Driftmoon got into the finals! But we’ll get eliminated if we don’t get enough votes, so please help us!
There are two places I need you to vote. The poll on the right side of the 2BeeGames site is the most important, so cast your vote there. The other is the star rating on the 2BeeGames Driftmoon page.

Let’s do it people! I know we can win this!
Done!
Now, if my Internet connection will stop being slow so I can download it…
Also: Congrats.
Done.
>you only have 1 vote per week! ~ 7% (rate 3.86)
I can’t see stars at 2beegames.com/game/driftmoon I need to sign up?
Yeah, you have to register for the star rating. The other one (the more important one) is based on your IP I think.
We’re already up 8% within an hour!
Dayam! 10% after mine. Didn’t log in yet. Seen Hive rating of 3.86. Pentium! XD
I mean didn’t register there… What heck, 2Bee or not 2Beer :/
We are happy to be in the final!
The organizers of the 2bee -competition specifically suggested that all the participants advertise their games, and get voters, so the participants have a massive campaigning of their own going on. Ville just joined the site, which means we are completely new to all the people there, and our advertising starts from scratch, so to speak. So, you are all very welcome to be a part of our support group, if you wish!
Be sure to download the version of our demo from here at monkkonen.net (link in Ville’s original post), because the version at the contest site is, at the moment at least, an older one.
And: Note that the voting continues with a new round after the first week of voting is finished! So be sure to check back there also later. Though we’ll probably leave a note of the new round of the competition here in the blog as well.
Done and played.
When I finished the demo and roamed back to the caves the game crashed. I was using Win7.
I would like to have an option not to choose the “glow” skill. Also the little rocks should be rounder.
It’s a great game though.
It’s an early version, so no worries, we’ll get it sorted out.
Which rocks do you mean by the way? The ones on the island right?
“Ville says:
Which rocks do you mean by the way? The ones on the island right?”
Yes I mean those little square-like rocks for example there are in a bunch by the shore I think.
I like how different objects weigh different by the way
And. . . . . . voted!
Woot! epic game man. keep up the good work
We’re at 22%!
Wow. This is exciting!
Preview game version is complited. Great! :]
The only one suggestion: why not to let player use Left mouse like left hand attack and Right mouse like right hand attack?.. It would save a lot of time because there is no need to pause the game and switch attack mode. :]
I like to use WSAD to move (no mouse) so it difficult to move and constantly press LeftCtrl button. Also it would we good to show items (with LCtrl pressed button) near the hero. It would make player discover the map more carefully and use fire to find some items at nights (i didn’t ussed the fire at night becouse I can exactly see where is items dropped and walk to them).
sorry for my English. Good Luck!
Thanks!
Good points, I’ll definitely list these to be considered.
Very good points, particularly the right-click idea. Right now, but only fault with the game is that attacking feels a bit one dimensional; maybe it’s just me, but all I seem to be doing is standing in one position clicking on the enemy creature repetitively, as it’s too much hassle to change weapons all the time. The right-clicking would work great with multi-attack weapons like the knives (normal and spin attack) fists (punch and slap), and bows (single and double). It might get complicated when there’s more than two attack options; I’m not sure how that could be organised in a simple way. One idea may be something like this: weapons or items that can be used as weapons could have an extra ‘click’ state in the inventory. So, instead of clicking once to wield and once to unwield, they could be clicked once to wield (turn green), then again to wield as the primary weapon (turn red or another colour), then click a third time to unwield. If two items that can be used as a weapon are wielded, then one of them would always be wielded as the primary weapon (primary: the one controlled by the right and left mouse key), with it colored red to signify which one it is. To make the other wielded weapon the primary weapon, you would just have to click on it (making it red and the first weapon green), and to swap them back by clicking again on the first weapon (making it red and the second weapon green). The red color for the primary weapon wouldn’t be such a bad thing; I think seeing at a glance which is the weapon you’re using would be a good addition to the game.
