Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411128 Posts in 69302 Topics- by 58376 Members - Latest Member: TitanicEnterprises

March 13, 2024, 08:47:26 PM

Need hosting? Check out Digital Ocean
(more details in this thread)
  Show Posts
Pages: [1] 2 3 ... 6
1  Community / DevLogs / Dusk Belt - help me decide between top-down and side-scrolling on: April 04, 2018, 04:09:06 AM
DUSK BELT

I've been chewing on the idea for my next game for a bit. "IDEA?!?" you say? It might seem silly to be here throwing out my idea at you (when ideas are generally considered worthless). But Ryan Clark says the right idea is super valuable and I find that pretty convincing.

The game is called DUSK BELT and it's set on a tidally locked planet. The basic concept is that one side of the planet is constant day, making it a blistering hot desert. The other side is an eternally dark frozen tundra. In between is a narrow temperate zone where most of civilization resides. Your goal is to get to both "poles" and presumably fight some bosses at each one, which of course turns the thing into a survival game but one with an interesting duality. In half the game, you struggle with heat, exhaustion, and thirst. In the other, you struggle with darkness, cold, and hunger. Ignore the hard science realities of such a place and consider only the abstract version I've described above. Even with that little setup, it seems to me to be a damn cool idea!
Survival
I've wanted to make a big survival game for a while. Survival games* always bug me in that, they're fun until you get to a baseline of comfort and then the challenge typically disappears. Surviving the first 10 minutes in Minecraft is hectic, but once you have a 3x3 dirt house you've mostly solved the shelter issue. The other thing is that I like survival on the go. I like the idea of exploration and making due with what you find on your travels. For me, it helps to have a goal, particularly in the form of a physical destination you're trying to reach. Most survival games are about plopping down and exploring only the nearby area. My first game jam game, still probably my favorite, explored these ideas. The game gets progressively more difficult as time goes on and the only way to win is to travel a really long distance in a certain direction. I want to explore that further.

*I keep saying "most survival games" do this or that. I'm sure I'm not particularly well versed in the genre, so am happy to take recommendations...



Beyond that, survival is just a mega popular genre. I've lost track of how many word clouds and graphs I've seen with survival and crafting crushing steam. My last game was a traditional roguelike and it while it was well received among its audience, to a first approximation nobody has even heard of it. Traditional roguelikes are a niche among niches. I would argue that most people don't know the genre itself even exists as a separate thing. It'd be cool to try something with a bit more appeal to your average gamer.


The "least useful" slide from Mike Rose's talk Let's Be Realistic: A Deep Dive into How Games Are Selling on Steam

Beyond survival aspect, I also want to mix in some combat. I imagine it'll be a lot more interesting exploring the pitch dark side of a planet if creepy monsters are out to get you. I haven't thought about this too deeply, but I'm leaning towards a roguelite metaprogression that drives the game. I would love to make a game that was as fun as Rogue Legacy or Dead Cells in that aspect. Of course, I'm sure many fans of my last game which had zero metaprogresssion will be turned off. Again, I face a harsh reality that 99.9% of gamers absolutely hate starting over from scratch.
Top-down or side-scrolling?
I initially assumed the game would be a big open world, top-down game. It seems so obvious. Survival works very well in top-down. It makes the scale of the world seem huge and gives you plenty of space to explore. It gives you a chance of actually getting lost, which is totally my jam. For the combat, I could take cues from games like Nuclear Throne.

Then I got stuck on something surprising: the art. I need to come up with an art style that allows me, a single (not artistically inclined) developer with little time, to crank out art assets. I'd like to try something other than pixel art for once. The obvious choice after that is to hand draw and animate top-down characters in 4 or even 8 directions. Ugh, no thanks!

I kept landing on the following style of art: draw characters from a profile view, draw their appendages separately, connect them all together with a skeletal system, and then get free animation by rotating everything. I'm sure there's a name for this, but I have no idea what it's called. It seems to be used in a lot of games though. I know it's used in One Hour One Life (the developer has some interesting stuff to say about survival too), but I also see it in games like Limbo and Pinstripe.

OHOL

For one, this allows assets to be produced really fast. Draw characters facing one way and you get the other direction for free. There's no need to animate things by hand. And then you have the really cool stuff: having detachable/replaceable appendages or a full skeletal system (by that I mean an actually skeleton underneath the normal sprites).

