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21  Community / DevLogs / Re: Unforgiven VR - Western duels for HTC Vive on: September 30, 2016, 08:10:14 AM
Just a quick update. We have a full textured Mexican on board! :D



How does it looks?
22  Community / DevLogs / Re: Unforgiven VR - Western duels for HTC Vive on: September 28, 2016, 02:25:02 PM
Hey guys,

Long time we do not post. But we've been working on graphical assets to start testing with more than the dummies. Wanna meet the current version of the cowboy? He changed a little bit.



We also started working in the next character, the Mexican, he is mainly finished and we are going to texture it next.




Alongside the characters the environment for the VR menu has been changing to a better looking one, with more and new assets to start giving a "life" to the town:



Opinions? Ideas?
23  Community / DevLogs / Re: Beastmancer: a monster tamer tactical RPG on: September 23, 2016, 01:51:36 AM
If you think you're an slave only sometimes, you're doing it wrong Wink

Nice article, I don't like how the "pixelated" transition looks, but if I understand correctly, what you were testing is the system. If not, I think it's not the best option because you don't have any other pixelated things on the game and it looks out of context.

Keep the hard work Wink
24  Community / DevLogs / Re: CRTTR on: September 21, 2016, 05:37:58 AM
Damn... I love this shit but I sincerely have no fucking idea what it is. The main character is an insta-classic. And a magnificient work on SFX! :D
25  Community / DevLogs / Re: No Truce With The Furies - isometric RPG about being a total failure on: September 21, 2016, 04:00:27 AM
This looks really cool, guys. But I can't help but read "No truce with the furries". Please, someone go make that game :x
26  Community / DevLogs / Re: Unworthy: Souls-Inspired Metroidvania on: September 20, 2016, 08:37:27 PM
Artstyle on this one is pretty intriguing. I like it a lot. It shows how you can accomplish a lot without necessarily something flashy. You get the right vibes! Congratz on that, really.
27  Community / DevLogs / Re: Wizard of Legend - Rogue-like 2D Action Adventure on: September 20, 2016, 06:52:33 PM
Fuck! 120 Spells! Go for it!
Sorry if this has been addressed already, but how many spell "types" there are? Like "Wind", "Fire", and such.

There's any way of proposing new spells?
28  Community / DevLogs / Re: Casmage: A cooperative boss-fighting platformer on: September 20, 2016, 05:15:25 PM
by all means, don't make this for free. I really don't like when people ask if a game will be free. Games takes time, effort and lots of work. All that has a price that must be paid to fund the project and help the dev making more games.

So... this is interesting. The whole "BIG ASS BOSSES" is kind of trendy lately... and it is for a reason! It tends to be pretty epic and cool. And I like the twist on them needing more than one player to be defeated.

Only fear is that games that need more than one player at once. I love 'em, but is harder to market them. Good luck! (:
29  Community / DevLogs / Re: Sandbox Adventure - free online visual novels on: September 20, 2016, 05:10:59 PM
You have really different art and lots of games. How do you get the art for your visual novels?

Must say that the ones that seems more interesting are the Syrup one and the Romance Detective one.
30  Community / DevLogs / Re: White Lie on: September 20, 2016, 04:56:49 PM
Love when games have art this unique!
Also, we love when production is done right. Kudos on that sweet agile system! Do you have a producer or the whole team manages all the production on their own in a cohesive way?
31  Community / DevLogs / Re: Monster Prom [UI + SECRET ENDINGS + SHOPKEEPER!] on: September 20, 2016, 04:16:39 PM
Oh, both look pretty cool. But I think the cat girl was cooler when she was looking at her phone!
32  Community / DevLogs / Re: Wizard of Legend - Rogue-like 2D Action Adventure on: September 18, 2016, 09:04:56 PM
We really love this project. There's an estimate on how many spells there will be? We're really curious about this!

A really well-deserved success on Kickstarter, guys! Congratz on that.
33  Community / DevLogs / Re: Monster Prom [HELP US NAME OUR CHARACTERS!] on: September 18, 2016, 08:57:36 PM
The bunny shopkeeper is quite silly!

And, btw, we prefer the crowd-created content. Exclusive stuff is not completely cool. You get people feeling like they are not getting the whole deal.
34  Community / DevLogs / Re: In The Shadows | Steam, PS4, XBox One on: September 18, 2016, 08:55:02 PM
We really like the background (and foreground) design. It looks pretty gorgeous. Very FEZ-like, we must say... which isn't a bad thing at all!
35  Community / DevLogs / Re: Multiverse - A Puzzle/Platformer about parallel universes [Update 17/09/16] on: September 18, 2016, 08:51:30 PM
Damn! The concept ehind this is truly interesting. We love how you implement it at every stage, like with the pause menu! Keep goin'! We're surely keeping an eye on this!
36  Community / DevLogs / Re: Unforgiven VR - Western duels for HTC Vive on: September 15, 2016, 08:36:37 AM
Awesome idea!

I need to test this on my oculus rift device.

