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Community / DevLogs / Re: Thousands Layered Edge (千層の剣)
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on: March 29, 2020, 04:34:36 PM
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Man. I would be lying if I said these visuals weren't stunning! This is so cool!
Thanks  How far along are you in development? What are you expectations with the battle system? Is it meant to be more like a fast-paced hack and slash of sorts?
I'm working on the last chapter. Although I still need to put more contents like enemy skin variations and unlockables. The battle system itself is like stormblade / infinity blade game where you just swipe the screen to parry and/or attack the enemy.
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Developer / Art / Re: 3D thread
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on: June 19, 2019, 05:44:19 PM
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Working on a player's skin/clothing (old paper overlay)  The warlord skins (still, old paper overlay)  Mockup of wip minigame, with new paper overlay 
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14
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Community / DevLogs / Thousands Layered Edge (千層の剣)
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on: August 31, 2018, 12:11:11 AM
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Title : Thousands Layered Edge (千層の剣) Platform : Android Genre : Action-Fighting Tool used : Unity Thousands Layered Edge (千層の剣) is an action-fighting game similar to stormblade(android/iOS) or infinity blade(iOS), where you fight an enemy one by one and perform attack and/or parry by swiping the touch screen. The game is rendered using a fragment shader to simulate an ink painting or sumi-e paintings. I'm still not sure if the game will be more of stormblade or infinity blade, I kind of not to fond of the swipe spamming in stormblade but I also want to stay away from infinity blade's 'stun' system... This is a sphere rendered with said shader  Current progress : - ink-paint shader
- attack & parry system
- female player animation
- enemy katana animation
To do list - menu screens
- battle UI
- male player animation
- enemy ninjato animation
- enemy naginata animation
- and everything else to finish the whole game...
 I never realized that the to do list is still long until I made the list above btw, here's a basic attack and parry video 
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Developer / Playtesting / Zombie District (The Division wannabe Zombie Shooter)
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on: July 26, 2017, 07:48:08 PM
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Zombie District is my experiental 3rd person zombie shooter with diegetic UI and menus, and pseudo random generated level. Since it trying to steer away from typical android games, some features are a little bit unusual, like non hand-holding tutorial, diegetic UI and menus, 'floating' joystick and more... And since it a little bit unusual, there are some feedback I'd like to hear: - Is the tutorial easy to understand? Or is it too confusing even for 'hardcore' android players?
- Are the menus like gun store and skills easily accessible? The menus are integrated to the game in diegetic style, means that no screen space seperated menu like in other games
- Are the controls comfortable? I'm trying to eliminate screespace joystick and buttons and use floating joystick, gesture and game space buttons
- If the controls are comfortable, I'd like to create another game with similar control, it's like 4 vs 4 old counterstrike games but offline and on android, is it sound interesting?
- Is it fun at all?
Link to the game https://play.google.com/store/apps/details?id=com.studio13.endlesszombieshooterThanks for your time. Screenshots :  
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Developer / Design / Re: Verticality in isometric games
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on: May 26, 2017, 12:08:51 AM
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Are there any isometric games that have vertically oriented levels that are interconnected and complex such as those in 3D games or sidescrollers? Do you know any 2D isometric games that utilize height in their gameplay? Do you have any other ideas for makind isometric 2D more vertical?
Some levels in Super Mario RPG (SNES) does this... It use player's blob shadow to help determining the height(but not really that helpful unfortunately)
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Developer / Design / Re: Mobile Stamina/Energy system.
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on: May 26, 2017, 12:05:05 AM
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How about changing the reason for mobile stamina.. The old one is to prevent player from playing the game(except if he/she willing to spent some gems or something), you don't want to do that, not anymore, change that to be an excuse to remind player to comeback to play the game, let them play the game as many as they want, but when they are not playing, remind them to comeback.
Change the stamina into something that's not blocking player's progress like powerups or something that once used need to be refilled for an amount of time
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Developer / Technical / Re: Self-shadow in First Person Shooter
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on: April 17, 2013, 07:49:03 PM
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FEAR and Operation FlashPoint is a good example of player having actual body(and legs) and cast shadow too... But intersetingly, most recent FPS seems to skip this nice feature(Call of Duty series including MWs and BOs). [EDIT] OOPS, I posted while the sites from Sean's post was still loading and fail to notice that both are already mentioned in the site
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Developer / Technical / Re: How to do walls in tile based games?
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on: February 23, 2013, 10:50:53 PM
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^you can use additional data. let say that we use this AB format for tile code, where A = detailType and B = tileType. First we compare B%10 to check if there should be a wall or not and what kind of wall should be put there. Then we use the A/10 to check what kind of detail to be shown on the wall(plain wall, windowed wall, cracked wall etc). If you need more than 10 type of wall you still can use AABB format and check the B%100 to check the wall and A/100 for the wall detail.
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Developer / Technical / Re: How to do walls in tile based games?
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on: February 23, 2013, 09:23:46 AM
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wait, did I say 8 neighbouring tiles?  Actually you only need 2 check, horizontally and vertically, could be [x,y] to [x-1,y], or [xy] to [x+1,y] and [x,y] to [x,y-1] or [x,y] to [x,y+1]. Checking it four times will only creating unnecessary wall. it will most likely decided by the two tiles I guess but you can use different-coded-same-graphic tile to create different wall.
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