Snöken: InvernoHi, I'm totally new here, read my introduction:
http://forums.tigsource.com/index.php?topic=45.msg782278#msg782278. I recently started working on a game with some fellow students. It's currently called Snöken: Inverno and it's an adventure-action RPG. Snöken is meant to be a trilogy, but the sequels may be of very different. For example Snöken 2 might end up as an adventure game, strategy game or whatever seems fun to play.
Some artLet's make this a bit more interesting with a screenshot:
And now some painted images which will be used as cutscenes:
MusicOur fabulous musician has put together a playlist on soundcloud with all his latest demos for the game:
http://soundcloud.com/mullenkamp/sets/sn-kenHere is a video I recorded where I make the newly implemented path finding find a really long path around the forest:
Features- Turn based action RPG
- Adventure (point-and-clickish) game elements
- Six attributes
- Hand crafted levels
- 640x360 pixel art graphics
- Homebrew fabulous music
- Beautifully painted cutscenes
- Runs on Windows, Linux and Mac
- Four trees of abilities which can be both offensive and defensive, active and passive. One ability could be "dual wield" which enabled you to hold a small weapon in each hand. Another ability might be "crippling shot" which immobilizes the enemy.
- Enemies of different kinds which drop precious loot
- 3-4 different environments
- Snappy interface
Short description and storyThe RPG elements are inspired by games like RPG games like Fallout, Diablo and a game jam-game I previously made with some students: Verdammte Strindberg (
http://zylinski.se/projects/1). It is also inspired by point-and-click adventure games like full throttle. You play through hand crafted levels in different environments with a story told through beautifully painted cut-scenes. Occasionally you must solve puzzles inspired by point-and-click games in order to proceed.
The game is set in the near future where the greenhouse effect has spiralled out of control. You play as an activist group leader who has heard of a research project that according to your sources have a working solution for saving the climate. The solution is to produce a form of anti greenhouse gas and facilities for this has in secrecy been built, deep in the Amazon rainforest. The facilities are ready to be switched on but for unknown reasons the scientists of the project refused. Convinced that all this is a governmental conspiracy you track down a plane with a scientist who has briefly worked on the project. You hi-jack the plane and land as close to the facilities as possible, thereafter you force the scientist to follow you into the jungle. With his help you are going to turn on the machines that you believe will save the planet.
The game is written in C++ using the multimedia lib SFML 2.
The teamOur team consists of 9 persons. This might sound like a lot, but we all have loads to do at school.
I'm a lead programmer and designer. I also have a producer-ish responsibility since it's my pet project. The idea for the game was originally spawned by a dream my roomie told me about which I found interesting and continued to work on. On top of that I try to push the project forward, giving me a project leader role. My website and blog:
http://zylinski.se. My twitter:
http://twitter.com/KarlZylinskiWe also have two additional programmers, one who focuses on world generation and some engine subsystems and another one who does many random tasks.
We have three graphical artists:
- One HUD/interface artists who also helps out with sprite/world pixel art and some game design. His deviantART: http://johanz.deviantart.com/
- One world/sprite pixel artist who also paints all the cutscenes. His website: http://haftig.se
- One animator who makes all the animations
- One additional world/sprite pixel artist
One sound artist who is responsible for all sound effects in the game.
Lastly we have one music composer who also does game design, writing and probably game balancing.
Implemented features- Tiled 2D world with collision (walls)
- Animations, both bars in HUD and actors
- Working item slots and inventory
- Configuration files with many tweakable variables
- Sound & music subsystems
- An event system which greatly simplifies movement of icons in HUD and future stuff
- Widget-based GUI/HUD
- Code for displaying cutscenes
- Art for first environment
- Ability-inventory from which abilities can be dragged to hotkey-bound slots
- Path finding using A*
Currently working on / starting soon- Character sheet where attributes and stats can be displayed
- Screen where abilities can be chosen
- Sprites for more enemy types
- Line of sight detection
- Ability design
- Level editor
On the horizon- Bullets getting reduced hit chance when line of fire is partially occluded
- Painting additional cutscenes
- Making art for additional environments and enemy-types
- Icons, descriptions and balancing of weapontypes
Download and feedbackWhile waiting for a playable build, check out the spiritual predecessor of this game: Verdammte Strindberg! It was created during a 48 hour game jam, the fabulous intro is in Swedish though:
http://zylinski.se/projects/1