There's just one problem with that art style: it looks kind of janky in top-down. You don't get an "up" or "down" direction and even if you drew those directions separately, they couldn't rotate/animate in the same way. It looks a bit weird in the top-down One Hour One Life, but that seems acceptable given the odd art style. If you add vehicles (ships/cars) or large monsters, the problem is exacerbated. In a side-scrolling view, however, this kind of art works perfectly. Your character only ever needs to face left or right.

Oh no.

It might be weird to be debating this fundamental choice about the game. Shouldn't I know that already? But the core ideas of the game are about the setting and survival, not the perspective. They could be applied in lots of different ways. So then I started reviewing the pros and cons of each style...

Top-down
  • +Fits survival nicely
  • +Allows for huge scale and getting lost
  • +Produces an easily understandable "map" of the world
  • -Profile art looks really janky
  • -Circumnavigating a spherical planet is harder to achieve
Side-scrolling
  • +Profile art works great
  • +Background/foreground assets can be easy to make (silhouette style)
  • +Jumping and platforming is fun out of the box!
  • +Circumnavigating a spherical planet is easy
  • +A ton of hugely successful indie games are platformers
  • -Widely claimed to be a "saturated" genre
  • -I have no idea if survival and platforming mix

That last one is the big sticking point. Platforming games can have verticality, but the ground is always there as a reference point. Getting lost (unless it's in a sprawling cave system) seems impossible. Side-scrolling games tend to have smaller scale. It's hard to imagine the player having any difficulty tracking down vital resources in a tiny space.

One idea I have is to make the distance you can travel left to right absolutely vast, but enable the player to traverse large distances with a vehicle. You could travel at great speeds for a while, but then be forced on foot when periodically running out of fuel. Is that boring? Does any of this make sense? Who knows!

Sorry for the stream of consciousness, but that's where I'm at. Super early stages, but I'm excited about this idea.

I need to either accept the weirdness of my chosen art style in top-down or figure out a way to make survival work with a side-scrolling perspective.
2  Community / DevLogs / Re: Golden Krone Hotel on: February 14, 2018, 04:40:27 AM
Running a 3 day competition for Valentine's day.

Details: http://steamcommunity.com/games/497800/announcements/detail/1658883402140670961

Leaderboards: http://www.goldenkronehotel.com/valentines.php

In other news, the game hit the "Very Positive" threshold!  Shocked



I have to admit to a bit of luck in reaching 100%. Currently there is one negative review, but it's a key review and not counted in the regular total. One negative review was due to technical issues but the author was impressed with my quick response and flipped it. One other negative review was reported and removed. I know the negative reviews are coming eventually, but this is nice for now.
3  Community / DevLogs / Re: Golden Krone Hotel on: November 06, 2017, 04:44:05 AM
Released the soundtrack as separate DLC:

http://store.steampowered.com/app/738980/Golden_Krone_Hotel__Original_Soundtrack_by_Christopher_Loza/

HOLY HELL was that confusing. It took me like 2 weeks to sort it out. The docs encourage you to have the DLC managed along with your base game.

Well, in hindsight, I think that means you can't give it separate permissions. I struggled for days to figure out how to actually get the DLC working without adding it to the base game package (which of course grants it for free to anyone with the game). I did in fact try that once and then was shocked to find out you can't revoke it! Even if the DLC is unreleased, you can never remove depots from a released game. So I had to beg someone on the developer forums to fix it up for me.

When I posted again asking for how it actually worked, crickets. I got it working by using the option "Manage DLC separately", even though the docs say that's only useful if you have a lot of depots.  Lips Sealed
4  Community / DevLogs / Re: Golden Krone Hotel on: October 27, 2017, 09:02:03 AM
jere#7969 ?

In any case, I think your message was well after the release party. But feel free to come hang in the discord any time!
5  Community / DevLogs / Re: Golden Krone Hotel - kill vampires with sunlight on: October 26, 2017, 02:20:18 PM
Golden Krone Hotel has been released! 20% discount for the launch

Come join our launch party tonight: http://www.goldenkronehotel.com/releaseparty/
6  Community / DevLogs / Re: Golden Krone Hotel - kill vampires with sunlight on: October 21, 2017, 10:48:04 AM
Crunch time. I'm wrapping up the final update to the game this weekend. We release out of EA on October 26.

