cavalierro
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« on: February 08, 2017, 09:11:25 PM » |
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TAURONOS is a game about exploring an ancient labyrinth, while facing your archenemy, the ferocius Minotaur. Get stronger, get faster, get smarter and challenge your own limits up to the end. Game features:- 6 chapters - each with a unique theme
- 42 stages
- Chasing AI - different stages of aggression
- Special story situations
- Logical puzzles
- Traps & reflexes
- Upgrades are free - but take time
- 5 skills with 3 levels each
- Custom maps
- Custom map editor
- Achievements with rewards
- Secrets
Details:- Built with Unity3D
- Not a roguelike / dungeon crawler
- No bulls were hurt in the process
Theme:- inspired by the legendary confrontation between Theseus and the Minotaur
- elements of play inspired by Indiana Jones
- dark, tensional
Visuals:- pixel art mixed with special effects
About us:We are a fresh indie development team from Romania / Malta and this is our first project together. - Code: Tudor Vaida (cavaliero) - Unity3D
- Art: Popa Cristian (Ramos) - Windows Paint
- Game design: Tudor Vaida & Popa Cristian
Play:TAURONOS on SteamNews & support:Subscribe for news & support at www.16bitnights.comWe appreciate your input on the game and its development, and your support throughout. Thank you!
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« Last Edit: January 17, 2021, 07:57:58 AM by cavalierro »
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smokesomefrogs
Level 1
Small German Indie Game Studio
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« Reply #1 on: February 08, 2017, 11:09:38 PM » |
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I love references to greek myth Looks great! Which font do you use or is it self-made? What's the goal of the game?
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cavalierro
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« Reply #2 on: February 09, 2017, 04:33:33 AM » |
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Thanks for your comment. Font is Diogenes (dafont).
The goal is to finally defeat the beast, similar to the myth. On a deeper level, this can also be interpreted as a quest into defeating your inner animal.
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EneLime
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« Reply #3 on: February 09, 2017, 05:08:21 AM » |
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It looks very good, have you tried using FoV with stencil shader to make the light more realistic? Keep up the good work! ( )
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cavalierro
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« Reply #4 on: February 09, 2017, 05:50:18 AM » |
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Hehe, I was looking into procedural mesh generation at some point and I ended up on Sebastian Lague's channel as well Thanks for the link. To be honest we didn't think much about a FOV since the screen has already quite a lot of black at the start. We are using a simple round "area of view" which is upgradeable, and we let the shadows cast by the walls to add a bit of realism to it. It is more player-friendly this way (the player knows when the beast is close, understands better how the minotaur awareness stat is related to the monster's speed).
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papaonn
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« Reply #5 on: February 09, 2017, 03:48:22 PM » |
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Ramos
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« Reply #6 on: February 09, 2017, 11:54:08 PM » |
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argentin
Level 0
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« Reply #7 on: February 10, 2017, 01:22:11 AM » |
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- Details make the difference You're so right, the details make all the difference in the world! You've also nailed the greek theme perfectly, I really want to play this game!
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cavalierro
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« Reply #10 on: February 10, 2017, 04:18:20 PM » |
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Short update on two of the trap mechanics: - Basic reflex trap (can be activated or always active)
- Blockage removal - with a time cost (can be triggered)
We opted to use no currency in the game, but time can be regarded as a scare resource, since you're always on the run. Any upgrade takes time, and the blockages will also eat into it. On another level, you could relate this to the ancient concept of time as either Kairos (the oportune moment) and Chronos (chronological time). Waiting to hear your thoughts on traps and time.
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I'm having a quarantine party this weekend and none of you are invited.
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Ramos
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« Reply #11 on: February 11, 2017, 03:59:36 AM » |
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hi people New update Note: I know its not much of a feature but i always love when character changes gameplay view according to armour lvl And... Skills- Armour : increase HP - Torch : increase area of view - Stamina : how long can you run - Speed : how fast can you run & move - Time : interaction speed Any tips for more traps ?
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Lady_Fuzzy
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« Reply #12 on: February 11, 2017, 01:35:12 PM » |
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love that mythological vibe
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skydevs
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« Reply #13 on: February 11, 2017, 04:24:25 PM » |
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Hey Should be nice the implementation of dynamics shadows, and the light can turn off if( you enter on water, the duration ends, your run for longer time, if you attack whit that/ i dont know if there is a combat system).
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cavalierro
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« Reply #14 on: February 11, 2017, 04:49:27 PM » |
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love that mythological vibe
Thanks, we will do our best to keep the myth in our game. Hey Should be nice the implementation of dynamics shadows, and the light can turn off if( you enter on water, the duration ends, your run for longer time, if you attack whit that/ i dont know if there is a combat system).
Well, dynamic shadows cast by the walls is the trade-off for now, in the polishing phase we will look a bit more into such effects. As for the light turning off, I'm not sure I understand how that would work (Please explain a little bit more: would you play with a dark screen? what would happen then ? and would you get the light back again ?).
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I'm having a quarantine party this weekend and none of you are invited.
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cavalierro
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« Reply #15 on: February 11, 2017, 06:05:39 PM » |
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Short update on today's progress - the arrow traps: Arrow traps can be either automatic or linked to a trigger. This happens in the editor: Fake ones are available as well. The same scene in the game:
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Ramos
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« Reply #16 on: February 12, 2017, 09:57:58 AM » |
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We are now on 30% , YAY ! And a new art & design update is here. Thank you !
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« Last Edit: February 12, 2017, 10:11:11 AM by Ramos »
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Ramos
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« Reply #17 on: February 14, 2017, 10:51:29 AM » |
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Update. Short Video preview of basics mechanics Enjoy
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cavalierro
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« Reply #18 on: February 17, 2017, 06:21:43 PM » |
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Quite proud, the editor is 90% finished , here is a screenshot that details some of the elements we implemented: Would also like to show a bit of the water functionality (slow effect), that you don't normally need when some beast is after you
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I'm having a quarantine party this weekend and none of you are invited.
(/r/oneliners)
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Ramos
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« Reply #19 on: February 18, 2017, 04:35:50 AM » |
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YAY ! we are now on 40% of development update. Upgrade shrines art & code - done Other interactive objects thank you !
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