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Community / DevLogs / Re: Sense: A Cyberpunk Ghost Story (2d adventure)
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on: October 03, 2017, 11:02:21 PM
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You got some really nice backdrop environments going on. When I was watching the subway train video, the ride felt too smooth to me. It might be good to introduce some screenshake during the ride to make it feel more alive.
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62
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Community / DevLogs / Re: Scoundrel - 2D stealth rogue-lite platformer
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on: October 03, 2017, 10:39:13 PM
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This looks like a really fun game! When your character dies and you start with a new one, do you you gain permanent perks from your past runs like in Rogue Legacy? The rope system looks great, I think there could be a more wiggling on the rope pieces below the character when they grab on. It could quickly dissipate after the jump but it looks oddly held in place the way it moves right now.
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66
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Community / DevLogs / Re: Paperville Panic - A Paper Towns First Ever Fire - VR Game
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on: October 03, 2017, 09:44:12 PM
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Looking good. Congrats on the getting the Steam page up. One critique I have is I noticed that the trailer feels a bit rushed at certain parts. Its good to have a trailer with a quick pace to not linger too long but it was hard for me to focus at times. . The scenes in the very beginning and the one at the end with the guy panicking get cut too quickly. Also some of the text disappeared before I could fully read it.
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67
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Community / DevLogs / Re: Totemori 2D
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on: October 03, 2017, 09:26:19 PM
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Yea the bouncy animations look great in this game. I think it looks great as a 2d game. Only issue I can see is that it may be hard to see your character behind large stacks of boulders. I notice that it puts a glowy dot when a character is behind one but it may be too subtle with such fast gameplay.
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68
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Community / DevLogs / Re: Structure of Reign - Government sandbox strategy game
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on: September 29, 2017, 05:22:32 PM
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Not the type of game I would play, but I have to say the terrain generation result looks pretty good. I think people who are into these types of games would love it. I mean look who ugly Factorio looks compared to this and it's a huge success.
Wow thanks a bunch! If this game was as successful as Factorio that would be a dream come true.
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69
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Community / DevLogs / Re: ◣◢ Meawja — An 8-bit ninja adventure of a black cat!
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on: September 29, 2017, 05:14:52 PM
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Thank you very much for your reply! It's the first time I get a feedback about those details, I never realized that. I have designed the bosses and minibosses to have a totally distinct color palette from the background in order to emphasize them, but was not aware that too many details on the BG could cause conflict as well. Can you show wich bosses have you found this problem? Or it's all of them?
The color palettes are very different but the contrast in the background can tend to drown it out. The ones that I feel especially had this problem were the angler fish boss and the moose ghost boss. The backgrounds in those scenes pop a lot more than the bosses do. The ant/termite boss, bird boss, and golem seem to suffer the least from this problem. In the first two the brick background is less offending and in the golem boss its just black. It may just be me. I think the one that needs the most work is the moose ghost.
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70
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Community / DevLogs / Re: ◣◢ Meawja — An 8-bit ninja adventure of a black cat!
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on: September 28, 2017, 10:20:17 PM
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I really like the look of this game. It gives a modern super nintendo feel. One personal critique I have is that the bosses seem to be a bit bland in their details compared to the rest of the game. The environments especially tend to exhibit more detail than the bosses and my eye is distracted away from the boss. Gameplay-wise this can tend to be a problem subconsciously.
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71
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Community / DevLogs / Re: Son of a Witch: Castle Crashers meets Isaac (on Steam EA)
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on: September 28, 2017, 01:02:39 PM
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Website looks good. I'm not sure if you made your own icons for the core features part but it may look better if you made them look like assets that come from the game. Right now they look like stock icons from the internet. Also it may look better to add a dungeon-esque background to the lighter parts like the hero section. Right now those parts feel a bit bland. Maybe a light colored dungeon wall background could work.
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73
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Community / DevLogs / Re: Structure of Reign - Government sandbox strategy game
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on: September 27, 2017, 07:51:12 PM
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This is really interesting. I have no idea if this is your intention, but I would absolutely love to see this type of thing in the classrooms. In highschool civics we learned about government types in all sorts of different ways, and playing a game would have been killer
That is exactly what I want to try and do with this. I want it to be a fun educational game on how government works and open people's minds on how to think about making a different government that's more effective than what we currently use. Although I don't want the game to be too simulationy like Europa Universalis. Im trying to ride that line of it being easy to play but also accurately and secretly teaching people. My dream is to have this on school computers just like we used to have Oregon Trail on computers back in the day. There are a few things that are not completely accurate. For example there's a treasury for your whole country and none for the different regions/states that you have. In real life, each region would have it's own treasury that is separate from the federal treasury. I may change things like that to be more accurate in the future based on feedback. Thanks for that list. I can see how something like that would be exciting because it changes your class to sound more kick ass as you progress your character's stats. I may try and incorporate that more in the game to give a feeling of getting stronger with your government and the people in it. For example I think I'll change the title of individual officials in the government as they gain more power and authority.
