Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411283 Posts in 69325 Topics- by 58380 Members - Latest Member: bob1029

March 29, 2024, 10:14:04 AM

Need hosting? Check out Digital Ocean
(more details in this thread)
  Show Posts
Pages: [1] 2 3 ... 5
1  Community / Townhall / Treasure Breaker Launched on Google Play Store on: February 15, 2014, 10:03:34 AM


Sarawak, Malaysia- February 14th, 2014- Just after 10 days of launching Troubled Tropical: Treasure Breaker on the App Store, Reonyx Studios announces today that they have also published the game on Google Play Store.

Link to Google Play Store: http://goo.gl/f4txEb

"It was quite a surprise," said Lee Zhi Eng, founder of the indie game company- Reonyx Studios. "We reckoned it would probably take a month or so to port it over to android, but we have once again proven ourselves wrong." In Troubled Tropical: Treasure Breaker players control a playful character named Terry who destroys treasures found in an ancient temple by throwing a magical skull which bounces around every corner of the interior. Currently the game contains 35 levels with different designs, features and difficulties. The game is also available on the App Store.

Link to App Store: http://goo.gl/ZeAarj

Troubled Tropical: Treasure Breaker will also be ported to other platforms such as Windows, Mac and Linux. One of the long term goals of Reonyx Studios is to create high quality and highly engaging contents not only for the mobile platforms, but also for home computers and hopefully in the future, gaming consoles. "We do not want to miss any opportunity of showing our games to our potential audience." said Lee Zhi Eng. "Cross-platform is definitely the new market trend right now and I'm sure it will continue to be the holy grail for casual game developers like us."

More information on Troubled Tropical: Treasure Breaker can be found at the official homepage here:
http://www.reonyx.net/treasurebreaker

Full size HD screen-shots can be found here:

http://www.reonyx.net/stuffs/treasurebreaker/tb_screenshot_hd_01.png
http://www.reonyx.net/stuffs/treasurebreaker/tb_screenshot_hd_02.png
http://www.reonyx.net/stuffs/treasurebreaker/tb_screenshot_hd_03.png
http://www.reonyx.net/stuffs/treasurebreaker/tb_screenshot_hd_04.png
http://www.reonyx.net/stuffs/treasurebreaker/tb_screenshot_hd_05.png

About Reonyx Studios:

Reonyx Studios is an indie game development studio founded in 2014 by game developer Lee Zhi Eng. Its first title, Troubled Tropical: Treasure Breaker released on the App Store in February 2014. Reonyx Studios is committed to developing unique and highly addictive video games. The official Reonyx Studios homepage can be found here:
http://www.reonyx.net

All press releases from this developer:
http://www.reonyx.net/press
2  Community / Townhall / Troubled Tropical: Treasure Breaker Released on App Store on: February 03, 2014, 08:44:25 PM
Troubled Tropical: Treasure Breaker is now available on the App Store for free. Link to App Store: http://goo.gl/ZeAarj

In Troubled Tropical: Treasure Breaker players control a playful character named Terry who destroys treasures found in an ancient temple by throwing a magical skull which bounces around every corner of the interior. Upon release, the game will feature 35 levels with different features and difficulties. Players can share their game replays and high scores to the social networks and challenge their friends to beat their awesomeness.

Troubled Tropical: Treasure Breaker will soon be available for Android, Windows Phone, Windows, Mac and Linux in middle 2014.

More information on Troubled Tropical: Treasure Breaker can be found at the official homepage here:
http://www.reonyx.net/treasurebreaker

Full size HD screen-shots can be found here:

http://www.reonyx.net/stuffs/treasurebreaker/tb_screenshot_hd_01.png
http://www.reonyx.net/stuffs/treasurebreaker/tb_screenshot_hd_02.png
http://www.reonyx.net/stuffs/treasurebreaker/tb_screenshot_hd_03.png
http://www.reonyx.net/stuffs/treasurebreaker/tb_screenshot_hd_04.png
http://www.reonyx.net/stuffs/treasurebreaker/tb_screenshot_hd_05.png
3  Community / DevLogs / Re: The Unfallen on: June 05, 2013, 08:51:39 AM
I'm thinking to change the main character design again but just in my mind for now, I didn't draw it out on paper. I will try to make it less armored instead of my previous idea which is fully armored. The reason behind this is because I want to make him more "god-like" - fighting with huge monsters without any armor! This will give player the sense that he is definitely not a mortal being. Wizard

Anyway since I have some rough idea but not entirely sure about the costume yet, so I started to model the head first, body will come later.