I planned a little "release party" that night:



http://www.goldenkronehotel.com/releaseparty/

Should be fun. If nothing else, it was damn fun making the site for it.
7  Community / DevLogs / Re: Golden Krone Hotel - kill vampires with sunlight on: October 04, 2017, 04:24:30 AM
Despair mode: enemies deal 50% more damage, their crits are much higher, sunlight/water damage is doubled, blood dries up quicker, vampire HP drops faster. I think that's about it?

I have not compiled greenworks myself and am using the release binaries: https://github.com/greenheartgames/greenworks/releases

I believe I'm using nw.js 23.7 for Windows and 20.3 for Mac/Linux. With those releases, you have to make sure you have the right combination of greenworks, NW/electron, and steam SDK. I wish I could help more, but it looks like you have some comments on your question at least.
8  Community / DevLogs / Re: Golden Krone Hotel - kill vampires with sunlight on: September 24, 2017, 02:34:30 AM


OST

Golden Krone Hotel now has an original soundtrack by Christopher Loza! You might know Christopher from the KeeperRL soundtrack, but he also made our delightful chiptune title track and trailer music. We've been working on redoing all the game's music for a few months and it's finally done.

If, however, you want to switch things up or just get nostalgic for the old music (which has a more ambient horror focus), you can toggle back and forth between both soundtracks in the Options menu.

Despair mode
Even if you're not quite ready for the game to get harder, I know you will be eventually. Despair is a new unlockable, unfair, and unforgiving difficulty mode. It comes with its own redone title screen featuring a gnarly remix, blood moon, and custom font. I have to be honest: this is easily the most badass thing in the game.



Visual tweaks

Stained glass has been toned down and looks less like "unicorn puke." Menus have been visually reworked and made Fancy!

There's also a good number of bug fixes. Thanks to everyone who reported them!

  • The game now features an original soundtrack by Christopher Loza. The old soundtrack can be switched in as well.
  • New difficulty: DESPAIR MODE
  • The credits menu has been totally reworked into a "crawl" and now displays after a win (also available from Options)
  • Reworked menus
  • Stained glass no longer looks like "unicorn puke"
  • Difficulty can now be selected with keyboard (left/right)
  • Drawing ASCII windows differently depending on their orientation
  • Debug menu has been made more difficult to accidentally access (now requires '~' + 'debug').
  • Accessing the debug menu (or running console commands) prevents a run from having a morgue file saved. This should prevent at least one category of "cheat" morgue files from popping up on the leaderboards.
  • Fixed an issue with sliding on ice diagonally
  • Fixed a morgue display issue when dying of starvation
  • Fixed a major bug where reading a book the same turn one dies turns you immortal.
  • Any unbound commands (which had their keys stolen from another remap) are randomly assigned keys, which should prevent a bug where the game wouldn't start with unbound keys.
  • Fixed an issue with potion deduction. You should be able to deduce identities more often.
  • Fixed a game locking bug with Examine mode in the tutorial. Also now easier to escape from menus in the tutorial.
  • Fixed an issue with MIASMA that wasn't hurting enemies unless they were directly hit.
  • Fixed an ugly display issue with spell icons on Grimoire menu
9  Community / DevLogs / Re: Golden Krone Hotel - kill vampires with sunlight on: September 19, 2017, 06:16:28 PM
Working on prettying up the menus in the game. They've been really basic and kind of ugly so far (rounded corners with 1px thin white border, that's it).

So this is what I have so far. Quite elaborate, maybe too much so? I'll have to plug it into the game and see if I get used to it.
10  Community / DevLogs / Re: Golden Krone Hotel - kill vampires with sunlight on: September 17, 2017, 12:53:01 PM
I've wondered that a lot and haven't found any definitive answers.

