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TIGSource ForumsCommunityDevLogsCredence Filter - Demo Available
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Author Topic: Credence Filter - Demo Available  (Read 11432 times)
charliecarlo
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« on: July 30, 2015, 12:14:29 PM »



In the year 2323, aliens enlist Tohm Shlcszark to prevent the end of the world.

Then the world ends.





Early Gameplay Video

Credence Filter is a harsh and creepy Action RPG in a near-future style sci-fi setting. Inspired by games like Bloodborne and Half-Life, and the music of Tool. As Tohm Shlcszark, a middle-aged fast-food worker, you will be led and misled through an intergalactic metaphysical event that could very well bring about the end of human existence.


The game has a heavy emphasis on exploration, and rewards players who want to shine a light in every dark corner of the post-apocalyptic city of Malbaris. Every area is finely detailed and unique to give the player a sense that this is an actual city.

In gameplay, you will be revived at checkpoints when you die, but never lose character and world progress. There will be four acts featuring new areas to explore, each with three dungeons and its own secrets to be found.


Combat is chaotic, but strategic. Terrifying enemies lurk in every corridor of Malbaris, providing different challenges through their differing fighting styles and attributes. Even the weakest and simplest enemy, the Eckil Goblin, can take you by surprise with a devastating flurry of attacks.

Enemies will include a variety of bizarre creatures, from Eckil (the transhuman remains of the citizenry of Malbaris) to military police, ghosts and mothmen.


You will meet interesting NPCs, with personalities ranging from insane, to only half insane. NPCs have their own stories, and many NPCs have stories involving their interactions with you throughout the game. These NPC "quests" can take many different turns depending on your actions.


Malbaris is full of ghosts, some want to kill you, some simply exist and can be spoken with, some even have their own "quests" to be undertaken.

Killing an NPC will cause that character to haunt you for the remainder of the game. Each character's haunting takes a different form, and some are more serious than others.


Every dungeon in the game has a unique boss, which serves to provide a closing challenge and more personality to their dungeons. The game even has a secret boss in every act, and some bosses can be replaced with different ones depending on your actions in the game.


The game has been Greenlit on Steam (store page coming soon) but a release date has yet to be determined.

To keep up to date on the game's progress, comment on this page to receive notifications, or check out any of the following links:
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« Last Edit: November 11, 2016, 09:54:54 AM by charliecarlo » Logged

DireLogomachist
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« Reply #1 on: July 30, 2015, 12:21:23 PM »

Bath Salts Simulator 2015?

Heck, I'm in! This looks great!
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charliecarlo
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« Reply #2 on: July 30, 2015, 06:18:13 PM »

Bath salts?
I suppose there is a fair amount of weirdness in this game.
Maybe not that weird though.

A middle-aged man hitting things with a rake in the city streets while seeing ghosts.
Yeah, okay, maybe.
Except unlike bath salts, it will all make logical sense.
In time.


Also, I added some more info to the OP.


EDIT:
Not really an update yet.
So I won't bump the thread.

But sometimes you just...
And the code...
Mistakes can be funny sometimes.
« Last Edit: July 31, 2015, 05:51:23 PM by charliecarlo » Logged

charliecarlo
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« Reply #3 on: August 02, 2015, 01:29:32 AM »

Today I fixed bugs, worked on combat, and made things explode.

Mostly, though, I'm filling out the available attacks for the pistol weapon.


Aimed shot works, these are more accurate.
Because you can aim and also there's less spread.

Note: sometimes the tracers don't show up in the gifs due to frame-rate disparity.


Using aimed shot while locked on just aims at the locked on target for you.


Pierce shot attack.
This shoots through enemies and has less spread than the aimed shot.
I'll probably make the tracer less ridiculous.

Another note: The lights emanating from nothing are placeholders.
The random coloration of them is vestigial from testing colored light.


Particle effects as a preliminary step toward adding grenades.


Coming soon, hopefully:
New area artwork and magic attacks.
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charliecarlo
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« Reply #4 on: August 21, 2015, 05:59:43 AM »

I've been working on exteriors and magic effects.
It's all work-in-progress but here's some gifs.


Some parallax.


Three or four times as much snow.
I don't remember exactly.


Snow looks pretty cool in ghost vision mode.


Magic effects.
I'm not sure how I feel about these, yet.
I'm trying to combine "ghostly" and "digital".
If anyone has any suggestions about the effects I'd be happy to hear them.

And here's some NPCs and Enemies I've drawn up,
Since I feel bad for not showing anything about them so far.

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charliecarlo
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« Reply #5 on: September 05, 2015, 08:25:00 AM »



Some early cyborg-zombie-alien-things concepts.
I'll probably change the rat as he's not mutated enough.
Just looks like a giant rat wearing armor or something.

Also, if anyone has any criticisms, positive or negative, I'd be happy to hear it.
The silence is making me anxious.

