anything like that.

You can download the demo (if you haven't already). There's a "death trap" in it, even if it's somewhat crude right now. As I was saying, things will be refined and more traps will be added, and island/church related changes will make it to the demo as well, so if you remaind undecided the next demo update can help you make your mind =D

+3 votes     game: Enola
TheDomaginarium May 22 2012, 1:04pm replied:

Hey, thanks for the comment! Kickstarter is a good idea, and to tell the truth you're not the first one to tell us that. We're trying to figure out who could help us set up a kickstarter project because we're not in the US. However, we've been adviced that before we do that, we should have a demo version of the game, so people interested on backing the project can have something "palpable" and know what kind of game they are backing.


+3 votes     game: Enola
TheDomaginarium May 14 2012, 6:09pm replied:

In a way you're right and I agree with you. However, most videogames have cliché stories (or rather "plots"), and at the end of the day it's all about execution. In almost all games it's about you saving the girl/best friend/coworker/, saving the country/world/continent/universe from some cataclysm/human invasion/alien invasion/magic/demon/angel/some weird form of flu, winning a war, or losing it, winning the tournament, making your dream come true. I'd even dare say all games follow the basis of some predefined formula when it comes to the story (yes, even the ones that seemingly have a deep and complex plot).

So let's say you, the player, are indeed the serial killer. The next question is what kind of killer that person is? Is it a man? A woman? Does it kill for fun, for sport, to become a hunting machine? Does it kill because it's insane, or because it gets aroused with the victims' screams? Does the killer keep the bodies, disposes them, burns them, sleep with them or cut body parts to build itself "a fictional friend"?

Imagine the killer is a female, and kills because she likes to sleep with the bodies of dead men. In this case the story will develop in one way. But now imagine the killer is a male, and uses the victims to build a body for his imaginary friend because, when he was little, nobody would play with him because he had a facial deformation. In this case the story follows a completely different direction :D

+6 votes     game: Enola
TheDomaginarium May 7 2012, 11:32am says:

Very good interview. I like the honest view on things. I don't agree with the FarmVille comparison, though, because I know of a lot of people playing FarmVille and they would not even touch Isaac because they wouldn't find it compelling at all.

Personally I don't play FarmVille but not because I don't consider it a game, but because it doesn't draw my attention, which is the same reason why I don't play COD, Angry Birds, Minecraft or WoW.

I think what's cool about gaming right now is that you can make different kinds of games that will appeal to different kinds of people. You can make a game that will really get the attention to hardcore players, and then make a game that may become moms' all-time favorite. It's about having an open mind and not consider certain genres as "leser forms" of entertainment/gaming.

TheDomaginarium May 4 2012, 1:53am replied:

Hi and thanks :)
We will post a demo, maybe when we hit the next milestone, so you can all try before you buy. The demo will be some sort of "alpha demo" too, meaning it will be updated with more sound effects and better assets as the development of Enola continues.

+3 votes     game: Enola
TheDomaginarium Apr 24 2012, 11:54am replied:

Hello there. Did you play Amnesia? I liked it a lot, I think it's a very cool game with some very cool chills, but to me monsters worked more in an "adrenaline-rush" kind of fear which is cool but didn't stick to my head. The fear to the unknown and exposure to "non-supernatural" disturbing things can work better even if you're not forced to run away and hide.

Thanks for the support :)

+1 vote     game: Enola
TheDomaginarium Apr 17 2012, 11:07pm replied:

Hey! Thanks for the comment. Enola would be like more like Dear Esther and Myst. You can die, and certainly you will find things that will kill you (you'll even run into the killer a few times), but there won't be parts in the game where you run from a monster and hide (and eventually get killed by one blow) like in Amnesia.

