Show Posts
|
|
Pages: [1] 2 3 ... 11
|
|
1
|
Developer / Business / Re: Published the Forest Sprite Pack, a pack of high quality modular sprites
|
on: October 14, 2019, 11:28:39 AM
|
Just released the Ruins Sprite Pack, a new set of hand painted sprites. It's available on http://u3d.as/1DayRuins Sprite Pack is perfect for HD sidescrollers and platformers. With this package you’re able to create countless ruins scenes and levels by combining a selection of hand painted sprites and objects crafted to be able to blend together in many combinations of sizes and orientations. This package consists of: - More than 340 high quality hand painted sprites; - Interactable Objects with behavior scripts and components ready to use; - 117 Sprites of Derelict buildings, walls, fences and pathways; - 63 Miscellaneous sprites of props; - 77 Vegetation sprites; - 90 Background and foreground sprites; - 40 Example prefabs assembled from a selection of these sprites. All sprites are modular, so they can be mixed and matched to form virtually infinite scenarios with minimal repetition and memory requirements. Available on http://u3d.as/1Day
|
|
|
|
|
5
|
Developer / Design / Re: Under-used weapons in a 2D Zelda-esc
|
on: June 29, 2018, 06:37:59 AM
|
|
Well, i can think of all the overused weapons. Swords, bombs, bow and arrows, boomerangs, shields, lanterns, running boots, bottles, gloves... Those have been used in most of zelda games and on other titles inspired by zelda, like Oceanhorn.
Whatever you can think of that is not on that list has potential i think. But what stands out for me are the unusual creative items, like the gust jar in Minish Cap. But those require a lot more mental effort than coming up with regular expected items with a few aditional perks, like the double hookshot in twilight princess
|
|
|
|
|
6
|
Developer / Design / Re: [Game Idea] Is this enough original to define it own genre?
|
on: June 24, 2018, 01:35:29 PM
|
|
I don't think you can set out to define a new genre. What defines a new genre is the repercussion your design has to be remixed and re utilized. Battle Royale became a subgenre because people adopted it, but fundamentally they're all FPSs or TPSs. In the same vein souls-likes are all Action RPGs.
|
|
|
|
|
9
|
Developer / Design / Re: Multi-game economy and shared currency
|
on: December 25, 2017, 05:59:11 PM
|
|
I guess the real challenge, and probably the reason not a lot of people did that, is that games are so complicated to make that you're only ever thinking about the one game in your hands right now. Having a shared economy demands that you develop, or at least design, two games in parallel. I mean, its doable, but feels like a gimmicky concept.
With no much thought on it, what i feel like, is that when you say this out loud, "an economy that expands beyond two or more games", it sounds pretty cool. But in practice what does it do for the player to have that opportunity? How do you shape the player experience of one game, if you want the economy to expand to another one? How will players respond to that? Those are tricky questions to answer.
|
|
|
|
|
12
|
Community / DevLogs / Re: Elysis (Topdown Action Adventure)
|
on: November 30, 2017, 07:24:13 AM
|
|
Seems like both the attack and the dodge do that game feel thing of freezing the game for a few frames. The ambiguity of the feedback is what's causing the confusion.
I'd say take the frame freeze out of the dodge action and it should be fine.
|
|
|
|
|
17
|
Player / Games / Re: Nintendo Switch (formerly NX)
|
on: September 27, 2017, 01:31:39 PM
|
i'm still considering to spend 359 bucks just to play zelda for some reason. it's sometimes hard to realize the investment this kind of stuff requires.
If the sole motivator to get the console would be that one game, forget it. I did that with the Wii. Yup. I find it hard to justify a console purchase just because of half a dozen exclusives, much less for just one game.
|
|
|
|
|
18
|
Developer / Design / Re: Unity feel discussion
|
on: August 16, 2017, 07:19:44 PM
|
|
It's hard to tell what could it be without playing. But i assume it is that spaceship game in your post history right? It does look very Unity-y. But that's because it's possible to see Unity's lightning / rendering "feel" that we're so used to seeing. I can totally tell when a game is made in Unreal because of the same reasons. Like you said another culprit could be the physics system. After you play some games that implement Havok, you'll start to see similarities between physics of completely different games. It's very hard to pinpoint objectively what those things are, but you'l "feel" it is similar.
In the realm of rendering, a lot of games manage to look completely unique by using custom shaders that fit their intentions, and also by being smart with their post processing. One example of this is Inside.
|
|
|
|
|