Hi Jandu! :D

The game is meant to be played with HTC Vive at the moment because it need the motion controllers. It will be playable with Oculus with the Touch controllers but we have not already tested them.


Glad to see you guys around this forum! Looks like a neat concept, now I need to find somebdoy willing to lend me a Vive so I can try it out.

Hello Ludipe, I'm sure you will be able to play the game soon, we will try to let the people play it as soon as we can Wink
37  Community / DevLogs / Re: Unforgiven VR - Western duels for HTC Vive on: September 14, 2016, 12:31:11 PM
Looks pretty cool.

Have you considered adding weapons other than revolvers? It might be an interesting to see someone pull out a rocket launcher in a revolver duel. It would be totally ridiculous but it would be something different. Then you can create some interesting balancing.

It may not lie strictly within the realm of a spaghetti western theme, but seeing something like that might make your game so ridiculous that it would be eye-catching.

Anyway, I really like the art style and I can't wait to see what you will do with this. Good luck, fellow developer!

Thanks for the reply, different weapons are in Delirium's mind, but we need to go step by step and it will depend on how the development goes. But I can assure you rocket launchers will not be there Wink
38  Community / DevLogs / Unforgiven VR - Western duels for HTC Vive [Early Access] on: September 13, 2016, 08:11:27 AM
Special note: Due to some technical problems activating Delirium Studio’s account we are opening this thread with the Next2Indies account. We are the PR guys of Delirium Studios Wink


Hello,

First of all, we are Delirium Studios an indie game developer from Bilbao (Spain). We’ve been working hard for 8 years now and you may know us for “The Rivers of Alice”, which created a world inspired by the music and lyrics of Vetusta Morla, or the recent “The Delusions of Von Sottendorff and His Square Mind”

As an indie developer you’re forced to be out of your comfort zone continuously. For our last game we developed for the first time for the 3DS. And now we’re jumping to the amazing world of VR with our new project named “Unforgiven VR”.


The basic idea is simple, you look for a duel and both contendants will shoot each other. We think the VIVE controllers are great for this purpose, with the trigger and shape the immersion was great in our first tests.


We are working with Unity3D 5 to develop the game and it was very straightforward to start with the VIVE integration. We’ve been able to be able to look around in VR and start working with the controllers in two days. From there we had a simple prototype with the duel mechanic in one month.

For now we are working with Unity Networking and it’s working. We’ve heard from other developers that the library was not stable enough to use it in production, but for the moment we had had no problems, have you?

The duels
The phases of a duel are:
  • Preparation: Both contendants are face to face, when they line up their hands to the hip, the countdown will start
  • Countdown: That moment of tension, waiting for the signal. Trying to start before the countdown will punish you
  • Draw: You need to draw your weapons by using the grip buttons of the VIVE
  • Aim and shoot: Use your aim and the trigger to shoot at your opponent

The duels are fast, around 10 seconds, and they will end with various possibilities:
  • One contendant is hit
  • One contendant is dead
  • Both ran out of bullets


As you may notice, both first and second one implies to be hit. We wanted to define vital parts that will kill your character if hit. Now the difference is related to the match duration. After some tests we realized that they can’t be settle up only with a shooting. This will cause the player to spend more time in the matchmaking process than in the game itself. That’s why we decided to resolve a match in the best of 3 or 5 duels, but if you’re good enough you can settle it up with a single shoot in the heart or the between the eyes.

We are playing around with other possibilities to end a match. For example, you could surrender by kneeling and raising your hands.

Most wanted
Apart from the fun of dueling your friends the idea of the game is to start with a ranking based on your duels won/lost/drawn. We plan to add some kind of rewards related to how high are you in the most wanted list, maybe some kind of cosmetic item that will inspire fear in your opponents.

Related to this, you ingame name will be generated dynamically depending on your performance and habits. Hey John, do you always shoot at your opponents nuts? You’ll be named Dirty John. Do you kill your opponents even when they surrender? Oh damn, I’m with Merciless John. In the West your name is all you have, fight for it.

Characters
You will be able to choose between a collection of characters that fits the typical roles we found in the Western genre, from the topical Cowboy or mexican to the gold diggers or the army.

These characters are an aesthetic option, in fact their size will be similar to be able to share the same (or very similar) hitboxes. You will have different weapons for each one, but at gameplay level all are the same.



We are now working to change the dummies to the first character. We finished the modeling phase and new we will need to texture this guy.


We hope you like Unforgiven and we are looking for feedback, Do you imagine any special character or role to be in the game? Which weapons do you want to see?
39  Community / DevLogs / Re: Monster Prom [HELP US NAME OUR CHARACTERS!] on: September 04, 2016, 05:13:04 AM
Hey! Any news on this? :O

Sorry, bad at names  Sad
40  Community / DevLogs / Re: Monster Prom [PROM IS FINALLY HERE! COME AND SEE LAST PAGE!] on: August 18, 2016, 12:43:25 PM
Woah, both "lose" and "win" images are awesome. Do you already have all of them for all characters or just these ones?

Keep the great work!
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