Another idea would be to have the active weapon slots (the F1, F2, F3 etc) rearrangable, just like the items and inventory slots, with the first two slots (currently F1 and F2) signifying the right and left mouse button attacks. So, if you wanted to use the single arrow shot with the left mouse button and the spin knife attack with the right mouse button, they could each be dragged into the first two weapons slots. That would make it completely customizable, and let the player choose exactly which weapons they want to have immediate access to depending on their own preferences.
I also agree about the “ctrl” idea. Right now, it’s far too powerful; it makes finding items incredibly easy, and also makes the game less mysterious, as you know with 100% certainty when you have finished off all the items in an area. Maybe only displaying items within a meter or two from you, with the text fading out to almost nothing for anything further than that?
All said though, this demo exceeds all expectations. Spectacular, amazing, fantastic.
I think there is no no need to make difficult combat attack (use double bow or sword). In my opinion it’s enough to use one primary weapon (bow or sword in right hand) to attack and other – secondary (shield or torch) to push enemy back or burn them… ofcourse it better to attack by left mouse button.
>I seem to be doing is standing in one position clicking on the enemy
hm. it can be realised by only one way = to do attack+walk like in Notrium (WSAD control)? O_o
Anyway it will be great game.
I played it through again and noticed that the little firefly annoys me when I’m collecting stuff from enemys I have just killed. Player of course starts to talk with the fly when it gets in the way.
Also I don’t know if my subwoofer is too loud but the skeletons sound little like a very soft chainsaw trying to start. Doesn’t matter that much though.
I’ve been wondering about that myself – your companions do tend to get in the way of items sometimes. Either the game should prefer items over talking to companions, or there should be some kind of talk-button. Or the game should just be more precise about what you’re pointing to.
I like the talk-button idea
I was stunned by the quality of the graphics, sounds and gameplay. I’m speechless. But to mention something that could be done better, I noticed two things. The story is not that great, or maybe it’s the way it starts. I mean, someone tells player that there are other worlds and monsters and oh, also wolves in this house and the player is just like ok, I’ll go check the other world. Eh.. Also when player levels up, there should be way more talents (or what were they called..) to choose or the whole system is pointless. Player must feel that there are choices and that it is important to make a good decision. Now the player gets all the talents after few level ups and it really doesn’t matter in which order he chooses them. And so the player starts to feel that he is’n the one controlling the game, but vice versa.
But anyway, looking very good. I voted of course.
btw I linked your site at my website, no-one should miss this greatness i think.
I find a similar problem in many games, the protagonist has to jump right into the action with sometimes a very poor excuse. If anyone has an idea on how to improve the beginning of the story, I’m all ears.
I completely agree that there should be tons of talents, not just a few. I will probably be asking for ideas for more talents later on.
Thanks zexlr8er! I will be looking at improving the battles later on, I agree that they are still a bit one-dimensioned. The multiple attacks types system seems to be well received, so I will probably be looking on making it easier to use. I will be posting about this later, so hold on tight to your ideas if you have more!
Edit: We’re at 24% with Turba’s lead down to 27%!
So, voted, downloaded, played, amazed. Excuse me while I go mess with the editor. ^^
The editor is not very usable right now, as it has never been tested by anyone. I haven’t even started work on streamlining the editor user interface yet, and it probably won’t even work if you have the game under the program files folder. But be my guest, it might be good to know what’s coming if you plan on starting a mod or just a map.
This F1-F2-F3… thing looks like diablo. It’s being proposed because it’s one the best acknowledged by gamers control system, but… try not to make a diablo-clone in such a way.
Also, the find-items-radius is well thought of as a difficulty setting thing
Oh… didn’t have time to play. Gotta test it still…
It was 27% when I voted! Game looks great
My girlfriend played the game with her computer and I noticed that the skeleton voices were actually ok with her speakers.
Here are few things from the top of my mind. They are just small details, but anyway…
When you have an item in your bag that has a longer description (like goblin sword I recall) its textbox goes too high and you can’t see all of the text.
When you fix the lamp, you can’t turn it off again.
An attack-button would be nice too so when you have for example made peace with the goblin you could still kill him.
Girlfriend didn’t like it when you put down one item on top of another and then automatically get the item that was under the other.
I tried it as well, very cool! Voted, of course. Reminds me of the good old Ultima-games.