So far:
4  Community / DevLogs / Re: The Unfallen on: June 03, 2013, 10:19:37 AM
Some quick sketch I did for a little monster.
It's a candle-like metalic creature which appears near volcanic area. Blacksmiths like to keep them as pet and use them to produce high quality swords due to the perfect "black flame" it can produce from its mouth.



Also I have found the old 3D models I did for this game 4-5 years ago.
It's basically a plant-like creature which screams and shoot deadly beam/wave to kill its preys and later consume them. It's similar concept to the screaming plant in Harry Potter movie.

5  Community / DevLogs / Re: The Unfallen on: June 02, 2013, 06:58:40 PM
Did a quick sketch of the main character. I probably will make him fully armored (except head) because in the game player can only change the weapon and not the costume (otherwise I would not be able to finish it at all) The scar on the head was intentionally added, it's linked to the storyline. This is not the final design yet.

6  Community / DevLogs / Re: The Unfallen on: May 31, 2013, 06:13:53 AM
Still working on the level. Arranged some more models around the level and trying my best to make it more natural-looking and interesting.







7  Community / DevLogs / Re: The Unfallen on: May 27, 2013, 06:52:20 AM
Over the weekends I have been continuing to construct the first level by adding more assets to the scene. I'm trying to build the ruin which was once a city when the protagonist was still alive a thousand years ago. The cities that player can interact with human NPCs are the "new cities" built by the later generations.


8  Community / DevLogs / Re: The Unfallen on: May 21, 2013, 11:48:49 PM
Latest progress:

Done 3 variants of castle guards


Did a flag stand. The flag is animated using bone.


Testing water shader for fountain
9  Community / DevLogs / Re: The Unfallen on: May 20, 2013, 12:48:23 AM
Did all these variants in 15 minutes.



10  Community / DevLogs / Re: The Unfallen on: May 19, 2013, 07:47:22 AM
Finally done the peasant texture! Cheesy

Diffuse only. I leave some space at the top right corner just incase other variant of peasant NPCs need it.


Realtime render in game engine. This will be the view when NPC is talking to the player. Or maybe slightly higher.


This is the normal view.


More to come!
11  Community / DevLogs / Re: The Unfallen on: May 18, 2013, 08:50:26 AM
By modifying the generic male model, I was able to quickly make a peasant NPC model in less than 2 hours. It will take me even less time to create several different types of NPCs by modifying this peasant model.

That's all for today, let's see what I can do tomorrow.
Productivity!! (Yes I'm really enjoy doing this project Smiley)
12  Community / DevLogs / Re: The Unfallen on: May 18, 2013, 05:46:06 AM
I think his head is to big and his legs to smal
Yes you were right. I put an anatomy image behind the 3D model to check, the head indeed was too big (also the torso a little too long).

This is the new one. Much better now. Thanks! Beer!
13  Community / DevLogs / Re: The Unfallen on: May 18, 2013, 02:58:34 AM
My generic male character model is now done. I can start creating any male character by modifying this generic model. It will speed up the progress a lot.

Not perfect but...  hey, it's a top down game! Embarrassed
14  Community / DevLogs / Re: The Unfallen on: May 17, 2013, 07:38:32 AM
Thanks guys, I will try to avoid any pointless features that are not improving the gameplay.

Today I'm working on a generic male character model. I will use this model and modify it into different characters for player and NPCs. It's almost done, only left the hands and feet.

15  Community / DevLogs / Re: The Unfallens on: May 17, 2013, 12:48:24 AM
Hey, Virion.

I remember you from the Irrlicht forums. Are you still active there? Your new game looks pretty good. I wish you nothing but good luck with it. However it does seem like quite a large project for just one guy to pull off. Then again if this is your hobby project it doesn't matter how many years it takes to complete as long as it's fun to work on.

Again, looking good! Cool
Yeah I'm from Irrlicht forum. Nope, I have not visited irrlicht forum for ages. No longer using Irrlicht. Shrug Yeah I'm doing this just for fun.  Grin I won't be building all the assets myself. A friend of mine is helping me with the assets, I'll also buy some of the generic models such as trees and plants. That will save up some time.