Achievements are good for:
  • Quick statistics on how far your players are progressing and where the difficulty spikes are
  • Hinting at interesting corners of your game that players might not find on their own
  • Keep people motivated and give them goals

I personally don't think they're a requirement, but if you have an easy way to generate the art assets you might as well.
11  Community / DevLogs / Re: Golden Krone Hotel - kill vampires with sunlight on: September 16, 2017, 03:30:21 PM
I use Greenworks, which is a pretty great library. They have release binaries, just pray the combined versions of Greenworks+NW+SteamSDK works for you. One you get that setup, it's really a breeze as far as the technical part goes. It does a bunch of other stuff, but I only need it for Achievements. Trading Cards are actually handled automatically and require no code.

As far as the work into each... Achievements were super easy for me because the image size is like 64px and I have 16px tiles. I just resized a bunch of sprites I had in game.

Trading Cards are a lot more work. You have to make at least 5 pieces of art, 3 backgrounds, badges, emojis. Having not dived into the system before, I was really surprised by what all was required. I still basically reused art I had, but it was a bit more work. Plus the template for your logo is such an odd resolution that I had to redo that from scratch (seen earlier in this thread).
12  Community / DevLogs / Re: Golden Krone Hotel - kill vampires with sunlight on: September 11, 2017, 05:37:32 PM
HOLY CATS, WE'RE LEAVING EARLY ACCESS NEXT MONTH.

This month it's all about playing the way you want to play. That means Mac and Linux support, tools to prevent stupid deaths, keyboard examine, ASCII mode, and optional 8-way movement.



The final class has been added as well: Berserker. With the highest starting strength of all the disguises and an ENRAGE spell, you'll surely wreak havoc on the hotel. That brings us to 12 classes and 19 achievements to collect!

Diagonal movement

Four way movement has always been helpful for players without numpad. But sometimes it just doesn't feel like a roguelike without diagonals.

Adding optional 8-way movement to Golden Krone Hotel affects A LOT. Expect the game to feel different, but hopefully still balanced. It's now easier to dance around lone enemies and it's possible to dodge light beams. But remember it's also easier to get surrounded and magic becomes 8-directional too.

ASCII Mode
ASCII can look cool as hell. It's often easier to understand what's going on too. So here it is.



There's a Muted Palette option that almost turns the game greyscale (the main exception being hints of red). This an excellent option if you want to crank up the horror aesthetic.

Grognard Mode

If you really want to go old school, there's GROGNARD Mode. This flips a bunch of options simultaneously to make the game look and feel more like a classic roguelike. You'll get ASCII, diagonal movement, and a bunch of display effects turned off (like animation, damage numbers, bounciness, etc.).

But feel free to play with those on if you prefer! It's quite fun playing a little bouncy @.



Changelog:

  • Mac and Linux now supported. Please let me know if you have any problems.
  • Optional diagonal movement added
  • ASCII mode added
  • Bump animation added
  • You can now Examine with keyboard (press V) and hovering over tiles also displays their name
  • Added a "Confirm dangerous moves" option. If you die to sunlight a lot, this might help
  • Berserker class added
  • Shapeshifter now turns into a wolf whenever in moonlight
  • Spiridus and Moroi toned down a bit. Moroi range reduced
  • Options menu reorganized and several new options added
  • Sound play when selecting options
  • Added highlighted text to tutorial to make it easier to understand
  • Fixed a very weird bug with ice/stairs that created ghost enemies that could be killed infinitely
  • Fixed a crash when playing the game outside of the Steam client
  • Fixed an issue with the revolver cancellation not clearing selected tiles
  • Fixed an issue with certain attack types being displayed
  • Fixed an issue with rebinding ESCAPE/ENTER
  • Fixed the display of 1HP in morgue files
  • Fixed an issue with ring display in morgue files
  • Fixed an issue with resting while poisoned/burning

Since the game is wrapping up, please let me know of any last minute ideas on balance/polish. Big changes are probably not making it in, but there's still a month to fine tune things.

And I'm super serious about the price increase this time (I wanted one last opportunity for Mac/Linux players to buy at $5).

13  Community / DevLogs / Re: Golden Krone Hotel - kill vampires with sunlight on: September 11, 2017, 05:37:07 PM
quantumpotato, I'd say every 7drl could be considered a prototype of sorts. You're highly encouraged to make a finished game and yet they can be expanded later. If you want to see my other 7drls: http://www.roguebasin.com/index.php?title=User:Jere
14  Community / DevLogs / Re: Golden Krone Hotel - kill vampires with sunlight on: September 06, 2017, 04:40:46 PM
Hmm, but it looks like you did use nw.js (as far as I can tell from the files) in Quantum Pilot? Neat little game by the way!