I had the same crash as Iiro when I went back in the caves after completion.
Couple of small things: when the enemies drop items, the items sometimes get a bit under the (cave) walls, and thus cannot be picked up. Skeleton dropped a bow, but I couldn’t take it. Another thing was that the tutorial hint boxes would render improperly when crossing the edges of the screen (the text lines would drop out of the hint box and sometimes render unwrapped outside of the box). But it’s no biggie, probably easy to sort out.
Anyways, good luck with the competition(s)! Seems to be a great game, looking forward to playing more. Can I get a student discount, btw?
Thanks for the bugfinds!
I think I identified one possible cause for the crashes to be our sound library. If the game has crashed for anyone, it would be very helpful for me to see the error message.
Student discount you say? I do plan on having discounts on special occasions, and there might even be a preorder that you can get really cheap.
Speaking of bugs, I remember encountering a wolf named Fly… around the shield goblin place, I think?
The game crashed for me onece i had compleated the pre-release and headed back to the monk. The game crashed when (I think he was going to be) the monk was in my view. Tho when i played again(yep its that awesome that u have to do that
) it was fine.
Anywas keep working hard this game is great!
Preorder sounds good!
Another thing I forgot to mention earlier: needs to have screenshots with saved games, or at least more info. Otherwise it’s a bit hard to keep track of the different saves.
A preview version… GrEaT!
.
I am having serious connection problems so I can not say I will be able to download it…
Of course, I did vote – As of time of writing, I can say the following:
Driftmoon is at the TOP, with 21% of votes (the closest one being a game named “Kablooey!”, with 19% of votes).
I did not understand very well that star-vote thing, but I did notice that this “Kablooey!” (duh, it really needs an easier-to-write name) had 3 complete yellow circles and one almost, while Driftmoon had 4 completed yellow circles
So I am happy to say, that for the moment, Driftmoon is WINNING! (or so it looks like)
P.S.: Good luck in the competition ville, after so much work, it is will be great to see Driftmoon in the #1 place
Played it, loved it (except when velvet died and I couldn’t get her back – I couldn’t heal her mid-battle), went straight to the editor.
Some parts of it were hard to pick up, but I think I’ve gotten the hang of most of it now. The floor editor in particular was a little tricky. The final version’ll probably have help menus and that though, so no worries.
Also, I managed to crash it!
. Using the wall tool to create a small pillar type thing (really tiny) then trying to joint an object to it caused a crash for me.
. I tried jointing an object I’d made to be flat to a terrain but it kept crashing on me. It was hard to figure out why, but but eventually I figured out that making an object flat removes its physics data, so the joints = death. Also, if you give a flat object physics and move it around its graphic stays static.
. Not a crash, but I found that dying in the editor made you quit to the main menu when you press escape.
No wonder the editor was still a bit hard to approach. We haven’t YET payed any attention to it’s usability – and have only tested it when implementing the things we want in the game. But it SHALL be tested and developed a bit later on – and instructions are going to be written as well. We’ll aim at making the editor MUCH easier to dive into, and use. I’ll be testing and giving ideas, but our very own Game Master will have to do all the actual coding work, of course.
So at this point: Well done Redemption, if you were able to accomplish something with the early editor already (and without any instructions)!
FINISH NOW BEFOR I AM FORCED TO EAT YOUR SOUL. I LOVE THE JOKES BTW
I added an entry to my ‘Log’: http://drl5000aka5000drl.wordpress.com/2009/11/11/2beegames-game-driftmoon/
It is not that great, just a few days old and has only three entries (counting Driftmoon´s). Yet, whoever drops by, will definetly read what I wrote about Driftmoon (Mostly are quotes of comments I did, nothing “great”.)
Hopefully it will help giving Driftmoon an extra vote or two.
We’re winning now, but there will be a new vote each week until only one competitor remains. So just remember to vote next week, and after that. I’ll be reminding you of course.
Oh, and thanks DRL! Every vote counts, the competition is really tough.
Thanks for the bugfinds Redemption. I probably won’t get into working with the editor until a bit later, as the main game is my focus right now.