Thomas_
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« on: October 09, 2014, 10:59:26 AM » |
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We are Survivors!Dustbowl could be described as a survival point'n'click, a kind of 2D STALKER with a retro look ( C64 palette!). You'll have to explore, survive and find the truth. Expect puzzles, trash loot and permadeath! We also give great importance to the story, we want it rich and mature. Some features:- night and day cycle - health, thirst, hunger, sleep system - inventory weight system - combat - quests - a lot of randomization Most of the game mechanics are running, but we have still a lot to do with story, dialogs, gfx, etc. Team:Graphism, scenario, dialogs and almost everything : Pixel Incognito (PI) Code & scenario : Atavismus Music : Eleusis More infos, videos and screenshots on indiedb. Thx for reading and see you "soon" for a demo! Until then, don't be shy, let's share and discuss.
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« Last Edit: May 18, 2015, 02:06:39 PM by Atavismus »
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Low_Chance
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« Reply #1 on: October 09, 2014, 11:49:31 AM » |
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Hey! This looks really cool.
I'm loving the old-school vibes and the stark harshness of the text font. Title screen is sick as hell too.
I like the idea of a randomized/procedurally-generated world with permadeath for this kind of game. It's very appropriate for a game oriented around scavenging.
The whole thing is reminding me of Space Quest, King's Quest, and Police Quest (in a good way). Looking forward to seeing more about this.
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Thomas_
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« Reply #2 on: October 09, 2014, 12:11:36 PM » |
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Thx for your words Low_Chance. It seems you get it: despite the "nice" gfx, the game is intended to be quite dark, harsh and hard. It won't be a game about wealthy loots, but scavenging survive. It's a postapo game, not a Golden Age one. :D Feel free to "watch" us on indiedb for the most recent updates. Still, I'll try to post here as much as I can. Also, if you speak french, you can read some interesting stuffs about the game here : http://adventuregamestudio.fr-bb.com/t2383-dustbowl-une-aventure-post-apocalyptique-edit-06-10-14
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Low_Chance
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« Reply #3 on: October 09, 2014, 12:21:59 PM » |
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Feel free to "watch" us on indiedb for the most recent updates. Still, I'll try to post here as much as I can.
For whatever reason, I find I don't browse indiedb nearly as much as I do TIGSource. I'm definitely going to be keeping an eye on your game either way though, it's very interesting. Mais bien sûr! Mais qui donc ne sait pas parler français? Reading your post on the french site, it looks like you have a lot of the game features complete already. Looks like you guys are really on track to completing this. (Non-Francophones: There are some extra screenshots there as well, so worth it even if you can't read it!)
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Thomas_
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« Reply #4 on: October 09, 2014, 12:57:58 PM » |
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For whatever reason, I find I don't browse indiedb nearly as much as I do TIGSource.
I understand. I'm not use to TIGSource (not indiedb nor any other) but it's very nice. To be true, it's the first time I try to promote a game: it's a fulltime job! Still, it's always a good experience to share with people. Mais bien sûr! Mais qui donc ne sait pas parler français? Tant de monde mon très cher cousin canadien ! :D Merci pour ton soutien. Reading your post on the french site, it looks like you have a lot of the game features complete already.
Well, most of the game mechanics are running, that's why we are not far from an alpha demo. But then, there is the biggest part of the game: writing puzzles, dialogs, quests, story, draw gfx, etc. So it's not done at all. Still, we plan a release in Q1 2015. I was talking about the dark side of Dustbowl: please, listen to the first track especially composed for our desolated wastelands, you'll get what I meant... http://www.indiedb.com/games/dustbowl-a-wasteland-adventure/news/system-updates-music
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Thomas_
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« Reply #5 on: October 11, 2014, 02:52:46 AM » |
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Hi all, Browsing some other games thread, I noticed I didn't talk about the engine. We use AGS ( Adventure Game Studio). If you don't know it, it's a very powerful engine with a strong script language (maybe somewhere between C and vb.net) and a very convenient editor (a bit similar to Visual Studio). Even if it's designed for point'n'click, we can code almost every kind of games. Of course, there are some limitations and you sometimes need to find some workarounds, but AGS is far more powerful than some people (even in the AGS community) think. Moreover, it's open source and a dedicated team is always improving it. So, it's more and more what we could call "a modern engine". That's all for now. Cya !:)
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Thomas_
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« Reply #6 on: October 12, 2014, 11:42:40 PM » |
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To all survivors! We made some good progress those last days.This month, we'll try to finish the HUB (bunker) part, then progress on the "outside" part. This part will start with missions in the Subway. Then we could propose a first playable demo. I leave you for now with some enemies: Cya!
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Netsu
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« Reply #8 on: October 14, 2014, 10:20:06 PM » |
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Is this in any way related to the post-apocalyptic indie miniature wargame Dustbowl? I guess it's been long dead, since I couldn't even google it, but who knows...
