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1035115 Posts in 41760 Topics- by 33350 Members - Latest Member: Dakritia

August 22, 2014, 05:34:47 PM
TIGSource ForumsFeedbackDevLogs"Soulstone" ~ Fantasy Dungeon Crawling (added ingame screenshots)
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Author Topic: "Soulstone" ~ Fantasy Dungeon Crawling (added ingame screenshots)  (Read 2899 times)
Götz
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« on: April 07, 2013, 04:26:13 PM »

SOULSTONE
(working title)

Soulstone is a Dungeon Crawling RPG that we understand as a homage to fanasy board games.
The player has control over a party of 4 heroes that adventure into a dungeon to accomplish various quests.
The party will have to face the creatures that dwell inside the dungeon and random events as they advance towards their goal.

some of the features:

- randomly generated dungeons
- real time combat with time pause
- board game aesthetic

We are aiming for a PC release and if we can get good gamepad controls it will be released also on XBLIG.



















Links

Milkstone Studios

As always all critique and comments are wellcome
« Last Edit: June 01, 2013, 01:54:24 PM by Götz » Logged

kurtkz
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« Reply #1 on: April 07, 2013, 10:41:51 PM »

The mockups are terrific! Please tell me you're going to be keeping the hand-painted aesthetic...
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happymonster
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« Reply #2 on: April 07, 2013, 11:07:34 PM »

I agree, the art style and characters are wonderful!
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SpaceHero Command ... In Development
http://forums.tigsource.com/index.php?topic=23173.0
Götz
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« Reply #3 on: April 08, 2013, 04:37:02 AM »

thanks!
Yes, we are aiming for a painterly style!

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Götz
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« Reply #4 on: April 16, 2013, 12:20:05 PM »

we have just finished the first enemy, with all the animations and some weapon and power variants so on the character side we are working on the heroes again.



Also we are putting together a room editor, as the content of the rooms won't be randomly generated probably.

Here are some screengrabs from the engine






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happymonster
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« Reply #5 on: April 16, 2013, 12:37:13 PM »

Looks nice (although I think there is too much contrast with the lighting with each cobblestone) Smiley
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SpaceHero Command ... In Development
http://forums.tigsource.com/index.php?topic=23173.0
mono
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« Reply #6 on: April 16, 2013, 12:47:26 PM »

Yeah, I think it's your bump map.
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Götz
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« Reply #7 on: April 19, 2013, 11:52:21 AM »

thanks for the comments!

the contrast is intentional, as it's painted on the texture... but yeah, i think we have overdone it.

We are still tweaking the lighting, ambient, and the specular/normal maps, but getting were we feel it's ok will take some time more.

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ericmbernier
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« Reply #8 on: April 19, 2013, 12:20:04 PM »

The characters look great. As others have stated, the lighting in the dungeon looks a bit off upon first glance. It's a bit too dark for my tastes too, but that's alright. Keep chugging along!
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Götz
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« Reply #9 on: May 02, 2013, 05:55:27 AM »

While we are still strugling with the lighting looking for an adecuate atmosphere, we have been working on the room editor and creating more content.

Currently we have 2 playable characters (from the 6 we aim to have at launch) with their weapon sets.
We are not aiming for a heavy loot driven game, as with the rest of the game we are trying to get a tabletop feel, so there won't be a ton of items to loot.









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Götz
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« Reply #10 on: May 03, 2013, 03:15:16 PM »

I have updated the first post to have the latest information.

Here are some screenshots from the game. Without the UI, as we are using placeholders while we make it work as intended.







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happymonster
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« Reply #11 on: May 03, 2013, 03:29:50 PM »

Looks great, but very much like a tabletop board game rather than an action style one (I presume that is the intention?)
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SpaceHero Command ... In Development
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jonarkanix
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« Reply #12 on: May 03, 2013, 04:23:39 PM »

Very nice, love the graphic style. Will certainly have to watch this grow
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C.A. Silbereisen
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« Reply #13 on: May 03, 2013, 06:12:31 PM »

the boardgame aesthetic is pretty cool. getting strong heroquest vibes from this.
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Chris Pavia
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« Reply #14 on: May 03, 2013, 09:24:30 PM »

Looks great, but I'm not a fan of the extremely shallow depth of field effect. Should be more subtle IMO, currently gives me a "This is my first time using image effects so I'm going to go overboard!" impression. Not to mention it looks like it would obscure mid-range enemies too much. Love everything else though!
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