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

March 13, 2024, 08:16:30 PM

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1  Community / DevLogs / Re: Mauze Adventure - Mobile Puzzle / Maze Crawler on: May 03, 2021, 12:02:25 PM
Hi everyone

This week I spend some time on creating a settings window and writing a audio manager for my game.



2  Community / DevLogs / Re: Mauze Adventure - Mobile Puzzle / Maze Crawler on: April 25, 2021, 07:39:48 AM
Hi, this week I've been working on some graphic design for buttons and windows. I t was good to take a break from programming for a while and do something different.

You can watch the progress here:


3  Community / DevLogs / Re: Mauze Adventure - Mobile Puzzle / Maze Crawler on: April 18, 2021, 10:56:48 AM
Hi! Past two weeks I've been struggling with lack of motivation to get back to the project and finally got myself together to work a little on the game.

I talked about the changes I made and how loss of motivation effects the dev process in the 5th devlog of Mauze adventure here:



4  Community / DevLogs / Re: Mauze Adventure - Mobile Puzzle / Maze Crawler on: March 28, 2021, 09:27:32 AM
Hi, this week I have been working on switching key frame based animations of UI and some basic objects to tween based anims and a simple UI notification system.



5  Community / DevLogs / Re: Mauze Adventure - Mobile Puzzle / Maze Crawler on: March 20, 2021, 12:03:37 PM
Hi! In the third devlog of Mauze Adventure, I am talking about the player map and the fog of war system made on top of it using unity shader graph.



6  Community / DevLogs / Re: Mauze Adventure - Mobile Puzzle / Maze Crawler on: March 14, 2021, 10:32:00 AM
Second devlog of Mauze Adventure is out! I talked about tools programming in unity3d, some of the mistakes I made and how I fixed it using editor windows.



7  Community / DevLogs / Mauze Adventure - Mobile Puzzle / Maze Crawler on: March 06, 2021, 04:57:02 PM
A year ago I started working on a small maze game with my friend. Later we abandoned it due because I was too busy with work and he had some other projects he had to pay attention. And this year we decided to start working on it again, so I decided to record some short devlog videos to put some more responsibility on myself not to give up on it again or turn to project hopping.

Devlog #1 - Back Story & Motivation



Devlog #2 - Tools Programming

Devlog #3 - Player Map and Fog of War

Devlog #4 - Tween Animations and Notification System

Devlog #5 - A Fresh Comeback

Devlog #6 - UI and Button Designs

Devlog #7 - Audio Manager and Settings UI

8  Community / Townhall / [PC] Gorytale on: July 13, 2019, 03:56:47 AM

Hello everyone!

We will be releasing out first title Gorytale next week. Gorytale is a fast-paced adrenaline-rushed FPS shooter set in a peaceful and unaware of impending wrath candy land with tons of excessive violence.

It's a pack of fun with crud humor and great metal music Hand Metal Right

That's quite an excitement for us since it will be our very first game in steam that we dev'd after years of jamming and making games just for fun. Gorytale as well was a game that we started working on last years Global Game Jam and then we said why not just make it a real game. After a year of evening and weekend work, this side project is now a real game.

I would like you to check it out and give me your feedback, it is really precious for us bad or good.

It will be $5.99 - 15% launch discount 19th of July. https://store.steampowered.com/app/973850/Gorytale

  Toast LeftGrin Toast Right

Also feel free to contact me if you like the game and wanna youtube or review it!


Trailer:










9  Community / DevLogs / Re: VIGIL - Point & Click Adventure with Turn-based Combat on: December 12, 2017, 09:30:55 AM
Thank you for giving a bit more detail on the combat. Don't know if it will fit, but did you consider to implement a dodge chance along with the skill success chance?

Yes character perks will include dodge, sharpshooting, bleeding enemy, missing and more. So you can spend some time and money to practice your skills and go for fights more prepared.
10  Community / Competitions / Re: Ludum Dare 40 [THE MORE YOU HAVE, THE WORSE IT IS] (Dec 1-4) on: December 05, 2017, 01:48:12 PM
Here is my entry to the jam. This time I had a chance to join at a jam site.



Get to the CHOPPA!!!
PLAY NAUU
11  Developer / Technical / Re: Unity C# and Shader Text Tutorials on: November 29, 2017, 02:52:38 PM
I follow your website and you're one of the greatests on teaching unity and cg, thank you very much!
12  Community / Townhall / Re: Happy Empire - A Bouquet for the Princess - time-management casual strategy on: November 29, 2017, 10:42:07 AM
Visuals and the sound is real nice good job Toast Left. I could not quite understand how the strategy will take place in the game, I see there is resource gathering but will there be a rival on the map we play against?
13  Community / DevLogs / Re: Vigil - Point & Click Adventure with Turn-based Combat on: November 29, 2017, 09:23:30 AM
I like the idea of mixing point&click with turn based combats.
Can you tell a little more about the combats?
The art is neat and have a vibe of Streets of Rage. Nice!

