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Community / DevLogs / Re: Grim Horde (Arcade game with rogue-lite elements)
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on: March 31, 2022, 02:30:06 AM
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We have received your feedback, and we have listened to you! We've worked hard and changed some stuff, listed below. Rember that, if you have some suggestions you can write a post on our discussion board on Itch.io or Join our Discord Server. Change Log 0.1.12a- Modified in-game target system to randomly generate targets based on available buildings. - Grim Lord portal towers now give additional protection to Grim Lord when active (including visual feedback). - Portal Towers now have a visible health bar. - Enemy souls now are colour-coded to represent their value (darker means a higher amount). - Ranged enemies now have a visible health bar (this should make them more visible). - Changed colour of enemy projectiles. - Health increasing upgrades now adds to the current health points of the Grim Lord (and not only to max health). - Added new in-game upgrades. - Added incremental re-roll upgrade (In-Game upgrades have a chance to show up, so re-rolling increases the chance to get offered a rare upgrade). - General game balancing. - Portal Towers now damage enemies on spawn/despawn (thunders are directed at damaged enemies). - Grim Lord minions are now semi-transparent. - Limited the maximum number of spawnable ranged enemies during waves. - Revised some upgrades cost and dropped soul amount. - Added a how-to-play menu.
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Community / DevLogs / Re: Grim Horde (Arcade game with rogue-lite elements)
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on: March 29, 2022, 04:01:01 AM
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How we build our fast iterative design process ProblemA fast iteration process is the first requirement to develop a game meant to blend quick, old-school gameplay with a deep progression system. As far as game balancing goes, a single parameter can change the whole experience radically. Meanwhile, game balance is in itself a tool to convey an in-game narrative and communicate to the Player the direction of the whole experience. Hence, finding the correct settings to accurately convey the fundamental premise of the game (“evil overlord raising hordes of farm-threatening minions”), required a flexible yet powerful tool to swiftly cycle through testing and iterations until achieving the original vision, without the need to create new builds at every single experiment. The use of a data-driven approach, through the power of the JSON-based dictionary, proved to be a reliable and efficient manner to tweak gameplay values and achieve (hopefully!) that “when the sun hits that ridge just right” moment every designer craves for. SolutionTherefore, it was clear that prototyping using the Godot Engine was the right fit for us. The feature set provided by the integrated scripting language GDScript enabled us to implement our design vision. The Dictionary type and its JSON serialization support are the foundations upon which we have built the data-driven system powering all the gameplay logic. Every configuration parameter used by the grim lord, his minions, enemy structures, and enemy characters are dynamically loaded from an external JSON file and applied to every spawned gameplay entity. Moreover, GDScript comes with an effective property system. Using the _set and _get methods of the Object class is possible to update the parameters of spawned entities both during gameplay (through in-game upgrades) and by unlocking power-ups from the tech-tree system. ConclusionAmong the many advantages of using such an approach, there is the possibility to have the designer working on balancing right from the get-go, allowing the programmer to work in parallel on new features, expand existing ones and enlarge the dictionary itself with new parameters. One small downside of this system may be the need for a designer to be familiar with editing JSON files and similar formats. On the other hand, this can be easily fixed by going the extra mile and creating a simple WYSIWYG editor based on the dictionary system (which can also be a good way to eventually open the game to modding and crowdsourced development).
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Community / DevLogs / Grim Horde (Arcade game with rogue-lite elements)
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on: March 28, 2022, 04:36:32 AM
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In this arcade game with rogue-lite elements, as a grim lord, you have to summon your army through the “portal towers”. Many different minions from another plane can be conjured at your disposal. Hire the strongest armies and show the villagers no mercy! Reap the souls of mortals to increase your power. After the fight, unlock perks for you and your army. Gather your strength anew and return from “oblivion” once again, for the doom you bring can only be set back, but it could never be vanquished! Hi everybody  my team and I have developed a little game (which is in its alpha stage) and published it on itch.io. Play it and drop some feedback if you want to give us some suggestions. We will keep you posted with some new features and other stuff.