Thanks for tracking :D

+1 vote     game: Enola
TheDomaginarium Apr 5 2012, 1:38am replied:

Right now the game has 2 levels, plus a "hub" level (think of it as Myst with 2 levels being 2 ages, and a "hub" level being the island). Right now (on paper) we're planning to add 3 more levels, and a final level that will change depending on what you did on these initial levels (watch the "karma" part of the alpha 0.2 for more info), and we'll also change stuff on the current levels for the final version so, even if gamers played through all the alphas, when they get the final game there will be new stuff for them to find so the game still poses a challenge when it hits the final version.

So right now our plan is to have one hub level + 5 levels + a final level.

The "playthrough" on this alpha and the full game will really depend on how long it takes a gamer to figure out the puzzles. I had someone play this entire alpha yesterday and it took her like 50-something minutes to finish both levels, and there was this other guy that took 20 minutes just to finish the first level, so I can't really tell how many hours of gameplay it will offer, it all depends on the hint-reading and puzzle solving skills.

As for the price, I think it's better to keep the price consistent at all times and being open about it (so everyone knows both the final game's pricing and the alpha pricing) instead of keep raising and raising it at random like it's been done in other games.

There's also the fact that we know what we want the final game to be, and we want to give gamers enough entertainment for the money they spent. So based on the information we gather we will try to make sure gamers get "as much as they expected, if not more for the money they paid." For example, you may have read many commments about "certain game" where the expected gameplay/length/whatever was not in par with the price tag.

This message was rather long, but I tried to answer your questions the best I could.

+3 votes     game: Enola
TheDomaginarium Apr 2 2012, 9:36pm replied:

you mean the flickering effect that's present at all times? That's caused by the same effect found on the rim, but I see what you mean.

+1 vote     media: Enola alpha 0.2: kill yourself, kill the victim
TheDomaginarium Feb 26 2012, 12:03am replied:

Thanks a lot. Did you watch the alpha 0.1 video I just posted? Please share this game with everyone you know, and tell them to back my campaign :)

+1 vote     game: Enola
TheDomaginarium Feb 20 2012, 11:19pm says:

the look of this text log is temporary, and will slowly be updated just like everything else in the game. Right now I'm testing the "change text on the fly" functionality in the game.

+1 vote     media: Enola full game - "the butcher and text logs"
TheDomaginarium Feb 4 2012, 12:50am replied:

Thanks a lot. I had to turn off the myst so ppl saw how the island terrain is looking. Right now I'm designing the first of the 5 main levels, and I will be iterating on this island as the game progresses, since there's a lot more I want to add (vegetation and such). I'm hoping to have a first level prototype sometime next week.

+1 vote     media: Enola full game - the island
TheDomaginarium Jan 23 2012, 12:24am replied:

Hi, thanks a lot for the comment. You're right about the font. I sorta picked it at random when making the game for the competition, but I'm teaming up with a graphic designer to make the full game (you can see the campaign about it on the video), so she'll help me make the best choices for whatever we have to do.

You're right about the story as well. I had the complete backstory in my mind when making it, but as you say, it's too short to fit everything in. I will address that on the full game, since it will be a lot longer.

You can always support the making of the full game, though, if you visit and make a donation, and you get free stuff when you donate :)

+1 vote     game: Enola
TheDomaginarium Dec 15 2011, 11:52am replied:

Hey there, thanks a lot! I didn't mind the long post at all, your comment was really helpful!

+2 votes     article: More on the visual style
TheDomaginarium Dec 15 2011, 7:59am replied:

Unfortunately the guys at The Yogscast will only post things on their channel that are either related to big commercial hits, or things they can make fun of, so I still don't know if they would show anything of a future iteration of Parasite :-/

+1 vote     game: Parasite
TheDomaginarium Nov 5 2011, 11:55am replied:

Hi Palmar, we've made some changes from the last videos and I'll be posting an updated gameplay video soon that includes many changes, one of them being the animation thing. I do think some animation issues will remain in the end since we're only a haldful of people working on the game.

Thanks for dropping by :)

+1 vote     game: Parasite
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