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Community / DevLogs / Re: Structure of Reign - Government sandbox strategy game
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on: September 26, 2017, 06:10:55 PM
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First off, the landscape art in this is beautiful man, holy crap. Plus its procgen too.
That "Design Government Org" UI and how it changes the name based on the choices you've made reminds of a neat feature in Dungeon Siege 2 where as you levelled up it would dynamically name your class based on your choices. Wholly different game but still same sort of vibe.
Would you describe your game as a sort of turn based Tropico, in that you're you vs your people? You mentioned a few other games but it sounds a lot like Tropico but zoomed out, haha!
Thank you so much! I played Dungeon Siege 3 and didn't remember seeing that. Maybe it was only in 2. That's sort of the idea of it. To let the player know what type of building they are making in the context of the game. Also adds a sort of educational spin on it. It's funny you mention Tropico. I completely forgot to put that in the list of games like mine even though it is probably the most like it out of any of the ones I listed. I should probably edit it in there. Also Tropico has natural disasters and I didn't mention that in my previous comment about disasters in games either. Tropico is focused on being a strategy game where you are a sort of psuedo-dictator growing a Cuba-like country and trying to bring it out of poverty/gain independence. It has a lot of breadth as far as how you want your country to run with the constitution and other policies. But I never felt like any of that had that much depth. The game to me is more focused on bringing your economy up and aligning with different factions. My game is the player vs their people, so that is a similarity. Although it is very much focused on designing a government power structure and deciding how officials get into the government and who they are. There's an idea of losing control of the government based on who is in it because of official's own agendas not aligned with yours. There's also a huge network of policy decisions that snowball into other issues based on the player's previous choices. You don't embody an El Presidente like in Tropico. You are more of a force of will, like if the ghosts of the founding fathers of America continued to try to design and run the country but could lose control of various organizations and people who had agendas different from theirs.
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Community / DevLogs / Re: Structure of Reign - Government sandbox strategy game
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on: September 25, 2017, 09:02:09 PM
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Government Power and LegitimacyI've added more government powers into the mix, each with their own special mechanics to help run the country. Currently there are 5 powers. These can be combined in any way desired to make organizations with more or less power. That's 31 different building combination icons for each building style  ! More power in a single organization will tend to have higher consequences for actions it takes, although it is able to do more. I've also added an actual lose condition. It's been weird to work on this game for so long without one but I finally figured out how I wanted it to work. When your government's legitimacy goes to 0, the player loses and must start a fresh new government. Legitimacy is hurt by losing important government buildings and personnel. It is gained by solving problems and keeping the country running.  Landscape Normal Mapping and Updated Ocean TextureI can't stop working on the landscape since I want it to look as beautiful as possible while I show development screenshots of the game  . I've now added some normal mapping to important landscape features to have them exhibit more advanced lighting effects. I've also made a new ocean texture in a fractal program I enjoy using and updated the ocean shader's motion. 
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Community / DevLogs / Re: Structure of Reign - Government sandbox strategy game
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on: September 24, 2017, 04:26:27 PM
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Love it, tbh. I don't play a lot of sim games so maybe natural disasters are a genre staple but this is the first time I've seen it done.
Thank you! Yea I'm hoping to make the disasters feel even more destructive by having them modify the environment in their wake. For example, I'll have forest fires leave dead burnt trees behind afterwards that will slowly grow back. Disasters already destroy your buildings if not dealt with in a timely fashion. Disasters aren't a usual thing in most strategy games as they are usually military based. Apparently Civ 1 had disasters but then they discontinued them until they were brought back in a Civ 4 expansion. I never played that expansion so I haven't seen them in action. I should probably check that out.
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Community / DevLogs / Re: Bug Academy
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on: September 15, 2017, 03:04:05 PM
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This looks very intriguing! When there are multiple bugs, are you controlling the whole swarm? Or does the swarm follow one leader bug that you are controlling?
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