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Community / DevLogs / Re: Gourmet Legacy - Diablo meets Coocking Mama [Demo available]
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on: June 28, 2019, 07:47:58 AM
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Devlog #3 - Danger-Changer  Greetings Wonder Chefs from all over the world!  Here we go again: another FRY-DAY, another release of Gourmet Legacy Demo! Today we have a new menu for you! And you are going to love it. We’ve prepared some hot features during this hot summer days. Remember that you are more than welcome to visit our Discord server, tell us what you think about Gourmet Legacy and suggest more improvements. Starter - Reinstated the “RattleShake” We reinstated the Rattle-Shake and fully enabled it’s fighting skills. New Attack Animations have been implemented along with new melee and ranged attacks, as well as a new and improved AI behavior. As of now, once in close range, it will flee underneath the sand to recover part of its health as a defense mechanism, before popping back up to attack you again. Main course - Modified the Cream Camel’s AINow fighting a Cream Camel is harder than ever: they organized themselves and now work as a herd. If you attack any of them, nearby Cream Camels will join the fight in defense of their brothers! Side dish - Implemented health regeneration for all Ingredibeasts and VeggiemalsAll Ingredibeats and Veggiemals now possess a health regen statistic that will grant them with a higher durability. Dessert - Added biome randomization Now when your Character dies, a new biome structure will be procedurally regenerated If you want to try the new version You will find it Here
as always, any kind of feedback is more than welcome! 
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Community / DevLogs / Re: Gourmet Legacy - Diablo meets Coocking Mama [Demo available]
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on: June 21, 2019, 10:41:25 AM
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Devlog #2 - Burps, Farts… and more!  Greetings Wonderchefs from all over the world! Here we go again: another FRY-DAY, another release of Gourmet Legacy Demo. After a week of cooking code and baking particle effects we got some tasty news for you! Remember that you are more than welcome to visit our Discord server and tell us what you think about Gourmet Legacy and suggest more improvements. So here’s the menu for today: Starter - Added new Power Burp particle effectsWe always thought that we needed a different particle effect for the Power Burp skills, after a week or researching, trial and error this is the result:  What you think about it? Let us know and drop a comment! Main course - Added new selection system of your WonderchefWe needed to clarify the respawn system, so we added a new menu where you can select your heir and pick the general abilities. As you can see for the demo they are limited at 2. Side dish - Added new skins for the Big BonedWe added more skins of the Big Boned class, to allow some diversity. Locked skills will be available as they are implemented. Dessert - Buffed “Pull my Finger” skillNow the “Pull my Finger” skill deals more damage on ingredibeast and veggiemals, especially on the Scorpeanut, which is now more vulnerable to it. If you want to try the new version You will find it Hereas always, any kind of feedback is more than welcome! Cheers! 
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Community / DevLogs / Re: Gourmet Legacy - Diablo meets Coocking Mama
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on: June 14, 2019, 06:48:56 AM
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Devlog #1 - Frozen in the Desért Greetings Wonderchefs from all over the world! We have great news for this weekend: thanks to your feedbacks we had the chance to fix some bugs and add some new features. Remember that you are more than welcome to visit our Discord Server and tell us what you think about Gourmet Legacy and suggest more improvements. Having said that let's see in detail what we have changed: Added support for PS4 controller via WrapperWe know that some of you prefer to use the PS4 controller instead of the xbox controller. So now you can use the DS4 controller with a XInput wrapper: go to the settings menu and select “Use DS4 Gamepad Icons”. Now all the UI will show the DS4 buttons.  We’ve tested it with ds4windows and all worked fine and smoothly. Fixed the freeze effect of the “Minty Breath” AbilityWe had a bug were some of the Ingredibeasts were immune to freeze and were not slowed down. Added freezing visual feedbackWe needed to clarify when an enemy is frozen, so we added a “cool” material effect  And now when you’re using the “Minty Breath” skill you will immediately be able to tell if an Ingredibeast is freezing! Added poisoning visual feedbackAnother effect that we want to improve is when either you or an Ingredibeast are poisoned. We decided to use a particle effect that shows a little green skull over your head (or the enemy’s head). Fixed the plating bugWe had a bug in the plating section of the restaurant: you were able to activate the minigame without having any ingredient in the queue. This led to a situation where the minigame stopped working and any ingredient sent to the plating queue was lost forever. Changed font and fixed typosFor the sake of readability we have changed the font of our game and we have fixed some typos in the dialog and restaurant section of the game. We specially thank our friend Frumpopotamus for her Twitch live episode! If you want to try the new version You will find it HereAnd as we always says…
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Community / DevLogs / Gourmet Legacy - Diablo meets Coocking Mama [Demo available]
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on: May 28, 2019, 05:18:24 AM
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Overview Gourmet Legacy is an RPG, rogue-lite, hack and slash with cookery simulation-styled mini games and restaurant management in 3d isometric view. In 10 words: “Hunt ingredients and cook them all in the family restaurant.”
