Valmond
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« on: October 05, 2012, 02:52:27 PM » |
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Hi all! I changed my MMO-ish game into a PC standalone instead, got it Greenlit and it's now in Beta 0.6-ish, scheduled for release in March and Early Access in January! Here's my twitter too if you want to follow the more day to day stuff: Mindoki Games TwitterAnd finally, a couple of images: The loading screen :-) One of the "dungeons" Another "Dungeon" The wizards tower: The village with one of the shop keepers: Old post:
Hi everyone!
I’m working on a sort of a multiplayer rogue-like-esque sandbox game without perma-death which includes: random dungeons, a time sharing model and most probably ugly graphics!
The game is in its early pre-alpha infancy Alpha 0.2 but and you can give it a go HERE !
I would love any kind of feedback (or any kind of enthusiastic encouraging!), especially about the multiplayer part
Feel free to check out the dev log where I write about the game design / mechanics if you like those kind of things.
NEW I also have made a twitter for more day to day stuff, things that are not yet online, develop progress and so on, follow it here @MindokiGames
[EDIT] I'll update and post new screens here: Alpha 0.2: Among other things, Buff system works, Shops works and you can talk to other players! So here are the Shops almost working! Oh almost forgot, a screenshot of the game: (A BIT OLD NOW)
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« Last Edit: January 12, 2016, 08:10:14 AM by Valmond »
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Salsario
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« Reply #1 on: October 05, 2012, 03:03:20 PM » |
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Gave it a really quick go, 2 things I don't like. When I press enter in the password-box, it will not login, but refresh te page (opera) and when I hold down the cursor keys it doesn't move. I need to press on the key everytime to make a move. Otherwise you've got a nice alpha.
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Valmond
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« Reply #2 on: October 06, 2012, 02:44:32 AM » |
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Thanks for the input! I knew about the ENTER thing, shouldn't be hard to fix, for the mouse click though I have to think a bit: when the mouse is down, go towards the mouse (repeatedly) or when the mouse is down, follow the path leading to the mouse (with A* or something).
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Valmond
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« Reply #3 on: October 13, 2012, 04:27:41 AM » |
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All the points in the Pre-Alpha Todo list has been terminated except one that I have to think a bit more about, the surface generation, but as the game is mostly about moving downwards in tunnels I decided to put it on hold (the surface generation, not the game!) and go Alpha The monsters now drop items generated from the database (I'll be able to add more items easily) and there are a lot of small fixes and so, things should work as expected now. Anyway feel free to comment
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« Last Edit: October 13, 2012, 12:04:45 PM by Valmond »
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Valmond
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« Reply #4 on: October 19, 2012, 10:07:07 AM » |
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A bit of winter in the game I also added factions, reputation and shops that are almost working! The AI has also become more generic. by programming.
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Valmond
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« Reply #5 on: October 22, 2012, 09:00:24 AM » |
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Shops now works as expected and I uploaded everything to the server so now you can actually empty the backpack of all those swords and buy some food for example!
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Valmond
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« Reply #6 on: November 09, 2012, 09:22:11 AM » |
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Alpha 0.2:Among other things, Buff system works, Shops works and you can talk to other players! Weapons use turns and have item levels too (item level influence sell prices and drop probabilities). I also have made a logging system so I can see how many turns players have played, kills and deaths and so on and one thing that came out of that is that many players don't understand how you move downwards (down in the underworld)! This is how you do it:When you are on a stairs-tile (or a hole) just click on the "Move Down" button. If you can move down, you will. I will of course think about how I can make this more intuitive than those two, all-time visible, buttons And a little screen:
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Valmond
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« Reply #7 on: December 21, 2015, 10:06:53 AM » |
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Hi all! I'm truly back from the dead! I changed my MMO-ish game into a PC standalone instead, got it Greenlit and it's now in Beta 0.6, scheduled for release in March and Early Access in January! What do you think? Here's my twitter too if you want to follow the more day to day stuff: Mindoki Games TwitterI updated the first post with some images too, like this one:
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« Last Edit: December 21, 2015, 10:12:00 AM by Valmond »
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Valmond
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« Reply #8 on: December 22, 2015, 06:20:52 AM » |
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No one is interested in this, IMO massive overhaul and development? Man, what about this background?
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Ashedragon
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« Reply #9 on: December 22, 2015, 06:40:31 AM » |
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The different pixel densities don't exactly make it look very good, to be honest. And in some of those screenshots it seems like pixels are being disproportionately scaled up, which makes things look even worse. Then there's the few clashing art styles and you have a recipe for not-great. Plus you haven't really explained much in the topic so I don't have a clear idea of what this is even supposed to be. If that "overhaul" background is any indication, maybe this won't be an issue for long?
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JWK5
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« Reply #10 on: December 22, 2015, 08:34:12 AM » |
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Valmond
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« Reply #11 on: December 26, 2015, 02:27:31 AM » |
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Back from Christmas holidays! Thanks for the input Ashedragon! and wow, thanks for the wow input JWK5 ! I know everything isn't up to scratch when it comes to the graphics in the game, I don't have the budget and I have to tinker with old stuff I already have (that's why the backgrounds are upscaled) so I have very limited resources to work with. That said, I can surely do better, like lowering the intensity of the backgrounds. When you say, "It is a little difficult to get a real feel..." because they are only images, would you care for a Steam key to check it out better? I don't think it's bothering, maybe because the backgrounds are static and the "map" where you play is moving around and quickly covers almost/the whole screen. Also obviously because it's my game I don't see the imperfections Thanks again!
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Valmond
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« Reply #12 on: December 26, 2015, 03:05:16 AM » |
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ps. the resolution issue is a harder one as the map is auto-zoomed to fit the available screen. The map size is calculated by the view the player has...
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Valmond
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« Reply #13 on: December 29, 2015, 10:52:10 AM » |
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So I took the advice from JWK5 and changed the background (basically darken + saturating colors a bit) and he was sure all right, the games sticks out much more and the feeling is much better! Now, I'm not an artist so maybe this will make your eyes bleed but here it what it looks like now (I'd love someone helping me out here but I think I'll have to try to get it right by myself, constructive criticism is already a big help ! )
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Valmond
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« Reply #15 on: March 20, 2016, 09:55:50 AM » |
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New version out (Beta 0.74) on Steam Early Access! * MiniMap functionnal * Default popups on equipments * New Attack Power: Pushy power * New weapon declinations (around a dozen) * Firelaunch Attack power * "Monsters Nearby!" GUI * New bows and arrows, all with specific capacities and characteristics to be mixed together! * Death effect: world literally falls apart * GUI fixes (after res change) * XBOX 360 Pad support: B now makes player wait
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