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TIGSource ForumsCommunityDevLogsTAURONOS - a game inspired by the myth of the labyrinth - on Steam/Nintendo/Xbox
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Author Topic: TAURONOS - a game inspired by the myth of the labyrinth - on Steam/Nintendo/Xbox  (Read 11825 times)
cavalierro
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« on: February 08, 2017, 09:11:25 PM »


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 Steam

News & support:
Subscribe for news & support at www.16bitnights.com


We appreciate your input on the game and its development, and your support throughout.

Thank you!
« Last Edit: January 17, 2021, 07:57:58 AM by cavalierro » Logged

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smokesomefrogs
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« Reply #1 on: February 08, 2017, 11:09:38 PM »

I love references to greek myth Smiley 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 »

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 »

It looks very good, have you tried using FoV with stencil shader to make the light more realistic?
Keep up the good work! Coffee
(

)
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cavalierro
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« Reply #4 on: February 09, 2017, 05:50:18 AM »

Hehe, I was looking into procedural mesh generation at some point and I ended up on Sebastian Lague's channel as well  Coffee 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 »

Has been following the update of this game quite some times!

Love the arts and the atmosphere style!

Looking forward to see more updates soon :D  Cheesy Cheesy Cheesy   Coffee Coffee
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Ramos
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« Reply #6 on: February 09, 2017, 11:54:08 PM »

Hi
I am the humble artist.
Thank you all for the kind words.

And now :


And a smal recap from events behinde the development so far

- this started as a bug but we decided the edge light is good and kept it
http://orig15.deviantart.net/4875/f/2017/040/d/c/bug_line_good_by_vasile20022003-dayiigh.png

- OLD vs NEW versions of minotaur , shrine and font
http://orig01.deviantart.net/b49f/f/2017/040/b/e/old_new_by_vasile20022003-dayiip1.png

- smal polish we made during testing ( top layer objects / firefly animation )
http://orig08.deviantart.net/627a/f/2017/040/4/b/last_layer_effects_by_vasile20022003-dayiitz.png
http://orig14.deviantart.net/f9dd/f/2017/040/8/f/polish_anim_by_vasile20022003-dayiiuh.png

- spoiler: the first design mockup we made
http://img13.deviantart.net/b97b/i/2017/040/6/f/first_mockup_by_vasile20022003-dayiiw4.png

- vine tutorial (floor effects)
http://orig08.deviantart.net/2176/f/2017/040/9/c/tutorial_by_vasile20022003-dayiizv.png

- Details make the difference



Again a BIG thank you for the kind words !
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argentin
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« Reply #7 on: February 10, 2017, 01:22:11 AM »

- 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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runayauw
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« Reply #8 on: February 10, 2017, 01:25:53 AM »

Looks interesting... I might actually give it a try if this is out. Smiley
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nu_muso
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« Reply #9 on: February 10, 2017, 02:11:48 AM »

This is fresh; nice Toast Right
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cavalierro
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« Reply #10 on: February 10, 2017, 04:18:20 PM »

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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Ramos
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« Reply #11 on: February 11, 2017, 03:59:36 AM »

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 »

love that mythological vibe
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skydevs
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« Reply #13 on: February 11, 2017, 04:24:25 PM »

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 »

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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cavalierro
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« Reply #15 on: February 11, 2017, 06:05:39 PM »

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 »

We are now on 30% , YAY !  Well, hello there!

And a new art & design update is here.




 Mock Anger Thank you !
« Last Edit: February 12, 2017, 10:11:11 AM by Ramos » Logged

Ramos
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« Reply #17 on: February 14, 2017, 10:51:29 AM »

Update.

Short Video preview of basics mechanics






Enjoy  Shocked
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cavalierro
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« Reply #18 on: February 17, 2017, 06:21:43 PM »

Quite proud, the editor is 90% finished  Toast Left, 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  Who, Me?
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Ramos
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« Reply #19 on: February 18, 2017, 04:35:50 AM »

YAY ! we are now on 40% of development  Gentleman

update.
Upgrade shrines art & code - done



Other interactive objects



 Mock Anger thank you !
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