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TIGSource ForumsCommunityDevLogsFancy Skulls - On Steam!
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tequibo
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« on: October 12, 2012, 01:29:36 PM »



Fancy Skulls is a challenging first person shooter with procedural generation, permadeath and distinct art style.
Intense and tactical combat, unique weapon mods and items that change the way you play.

Inspired/influenced by: Quake, Bioshock, Nethack, Spelunky, Binding of Isaac, Team Fortress 2, Painkiller and other games and not games.

You play as an immortal creature that is a very precious piece of collection who tries to escape from a treasury.

Making this with Unity, Microsoft Visual Studio 2010 Express, Blender, Inkscape Microsoft Expression Design 4, Paint.NET



ON STEAM NOW





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« Last Edit: June 16, 2014, 02:32:08 PM by tequibo » Logged

tequibo
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« Reply #1 on: October 12, 2012, 01:38:16 PM »

Right now I have level, generated from rooms, next to each other, it looks like this:



There is a "eggs" in a room that contain enemies, once you in a room they start to get out one by one.
There is two types of enemies - melee guys and sentry guns.
Three basic weapons, shotgun, SMG, and good old rocket launcher.
Everything is very raw, and mostly a placeholders.





I have some finished projects, but this one is quite ambitious, as this is my second project in unity(first one did quite well, but it was very simple) and there is so much to do - models, animations, lighting, code, effects.

I'm making models low-poly because I like it, and because it's simple. And it is somewhat, you may say Cubism-inspired.

I'm still have a lot to learn about 3d - lighting, texturing. Thankfully I kind of know about making 2d art, at least people often say that they like my visuals, so it should make things easier.
« Last Edit: October 12, 2012, 01:54:14 PM by tequibo » Logged

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« Reply #2 on: October 12, 2012, 06:46:51 PM »

Interesting way of generating the level, i approve.
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« Reply #3 on: October 12, 2012, 08:45:35 PM »

Wait, you're immortal?
How's that gonna work?
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tequibo
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« Reply #4 on: October 13, 2012, 05:49:15 AM »

Interesting way of generating the level, i approve.

Simplest one, I think. Based on Random Walk. "Cheap and angry".

Wait, you're immortal?
How's that gonna work?

Immortal does not means invulnerable in this case. When it's creature health reduced to 0 it dies, but then resurrect after some time. And level changes while it's dead. Anyway, I thought it fits as a way to explain  "try again in a new dungeon" roguelike trope.
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« Reply #5 on: October 13, 2012, 10:24:35 AM »

I actually used a random walk for my RL Bytesoup, it may or may not work well depending on how you execute it for the game
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tequibo
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« Reply #6 on: October 13, 2012, 07:58:22 PM »

I actually used a random walk for my RL Bytesoup, it may or may not work well depending on how you execute it for the game
Well, I guess, execution is always important. I have already used it too, for my freaky roguelike. It should work well, since I plan threat rooms as arenas, you get in, kill everything, then doors open.

Working on textures:
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tequibo
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« Reply #7 on: October 16, 2012, 04:03:27 PM »

Updated model for "sentry gun"


Added some abilities: slow time, blink, jetpack, haste. They are very simply implemented and require further work.
There is now doors in rooms which will close once player has "activated" room and open once all enemies are dead.
« Last Edit: October 16, 2012, 04:16:59 PM by tequibo » Logged

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« Reply #8 on: October 16, 2012, 04:45:03 PM »

I like the design of that sentry, abstract, but with eyes, which just makes it more weird/creepy.

At least, I think they're eyes.
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tequibo
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« Reply #9 on: October 17, 2012, 08:12:36 AM »

I like the design of that sentry, abstract, but with eyes, which just makes it more weird/creepy.

At least, I think they're eyes.

Thanks!
Yes, those are eyes. It also has a unhappy mask-like face with an eye-socket which it shoots from. Maybe should work some more on it, so it would be more obvious. Sometimes I worry that style I'm going for is too, umm, unusual. But this the way I like it, and want to make. And I try to make it work for a game - so characters would be expressive, and look different and recognisable.

Here is a better look at another foe:
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« Reply #10 on: October 17, 2012, 09:54:10 AM »

Looks good so far,will it be free to download or will it be sold?
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tequibo
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« Reply #11 on: October 17, 2012, 06:13:29 PM »

Looks good so far,will it be free to download or will it be sold?
Thanks! Yes, I am aiming for commercial release. But there will be free alpha/demo before that.
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tequibo
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« Reply #12 on: October 21, 2012, 03:16:42 PM »

Progress:
- added pickups for health, abilities and upgrades
- simple upgrade system: movement speed, jump height, max health, max mana, mana regeneration speed
- random item now spawns once all enemies in room are dead
- weapon bobbling on walking, jumping, landing
- fall damage
- added beginning weapon - pistol, now there is four guns in a game
- added ability to create friendly mini-turrets
« Last Edit: October 21, 2012, 06:20:45 PM by tequibo » Logged

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« Reply #13 on: December 01, 2012, 07:07:21 PM »

- all weapons now are projectile based
- some new models for weapons, still WIP, though
- new enemies - flying skulls
- now two items with abilities can be equipped and used at the same time
- ammo
- picking up weapons
- picking up items with abilities
- trees!
- some gui tweaks



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« Reply #14 on: December 01, 2012, 08:24:54 PM »

Absolutely beautiful. Hot DAMN.
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« Reply #15 on: December 01, 2012, 09:58:22 PM »

It has this low poly sexiness
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Greg Game Man
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« Reply #16 on: December 05, 2012, 07:01:59 AM »

REALLY want to make "quake meets binding of isaac" myself, so definitely following this. I think the red enemy looks great, very unique Smiley
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tequibo
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« Reply #17 on: December 18, 2012, 10:17:13 AM »

Absolutely beautiful. Hot DAMN.
It has this low poly sexiness
REALLY want to make "quake meets binding of isaac" myself, so definitely following this. I think the red enemy looks great, very unique Smiley

Thanks for the nice comments! I really appreciate it. Gentleman



- map which rotates accordingly to player's orientation and can display special rooms(treasure, exit, etc.)
- updated visuals and animations for Rudolph (red enemy) and flying skull
- changed level generation code a bit for future tweaking
- remade enemies AI on Playmaker plugin for Unity3d
- simple win\loose conditions
- new explosion effect
- homing projectiles as a first of the options to make for weapons upgrade system
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« Reply #18 on: January 08, 2013, 12:08:45 AM »

Friendly bump.. really interested in this game, hope you let us play the alpha soon! I'm making the jump from flash to Unity; learning playmaker and blender.. feels like i'm on a similar path to you, and could learn a lot from your devlog Smiley
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tequibo
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« Reply #19 on: January 09, 2013, 11:49:22 AM »

Friendly bump.. really interested in this game, hope you let us play the alpha soon! I'm making the jump from flash to Unity; learning playmaker and blender.. feels like i'm on a similar path to you, and could learn a lot from your devlog Smiley
Thanks!
If you have any questions - ask away, will try my best to answer them.

Had a bit of downtime due to hardware problems, but got a new laptop and now slowly getting back to work.
- reworked health system for enemies, so now they have hitboxes which can be tweaked to be critical points, like eyes heads(actually, this was made before my laptop died)
- added arrow for indication of damage direction, very basic
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