Tag Archives: hyper gauntlet

A proper bug ticketing system for Hyper Gauntlet

Help deskI’ve been lazy on this front for far too long, and I have to admit I’m starting to feel the repercussions. If you’ve told me about a bug, feature request or had a question about Hyper Gauntlet in comments, on Twitter, Facebook or App.net, on Reddit, IndieDB or on GameJolt, I’ve done my best to make a note of it.

These notes are now overflowing.

So I’ve migrated to FreshDesk. It’s now empty, but if you’ve found a bug, have a question about Hyper Gauntlet or have thought of something that would make the game even better, you can tell me about it by following this link. Sign-up is not required. And don’t worry, I’m not going to just ignore you, either. I’ve set it up to send me annoying emails if I don’t answer you quickly enough.

Over the next few hours I’ll start populating FreshDesk with the list of bugs, questions and feature requests you’ve sent me over the last few months, but it’s very likely that some of them have gotten buried, or that I think something is fixed when it isn’t. If there’s an issue or idea you know of that you think I should know, go ahead and send it. I won’t mind if I’ve already got it written down.

As far as progress goes, I’ve been fixing bugs and whacking background code into shape. Look forward to a considerably more stable build this Feedback Friday!

Vignetting and communicating with the player without distracting them

A normal mid-gray vignette applied all the timeIn the past couple of days I’ve added a vignette system to Hyper Gauntlet. A vignette is a coloured border around the edge of the screen. Typically it’s black, and goes pretty much unnoticed. I aim to replace the colour-changing background with it for two reasons:

1. You probably just said “What colour-changing background?” and went to check.

2. The eye sees and responds to changes better when they happen in the corner of your vision

So by placing a coloured border and changing it depending on the state of the game, responding to runs, power ups, slow motion, etc. I can give a subconscious hint to tell the player of game state changes without getting in the way of obstacles.

It’s not just the colour you change to that can be important, either. You can adjust how prominently a player will notice the change (for important or unimportant state changes) by changing how quickly the colour tweens in. A slow fade in will be barely perceptible, and should be used in situations where the player already knows what’s going on, such as when manually activating slow motion, or when a level up happens, A quick fade in will be sudden and immediately noticeable, and risks distracting the player from the action, but can be used effectively. Think the colour flash that happens when you’re shot in most FPS games. You notice it, particularly when you’re not expecting it, and for better or for worse it’s a good indicator that you need to quickly spam the mouse around looking for who’s shooting you.

So here are a couple of vignette colours that I’ll be using, so you can get used to them before v0.9 drops.

Slow motion

A teal vignette applied during slow motion

Health loss

A bright red vignette applied when the player hits an obstacle

Level up

A gold vignette shown when the player levels up

Run

An ominous, deep red vignette applied when a run is coming

So what do you think? Leave a comment if you like it, or tell me what I’m doing wrong!