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Thomas_
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« Reply #9 on: October 15, 2014, 01:14:52 AM » |
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Is this in any way related to the post-apocalyptic indie miniature wargame Dustbowl? I guess it's been long dead, since I couldn't even google it, but who knows...
Nope it isn't sorry. Let's hope you'll still love our Dusbowl. :D
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Sazem
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« Reply #10 on: October 15, 2014, 03:22:14 AM » |
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Being huge fan of post apocalyptic stuff I could say that your game looks brilliant! How you guys plan to make the combat? What I remember playing point and click adventure games when I was a child it was almost always about reflects. Like you got 1 second to pick up the weapon and click the enemy or you are dead You got better solutions invented? :D
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Thomas_
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« Reply #11 on: October 15, 2014, 04:03:36 AM » |
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Thx Sazem! You can see some combats in the videos. But here is a fresh in-game screenshot: That Brute just hit me critically! :D It's turn based combat (rpg like). We are polishing it, but for the moment, it works like this: 1) You choose a body part (head, torso, limbs). 2) You click to make a needle move on the gauge. 3) You click to stop it. On grey parts you miss. On purple ones you hit (randomly between min and max value of the weapon). On red ones you hit critically (with the critical value of the weapon). On center it's deadly shot! (Head shot, Heart shot or Limb Torn). Instead of deadly shot, enemies have special shoot with effect that has to be cured (bleeding, poisoning, infect, irradiate). You can try to "run" away in combat (the success is randomized and depends of the enemy's danger level). You can "use" some items (to heal for example : it "costs" one turn). There is an armor system (like 3 hp for each part of the body). If a part of the armor has 0 hp, so the player hp is decreased when hit. It means you have to find weak-points hehe That's all to be mentioned I guess. I hope it's clear enough. Feel free to comment.
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Sazem
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« Reply #12 on: October 18, 2014, 11:18:04 AM » |
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Way better than the what I described Has some Fallout feeling with those body parts aiming. Especially in Fallout (1 - 2) was great the aiming where you were almost dead and you were really hoping to get the critical for the enemy, so you wont die
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Thomas_
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« Reply #13 on: October 19, 2014, 06:37:23 AM » |
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Way better than the what I described Thx Sazem! Has some Fallout feeling with those body parts aiming.
tbh, I never played Fallout. I know it's a shame. I planed to play it since ages (get it on GoG), but you know how time flies... Still, it's a reference for PI (PixelIncognito). Especially in Fallout (1 - 2) was great the aiming where you were almost dead and you were really hoping to get the critical for the enemy, so you wont die It's exactly what I hope when I fight (test purpose) the Spider Queen (it's a boss, so has several chances of critical and poisoned hit). :D Talking about combat, we are thinking about modify the system a bit.Here is a mockup :It would work like this: 1) Hover a part of the dummy (with a target cursor) 2) Press mouse button: the needle moves 3) Release mouse button: the needle stops (so you hit)
So the fight would be - I think and I hope - more dynamic, more fast paced, with more "feeling". What do you think about it TIGers ?Thx for your opinion !
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Thomas_
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« Reply #14 on: October 21, 2014, 08:30:49 AM » |
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To all survivors! You can now follow us on twitter : https://twitter.com/DustbowlAGSI'll soon begin to tell the story of our hero with the hashtag #dustbowlstory Thx for your support and cya!
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rj
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« Reply #16 on: October 23, 2014, 02:40:32 PM » |
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i actually really like the combat system proposed; very tiger woods pga tour kinda hit the ball slidery, which is weird in an rpg context but good-weird. i think there should probably be a (faster?) slider for attempting to dodge enemy attacks, though, if you wanna change the shit up as much as possible
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Thomas_
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« Reply #17 on: October 24, 2014, 03:52:23 AM » |
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i actually really like the combat system proposed; very tiger woods pga tour kinda hit the ball slidery, which is weird in an rpg context but good-weird. i think there should probably be a (faster?) slider for attempting to dodge enemy attacks, though, if you wanna change the shit up as much as possible
Thx for your feebacks rj. So you think the press/release idea I described should be forget? About the "dodge" system, I thought about it at start, but I'm not sure it makes sense to "parry" a bullet. Maybe we'll add some melee weapon, but nothing sure.
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Skygoblin
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« Reply #18 on: October 24, 2014, 04:17:37 AM » |
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I saw this over on the AGS forums and it caught my attention immediately! Best of luck with it.
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Thomas_
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« Reply #19 on: October 28, 2014, 04:49:35 PM » |
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Official news from the bunker!* The alpha demo should be ready in the end of november. * I started to tell the hero's story on our twitter account with #dustbowlstory. * We made our "studio" page on indiedb: Cloak & Dagger Games. * We add a new poll about enemies (you can vote without any account). Thx for your support, comments and sharings! (The stalker is watching you! :D) And thx Skygoblin, AGS rules!
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