Quote
What are your plans after this project?
Oh boy. I always have a few dozen ideas kicking around. From a roguelite action game set on a tidally locked planet with both desert/frozen wasteland survival.... to a 2D MMO about creating graffiti in a dystopian city run by cyborg cats. Who knows!

I'll probably take a short break after I wrap up this game at the end of 2017 and then prototype some ideas before selecting one to stick with.
15  Community / DevLogs / Re: Golden Krone Hotel - kill vampires with sunlight on: September 03, 2017, 02:20:08 PM
I've never had problems with Windows. I'm using Greenworks for the Steam API and have had trouble with the Steam overlay on Mac/Linux (there is a problem on Windows where you have to draw a 1px canvas to get it to respond, but I've solved that).

There was once a performance problem with compressed folders on nw.js. They might have fixed it, but I don't use it anyway. My main performance issue is simply HTML5. If I made better use of webgl, I might  be OK, but you run into hiccups with the standard canvas API so damn fast.

I wrote about it a little here: http://www.goldenkronehotel.com/wordpress/2015/10/10/tightening-up-the-graphics-on-dungeon-floor-3/
16  Community / DevLogs / Re: Golden Krone Hotel - kill vampires with sunlight on: September 03, 2017, 05:03:24 AM
Yea! I use HTML5 and build executables with nw.js. Other than struggling with performance sometimes, it works out well.

Tried this and definitely think red/white/black is a better fit for the horror theme:

17  Community / DevLogs / Re: Golden Krone Hotel - kill vampires with sunlight on: August 31, 2017, 06:13:30 AM
Thanks!

It is an actual spritesheet. I figured the fastest way to do an ASCII mode would be to create a new spritesheet directly layered over the old one. I prefer this over text anyway, since I've had problems getting that to look good on canvas.
18  Community / DevLogs / Re: Golden Krone Hotel - kill vampires with sunlight on: August 30, 2017, 07:14:38 PM
Nearing the end of EA and tackling some big remaining items:

  • Mac & linux support: testing seems to be going fine except I've given up hope on getting the steam overlay working
  • Optional diagonal movement: so this can be a proper roguelike
  • ASCII Mode: for the grognards in the audience

entire spritesheet converted


the underworld and a baron (constructed out of several characters)


thinking about keeping an absurd tiles+ASCII mode


in a happy coincidence, the character for vampire eyes (") matches up pixel perfectly with the big vampire character (V) and that's with no tweaking of the font I'm using (code page 437)


I think ASCII mode is looking OK, but I keep wondering if I shouldn't ensure every single monster has a distinct character representation and then redo the whole thing in only black/white/red.

19  Community / DevLogs / Re: Golden Krone Hotel - kill vampires with sunlight on: August 08, 2017, 04:44:58 AM
OMG  Hand Any Key I was interviewed for Roguelike Radio and it's out!

Roguelike Radio Episode 138: Golden Krone Hotel

Also just released an update featuring the Underworld branch. It has a ton of new bosses, infinite descent, procedural enemies, lava, ice, demon blood, etc. Full details here.

20  Developer / Business / Re: in-depth marketing resources vs shallow/broad ones on: June 28, 2017, 08:18:58 PM
Interesting idea. I feel that marketing/virality is partially about chasing temporary gold rushes. That is there are various mediums, tools, websites, etc. that would have paid off big time if you were simply there early because of less competition. I'm thinking early days of Greenlight, Kickstarter, patreon, youtube, twitch and on and on. All of these things are dramatically harder to reach success with now than say 5 years ago. You sometimes read postmortems where people rave about these tools, but when you try to wade into them you don't get the same success because the person who had success got it years ago. The same applies to specific marketing gimmicks or even game mechanics. It's only interesting once and then it's not newsworthy. For that reason, I don't see much reason for anyone to invest time explaining how to do these things in depth. You've got to do something different every time.

General marketing techniques would be useful. I know there are some good books out there, but can't think of any of the top of my head. I'd be interested to hear recommendations.
Pages: [1] 2 3 ... 6
Theme orange-lt created by panic