The top image looks totally nice!

And as mentioned by @bombjack the idea of mixing those genres, but would also like a bit more info on the combat  Wink


Thank You bombjack and JoPed, as quests and part of some quests our protagonist will have to fight gang members on different places of the map. Allies and the rivals will be placed on different sides of the screen and each individual will select and shoot an enemy. Protagonist will have different perks to use during the combat and each skill will have success percentage according to its level.

We are still developing the idea, and have a lot to discuss the how NPC fights and whether to add action points. Besides there will be stationary melee combat just as in ranged combat, where you will use knifes knuckles and other tools and perks to use. Violence level of combats increase the suspicion rate of the protagonist and this variable will have some effects on the game.
14  Community / Townhall / Re: Hey what's your ITCH.io? on: November 28, 2017, 05:47:39 PM
https://sarge.itch.io
15  Community / DevLogs / Vigil - Devblog #2 on: November 28, 2017, 05:33:55 PM
We are still working on game art and developing our ideas for the best we can provide. We want to tell you our ideas on the game map, usage of phones and romance. Player will be able to reach the map at any time of the game except combat and the map will have multiple purposes. As we previously mentioned, there will be several factions in the game and these factions will rule different parts of the crime infested city. On the map, player will be able to switch through satellite view which shows all the available point of interests and visitable locations, faction view which displays colors of the faction areas on the map and lastly allegiance view that gives us information about enemy, ally and neural states of the faction areas.



We will also add several different type of phones to the game with distinct abilities. Players will be able to contact NPCs by these phones and this will help them activate and progress on quests, also help them get some tips when they make calls to the right people. Things phones can do will be limited with their technology and our protagonist will need to change them as story moves forward. Moreover we hope to implement some minigames to these phones, why not?


Before I forget, there will be romance options in the game. Player will get into love or hate relations with some of the NPCs. This will change the course of the story to some extent depending on the choices the player makes.
16  Community / DevLogs / Vigil - Devblog #1 on: November 28, 2017, 05:30:21 PM
The story takes place in a city with poor conditions where crime and danger is in every corner. We want to create an environment that would describe that city in a best way and we started working on an example place where we will be able to reach from the map. There will be many gun shops in the city where we can purchase different type of weaponry.



So far this is the looks of the gunz & ammo. We hope to add lots of references, small side quests and explorables to the game, such as getting hitmen jobs, delivery quests, hidden weapons and perks.
We already prepared more than a dozen of ranged and melee weapons for the game and hoping to increase the armory as much as possible and distribute different classes of arms to different type of shops. Here is some of the arms.


The city will host many criminal factions and the areas they control. And each faction will have their own mercenaries, their own quest line and key people. There will also be other people who are a part of our story. We prepared some characters and hoping to create a diverse criminal environment.


We hope to craft a solid and fun fight mechanic for the game where the player can choose different type of ranged and close combat options to play. Depending on the perks the player owns and uses actively, the protagonist will have different advantages and disadvantages.


The player will be learning much about the story from the dialogs before and after the figts. Sometimes our hero will have different answer options which may give advantages or disadvantages to the hero and change the flow of the fight.

17  Developer / Art / Re: GIFs of games being worked on on: November 28, 2017, 05:12:36 PM
Come checko out Vigil  Hand Joystick

18  Community / DevLogs / VIGIL - Point & Click Adventure with Turn-based Combat on: November 28, 2017, 04:02:46 PM



Hey people!

Me and my mate recently started working on our new project Vigil.  It is a game that combines Point & Click Adventure and Management/Rpg genres with an old school pixel art style. The player will be witnessing the events take place in our protagonist’s life and will be helping him make moral decisions which will change the course of the story. It’s a game of revenge and our hero’s struggle to achieve his goal while turning into a vigilante.

After we started developing the idea, story and the design of the game, we decided to paint and code so we can create a demo as soon as possible to get your expressions and feedback.


Tools We Use:
  • Unity 3D
  • Aseprite


Social Media:
Vigil Itch.io:https://sarge.itch.io/vigil
Vigil Tumblr:https://vigilgame.tumblr.com
Ferhat Tanman:@PixelFero
Sercan Altundas:@sgt3v
       
  
Developer Blog Posts


Various Media Content We Created So Far







Progress Videos

Walking, Interactables and Dialog



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