Perhaps I just don't have enough content yet.
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Jalapenosbud
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« Reply #6 on: September 05, 2015, 12:01:36 PM »

Hey i like the atmosphere of the game, im getting a creepy horror'ish vibe. Especially from the ghost vision GIF with the ghost showing up, creepy stuff!
And i can totally relate to taking on a project of a new scope, where you feel its more advanced than anything you've done before. But if you keep it serious and remember to take breaks, dont overwork yourself and burn out i guess it will work out in the end and you will fulfill your goal :D

edit: ps i love the art and the attack animations, definitely looks cool!
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« Reply #7 on: September 05, 2015, 12:50:18 PM »

Cool! :-)
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« Reply #8 on: September 11, 2015, 03:47:34 AM »

Looks just great, but this FX - the one which distorts the screen, is kinda frustrating in my opinion.
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charliecarlo
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« Reply #9 on: September 12, 2015, 12:28:05 PM »

Thank you all for the comments!

Looks just great, but this FX - the one which distorts the screen, is kinda frustrating in my opinion.
If you are referring to the horizontal line tearing, I knew that would annoy some people.
Consequently, I made it optional.
That effect, and a separate effect shown in my signature (where text randomly distorts) are both toggled by a setting in the graphics called "Visual Glitches (on/off)". I'll probably make them separate options later on.


Right now it's only in the debug mode because I haven't made proper menus yet.

If you are referring to the posterization and noise, I've not yet decided whether to make those options, as they are part of the aesthetic of the game. I'll wait until I get any more feedback on how people feel about those things.

Thank you for your feedback!
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« Reply #10 on: September 12, 2015, 01:54:38 PM »

Lighting looks really good!
I do find the glitch effect rather distracting though, what's the context of it? Wouldn't mind if it happened at certain key moments as I assume it has some significance with the setting.
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charliecarlo
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« Reply #11 on: September 12, 2015, 02:24:15 PM »

Lighting looks really good!
I do find the glitch effect rather distracting though, what's the context of it? Wouldn't mind if it happened at certain key moments as I assume it has some significance with the setting.
Thanks, the lighting is the result of many years of refining a home-brewed recipe for slapping surfaces together.

And no, there's not really a significance to the glitch effect, I just wanted it in there.
The game partially has a digital theme, despite not being directly relevant to the setting.
The greater theme is a sort of dissonance between logic and reality and emotion, which makes the glitches relevant by being irrelevant.
It's complicated and idiotic but I may elaborate on it more later.
But as I said, they are rather obtrusive, and hence, optional.
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stringkiller
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« Reply #12 on: September 13, 2015, 01:32:00 PM »

You've got a really nice creepy atmosphere there! The tearing screen effect may be a bit annoying as you pointed out but it really adds to the atmosphere, maybe you could add a lower rate screen tearing option just like the disable one you already have?

Also the shadow and color work seems really cool, could you post some static screenshot to see how it really looks like (gif seem to take away too many colours Sad )?
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< check out the devlog! or Twitter!
charliecarlo
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« Reply #13 on: September 13, 2015, 03:54:51 PM »

The gifs are nearly identical to the game's graphics.
This is due to a shader I made in order to limit the amount of colors, to make it slightly more pixel-arty as well as make the lighting less cloudy.

Here's a screenshot:


And a similar one without the shader:


So you can see what I'm talking about.
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« Reply #14 on: September 14, 2015, 07:36:06 AM »

Yeah, I was talking about the same effect in your signature, well, then everything is just great!
As for the last two screenshots - the shader fits perfectly.
Btw, do you have twitter?
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charliecarlo
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« Reply #15 on: September 15, 2015, 02:09:08 PM »

I probably have a Twitter from years back somewhere but I don't use it, or facebook.

The most I do in the ways of social media is the tumblr, linked in the original post.
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charliecarlo
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« Reply #16 on: September 20, 2015, 08:48:24 AM »

All attacks are now coded and animated.
Here's pictures.










At the end of every skill tree there is a specialization passive.
For instance, with the rake, you gain a shield, and with the pistol, you dual-wield.
So I now have to animate these all again a second time with these different specialization graphics.
However it should be less of a hassle as much of the animations can be derivative.

There is also a final attack for each weapon, unlocked after the specialization passive. I won't be showing those here though, as I want there to be something un-spoiled about combat.
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« Reply #17 on: September 20, 2015, 09:21:12 AM »

This looks really awesome! I'd love to play this when it comes out! I personally think the glitch screen effect is pretty neat haha! Very creative!
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« Reply #18 on: September 20, 2015, 10:24:31 AM »

This project look like something I need to track. Very nice style Smiley
Awaiting gameplay video or playable beta! :D
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lobstersteve
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« Reply #19 on: September 21, 2015, 09:37:30 AM »

Hell yeah. pixel-horror + awesome effects. count me in Smiley Was lone-survivor an influence in any kind?
I also don't find the glitch effect distracting..
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