About the Game There are 4 distinct elements that take part in the game-play and they are: Hunting fantastic beasts (called Ingredibeast) and harvest improbable flora (called Veggiemals) as part of your ingredient collection. Find the real value of every ingredient by preparing yourself custom recipes to insert in your restaurant's menu and increase your gourmet value. Expand your traveling restaurant with bigger and cooler rare beasts of burden, fancy furnishings and high quality courses. Death as a part of the game; genetic traits, equipment and the restaurant itself passed on as an inheritance, game-play after game-play, to your heir.
The overall look of the game is based on stylized, colorful and cartoon-like style. This style is unique and memorable, sinks its roots in the western comics, emphasizing the physical traits of every character and infuses in each of of them great charisma and personality. Exaggerated body proportions, improbable cooking tools as weapons and serious battle cookery as hunting techniques are all part of the parody behind this concept that takes inspiration from some famous classic rogue-lite titles. To keep up with this comic style, the 3d environment, props and beasts will be stylized and deformed, twisted in their appearance or even reinvented as part of a new fantasy world without the constraints of realism. Magical and medieval themes are mixed with modern elements to take part in a very colorful world that seems to come out of a fairy tale: no matter how much you know of this strange world, there are always exceptions to this rules. Screenshoots    Who we areWe are Red Koi Box, founded in 2017 in Brescia (Italy) by two game enthusiasts entrepreneurs with 13 years of experience in software development, with the goal to begin a growth path in the European game industry. Our target is to develop top notch quality games for high end gaming devices, exploiting the best technologies available on the market. Our team is formed by dedicated developers, designers, artists, programmers, and gaming enthusiasts. Here at Red Koi Box, we follow a simple rule: take pride in delivering polished experiences and quality services. To us, whether it's part of our projects, client's request or promotional prototyping, every project we partake is of utmost importance. Years of experience give us the ability to switch easily between technologies, platforms and tools. Each project is cared for meticulously thanks to the use of the most suitable and tested practice. Formed by internal and external staff, our team is comprised by devoted professionals with talent, experience and expertise.
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Jobs / Portfolios / Re: H0pe86 Portfolio
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on: April 03, 2016, 04:07:36 AM
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I've composed this music for the "Leap": a 2d combat arena game in a cyberpunk world. Every kind of feedback is appreciated!
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Community / DevLogs / Re: Gangs of Asia - A 1970 Kung Fu RTS.
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on: April 02, 2016, 01:30:50 PM
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The Hotline Miami example is too much "Club mix" for my taste. I would prefer the "drunken master" song. But it could contain more Hammond organ.
 Maybe I didn't express myself clear enough: as the composers for Hotline Miami took the 80's music and they re-think it an create something fresh and "new", for this game it will be nice to take the 70's music and re-think it. It will be cool if will be a mixture of 70's music, weird stuff and chiptune. I didn't mean to use 80's music for this game.
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Community / DevLogs / Re: Gangs of Asia - A 1970 Kung Fu RTS.
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on: April 01, 2016, 03:16:26 AM
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Yeah this game is so cool  ! It feel's like the movie "drunken master" became a videogame! What's your idea about the music and sound fx for the game? what to emulate the funky vibe of that genere, or maybe you want something more "strange" (like the music in hotline miami)? We're thinking 70s afro funkadelic currently. There's actually a scene from "drunken master" playing on the drive-in in the game that I ripped off youtube as placeholder video. Need to eventually contact some license holders and see if we can score any cheap chinese kungfu movie clips to play. I'd love to actually have some full movies playing - compresses pretty well at that resolution. Cool! The 70's afro funkadelic is a good idea but, in my humble opinion, it will be cool if the music take some inspiration from that period and genere, but the composer re-think it an create something fresh and "new". As I said before, like the soundtrack of Hotline Miami: yeah it's form the '80s and it sounds really synthpop and weast coast... but in a new, weird, chiptuneish way. An example:
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Community / DevLogs / Re: Gangs of Asia - A 1970 Kung Fu RTS.
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on: March 30, 2016, 03:04:35 PM
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Yeah this game is so cool  ! It feel's like the movie "drunken master" became a videogame! What's your idea about the music and sound fx for the game? what to emulate the funky vibe of that genere, or maybe you want something more "strange" (like the music in hotline miami)?
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