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Community / DevLogs / Re: Bear Hero (Platformer Roguelike-like) [DEMO]
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on: October 09, 2015, 09:32:42 AM
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Just tried the demo. The inital class selection process is fantastic! At first I felt a bit cheated by the sluggish controls but as I got used to them I felt really hooked. I love the way enemies has basic patterns but it is well enough designed so every room proves to be a challenge, it's great. I look forward to playing the full release 
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64
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Community / DevLogs / Re: Trashomancer - An online COOP trashy monsters roguelike
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on: October 09, 2015, 08:41:02 AM
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Update 6
Aside from working on hazards we've been making mocks on possible enemies. This is what we've got so far: The rocky dudes doesn't mix very well with the terrain and the design didn't really convince me so here's a revamp of those and a color swap: This new desing also allows his head to fall off and turn into the other monster pictured before! What color pallete do you like more? one of them mixes better with the terrain but it is hard to read and the other pops out but is slightly more out of place... The little black things with robot armors are generic enemies for the whole dungeon (we'll have at least one more of those) while the rock dudes are environment specific.
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65
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Community / DevLogs / Re: The Eldritch Zookeeper - Run a cursed zoo, badly.
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on: October 06, 2015, 10:19:18 AM
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The idea is really neat, I really dig that artwork. Are you thinking about using 2D sprites/skeletal animations or will you use 3D models for your characters?
PS: the placeholder texture must really hurt your brain while seeing it for hours XD.
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66
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Community / DevLogs / Re: Trashomancer - An online COOP trashy monsters roguelike
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on: October 06, 2015, 10:06:32 AM
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When you say a 'publishing deal', what sort of arrangement are you looking for? If you worked with another business, wouldn't you have to setup your own business anyway? Or are you looking for a company to effectively employ you so that isn't a thing you have to do?
Thanks for the praise first  . We don't really have much experience publishing games but the main reason we would like to find a publisher is because we certainly need some advice on the marketing/greenlight aspect of the game and to take away some of the paperwork and tax handling that would slow down the development and release of the game. Plus if it's a good publisher we'd get much more exposure so we believe it would be a nice kickstart for us in the indie gaming industry. If a company would effectively employ us in order for us to publish the game (we don't really know if that is possible, I doubt it though) it would save A LOT of trouble because in Spain if you have two or more employers there is no mayor impact on taxes, but if one of those employers is your own self (your own company) you'll be majorly tax screwed. A friend of us had a day job and an on-line shop for a year, and due to that reason we was charged almost every penny he made with the shop in form of taxes. He earned the same as not owning the shop but working double.
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67
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Community / DevLogs / Re: Trashomancer - An online COOP trashy monsters roguelike
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on: October 06, 2015, 08:14:20 AM
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Those banana-headed fellows look amazing. Do you guys plan on releasing a playable demo at some point?
We still haven't thought about releasing a public demo yet as there many people who advise against and in favour of releasing it. We do plan however to have a closed demo which is what we are aiming for first. We are aiming for the closed demo to have these features: - Online multiplayer (the main reason a closed test is necessary). - One environment (the one that is displayed on screenshots right now). - One boss and enemies for that environment. - Sound and music. - Few items of every kind. We plan to use that demo to look for a publishing deal although we have yet to decide on how to publish the game as we are very disconnected from bussiness stuff in our country where it is a pain to do any kind of start up on your own. From then on we can focus on adding content and doing the most tedious stuff such us menus, achievements and all the unlockables system, unfortunately screenshots won't be very varied until then since they'll all be set up on the same environment 
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69
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Community / DevLogs / Re: Blubber Busters
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on: October 05, 2015, 12:04:44 PM
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Wow! The designs and the teaser are amazing  . I love hand drawn stuff and this game is on a whole new level. I'd also love to see some video on the artist at work, his style and colour use is beautiful.