Looks really sweet, but I do hope that the "s" in the title is a typo, or at the very least a working title.
It reads/sounds really disagreeable to my native(ish) English(Australian)-speaking eyes/ears.
"Fallen" is its own plural do it doesn't need the "s" to form a plural.
"The Unfallen" without the "s" is all cool though.
Ahh. Sorry for my funky english Embarrassed english is not my first language. I'll remove the 's' right away. Thanks. Gentleman
16  Community / DevLogs / Re: The Unfallens on: May 16, 2013, 11:56:40 PM
Today I start working on programming.

- Movement with keyboard/mouse and joystick [done]
- Melee attack using left click [done]
- Monsters chasing player around [done]
But I found out there are some problems with unity's path finding system. It is not suitable for changing the path at realtime (eg.chasing player) especially when there are many monsters in the scene. I'll probably try to optimize it, or change to grid based pathfinding instead of nav mesh.

I'm using place holders for the player and monsters (grey cubes) so there isn't any screenshot to be shown yet.

At the same time I'm planning what type of style should the characters look like. More to come.
17  Community / DevLogs / Re: The Unfallens on: May 16, 2013, 05:58:25 AM
More houses are done. I'm using the same texture atlas to keep the style consistent and also reduce draw calls.

18  Community / DevLogs / Re: The Unfallens on: May 15, 2013, 07:28:16 PM
If you've only got 5% art done, that's a pretty good 5%, that's all I can say right now.  Smiley
Thanks.  Smiley

I've done some prop models. Will be making more building models to form a medieval city.



Controls:

WASD for moving around
Q and E to switch between active skills
Button 1,2,3,4,5 also for selecting active skill
Left Click for melee attack
Right Click for skill attack

Leveling Stats:

Strength - Stronger melee attack, melee defense, higher HP
Intelligence - Stronger magic power, magic defense, higher MP
Agility - Walking and Attack speed

Not sure if 3 stats are sufficient. Might add more stats but it will make it harder to code.  Embarrassed

In order to level up and get stronger, player has to obtain as many Orb of Essence as possible which will be dropped by monsters when die. There are several different types of orbs, which differ in color and experience point.

From lowest exp point to highest: White, Yellow, Orange, Red, Purple, Black

Types of Skills:

There are 2 types of skills - Physical skills & magical skills
Physical skills are neutral and attack with bare weapons.
Magical skills are elemental and attack with spells.

That's all for today.
19  Community / DevLogs / The Unfallen on: May 15, 2013, 12:15:23 PM
The Unfallen is a top down action RPG game set in a fantasy medieval world. Player plays as an ancient warrior - Aidan, who was being summoned back from the grave by the Wizard of Darcus to save the world from destruction by his old rival - Zerox, the ancient demon who were once defeated by no other than himself a thousand years ago.

Aidan has lost most of his memory as well as his strength, as he has been sleeping peacefully in the grave for more than a thousand years. Player has to combat all the way throughout the levels to gain back his strength, put back pieces of his memory and discover what have been happening around for the past thousand years when he wasn't around. All these will give him a clue as to what are the real purposes he were summoned back from death and what choices he can make in order to save the world from destruction. There will be a lot of twists in the storyline to make it more interesting.

Since I am working on this project in solo, the workflow is much more flexible, I may be doing design one day, and suddenly jump to programming the next day, and vice versa.

----------------------------------------------

So far the progress...

Design: 15%
Programming: 5%
Art: 8%

[UPDATED] Screenshots:













I really like this genre and settings. I have been dreaming of making this type of games but for my daily jobs I've been doing mostly casual games which is not my cup of tea. The game is quite simple which makes this project doable and possible to finish within a reasonable time frame.

This is just a hobby project so I'll just post all my progress here instead of making a blog/website specifically for it. I think it's very important to keep up my interest and passion in game development by doing some hobby projects during free time. Otherwise I would most likely died off from game industry after couple of years doing games that I don't really like.

That's all for now. I will be posting more updates here very soon.
20  Community / DevLogs / Re: Mech Mania (4 Player Arcade) (funded!) on: May 14, 2013, 09:09:48 AM
Nice. reminds me of Crash Bandicoot mini games which I played a lot when I was a kid (good old Play Station 1).
Pages: [1] 2 3 ... 5
Theme orange-lt created by panic