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70
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Community / DevLogs / Re: Super Hop 'N' Bop ULTRA
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on: October 05, 2015, 11:59:43 AM
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This looks great man. There's a lot of clarity on what's happening despite the low colour palette, great design! It has been said a lot on this board but I'll say it again, those menus are amazing (and I imagine that they are a pain to do XD). By the way I agree on the single player mode stuff. Maybe you could add a vs IA mode with simple bots, although the IA would most likely be tough to do even if you aim for a simple one.
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71
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Community / DevLogs / Re: Trashomancer - An online COOP trashy monsters roguelike
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on: October 05, 2015, 11:48:38 AM
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Thanks everyone for your posts! @lobstersteve Yeah the dog looks pretty cool but as you said it doesn't fit so much with role. I still want to use him anyway so if he doesn't end up as the trashomancer he would most likely appear as some other npc  @MereMonkey Thanks! glad you like it. On a side note it looks suspicious that the dude with the human with a dog head avatar comments about the dog face character and then you comment about the banana XD. @Canned Turkey We thought about a sloth too but I can't get him to be recogniced as a sloth on the sprite. The same happened when I tried a raccoon (since they steal trash all the time, and stuff that's not trash XD), the head ended up as a noisy bulk of pixels. We are trying to get a design that first fits as a sprite with those dimensions and then looks cool on portrait. Thanks for the suggestion!
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72
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Developer / Art / Re: Main character mini poll
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on: October 05, 2015, 11:48:29 AM
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I checked out your game and it looks great, but I was wondering why a dog?
What if you did something like a raccoon in a suit? I would definitely vote for that instead of the dog.
A racoon would be great specially since they steal a lot stuff and that fits his lore, but the head looked way to noisy on such a small scale  . Thanks for the suggestion though  . By the way we continued this discussion on the devlog, you can check it out on my signature if you'd like.
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73
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Community / DevLogs / Re: Trashomancer - An online COOP trashy monsters roguelike
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on: October 04, 2015, 12:00:07 PM
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Update 5
We are having some troubles deciding who the main character (the trashomancer, who you actually never control) will be  . He has to look somewhat powerful but lazy, or at least not willing to do anything by himself and rather sending others to do the job. Here are 4 designs we came up with, any suggestions? is there anyone you specially like/dislike?
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76
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Developer / Design / Items: Looks, Usability or Consistency?
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on: October 02, 2015, 10:40:05 AM
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Hello guys! I'm having some troubles designing how pickable items will look in a game I'm working on called Trahsomancer. In this game there are 3 types of pickable items aside from hp pickups and ammo/currency: We have items that you can rebuild yourself will and you will loose as you run out of hp (type 1). Then we have power ups that are permanent untill you die (type 2). Finally we have weapons (type 3). First I thought about color coding the type of items (1= blue, 2= green, 3= red) and making them float a bit, but my partner says that items of type 1 should look different overall and actually fall to the floor. For me this is a consistency problem as I believe that these 3 types of items that you can pick and basically power you up in one way or another should have consistency in the looks. Also the color coding looks a bit too flashy but I also think that it really adds to the usability of this system and makes you able to distinguish fast what you are picking. Overall I think that non color coded items with some physics looks better but it really breaks a lot of usability and breaks consistency when they behave differnt from type to type. This is a mock of what we have so far, what do you guys think about this subject? should I strive for consistency, looks or usability? any suggestions?
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78
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Community / DevLogs / Re: Sklaf [2D platformer]
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on: October 02, 2015, 09:44:01 AM
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This game looks amazing man, I like the overall atmosphere shown in the screenshots. It's a bit hard to me to imagine the gameplay though, it seems to be way more puzzle and exploration oriented than combat right? Can you purposely suicide to leave corpse platforms where you want or do you have to let enemies or traps kill you?
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Community / DevLogs / Re: Trashomancer - An online COOP trashy monsters roguelike
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on: October 01, 2015, 02:55:52 PM
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Update 4
We are currently working on some hazards and trying to make you able to reconstruct yourself, aside from fixing some bugs with online animation coordination:  Still very work in progress, but you can gather other parts now!  Traditional spikes and electric barriers, you'll see them spark soon, at least in mocks XD Also we are also doing new tests from time to time in order to get the perfect trashomancer main character desing, you can check out our deliberations in this post
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