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April 20, 2024, 04:29:08 AM

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TIGSource ForumsCommunityDevLogsChromosome Evil - RTS & Horror
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Author Topic: Chromosome Evil - RTS & Horror  (Read 115006 times)
Ramos
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« Reply #120 on: June 13, 2020, 03:37:48 PM »



I think i saw the minigun in the screenshots

Btw what will be the price of the game now and will dlc price be?


We haven't decided yet, somewhere between 15$-20$ for the full game

Any other suggestions regarding price?
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Ramos
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« Reply #121 on: June 14, 2020, 08:44:25 AM »

UPDATE:
- we also added jungle map type environment, If we will have extra time we will code special AI enemy that can hunt the player down in the exotic jungle, heavily inspired by "Predator" but this is under question mark because our time is very limited now.
I may try to make it with already finished mechanics but still, the 1 predator enemy would be very cool. We are opened for suggestions
- and BIG update we finished design and art for travel map system, currently, we got 4 main theme areas: downtown, industrial zone, residential zone and off-road + the mechanic is very random so +1 on re-playability factor.



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Beastboy
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Happy birth day mom!


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« Reply #122 on: June 15, 2020, 09:14:55 AM »



I think i saw the minigun in the screenshots

Btw what will be the price of the game now and will dlc price be?


We haven't decided yet, somewhere between 15$-20$ for the full game

Any other suggestions regarding price?

15 seems fair 20 is high price in my opinion but if you got enough content it can be ok i also like the jungle map visual, remindes me of the walking dead
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Ramos
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« Reply #123 on: June 20, 2020, 01:59:27 PM »


Thank you Beastboy!


Meantime
- we added more open space environments(parking lots and streets)
- we added last stages for armours, all upgrades change appearance on both avatar and top-down gameplay, also in the final version, all stats will be hidden, we don't want the player to see them in order to increase survival feel
- we added the third difficulty meeter on travel map UI (the evolution of the creature)







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Ramos
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« Reply #124 on: July 06, 2020, 12:49:44 AM »

Hey,

Today we finished all art and final design adjustments and we made some changes.

Game is split into 2 parts:

- Micromanagement aka real-time strategy during building exploration
and
- Macro management aka turn-based exploration during city landscape travel
and now we also added one final gameplay layer
- Macro management II aka decisions on path/day usage, basically this final layer will add that extra depth to the gameplay and will also provide more decision power for the player + better way to control balance


I truly hope now that we can release the game very soon.
Our current dev plan looks like this:
- bug fixes
- implementation of last macro layer
- light balance
- a closed beta session with players from our discord
- bug fixes and adjustments according to test reports
- game release

I don't know how long this will take but if we manage to finish it next 2 month we can release the game this September on the limit , if not we must wait until march 2021

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SgtSelkie
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« Reply #125 on: July 06, 2020, 02:06:08 PM »

So I definitely dig this concept and it looks like it'll be pretty fun. If you're looking for some constructive criticism, it seems like it'll be tough to distinguish between your different character types. More specifically, the enemies all look rather samey. So I could see there being a bit of a readability issue, however it's hard to tell until actually playing the game. 
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Ramos
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« Reply #126 on: July 07, 2020, 12:08:49 PM »

So I definitely dig this concept and it looks like it'll be pretty fun. If you're looking for some constructive criticism, it seems like it'll be tough to distinguish between your different character types. More specifically, the enemies all look rather samey. So I could see there being a bit of a readability issue, however it's hard to tell until actually playing the game. 

Thank you.
In a way that was the point, I want the zombie to be treated like a mob not as single units, except for the evolved ones( you can see more info about enemies on page 1 from this dev blog).
Do you think that is bad? If so what changes would you recommend?
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AcroGamesFin
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« Reply #127 on: July 08, 2020, 11:42:58 AM »

Keep up the good work. It looks really interesting. You have some great sources of inspiration for this one, like Lovecraft and old sci-fi action flicks, all my faves are there, love that! Really looking forward to trying this.
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Ramos
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« Reply #128 on: July 08, 2020, 01:29:32 PM »

Keep up the good work. It looks really interesting. You have some great sources of inspiration for this one, like Lovecraft and old sci-fi action flicks, all my faves are there, love that! Really looking forward to trying this.

Thank you so much for the motivating kind words!

Do you have some suggestions from movies I missed regarding map environments or situations?
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Ramos
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« Reply #129 on: July 10, 2020, 01:01:08 PM »

Small update
final screenshots for Steam store and Landing page




















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Beastboy
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Happy birth day mom!


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« Reply #130 on: July 12, 2020, 09:33:47 AM »

Now that i see all screenschot i must say the game looks very complex. COGRATZ
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Ramos
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« Reply #131 on: July 16, 2020, 05:53:17 AM »

Now that i see all screenschot i must say the game looks very complex. COGRATZ

Thank you|!

We are trying to rush a bit the closed beta session
We truly hope to get is up by the beginning of next month


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Jayesh
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« Reply #132 on: July 16, 2020, 01:21:16 PM »

The screenshots look awesome. Also like the funny dialog bubbles.

Quote
Hold my beer, I must reload
  Cheesy

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Ramos
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« Reply #133 on: July 18, 2020, 12:42:22 PM »

The screenshots look awesome. Also like the funny dialog bubbles.

Quote
Hold my beer, I must reload
  Cheesy



Thank you !
Yes, each character got unique lines triggered by certain events, it is my way of exposing the individual personality
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Ramos
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« Reply #134 on: July 20, 2020, 03:31:55 AM »



UPDATE

the final game screen is the path choosing a screen, basically, after the player exits a zone he can choose which zone to visit next during his journey, each zone will cost him one day, after all, days are finished he will only have the option(also he will unlock) final zone.
Note that during city travel he will use fuel.
With this design, I think we can extend gameplay time to as much as we want with the condition to have enough random pool content not to become repetitive

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Beastboy
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« Reply #135 on: July 21, 2020, 03:19:48 PM »

Thats nice, I am more excited to try it out each passing day Huh?
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Suttebun
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« Reply #136 on: July 22, 2020, 01:34:24 PM »

hey, keep it up!
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Ramos
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« Reply #137 on: July 24, 2020, 09:20:05 AM »


Thank you for the nice words guys!

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Ramos
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« Reply #138 on: July 26, 2020, 08:49:25 AM »

Since I had a medic in the squad I thought it was a good idea to visit the hospital in order to have my medic interact with medical equipment in the hope of making more progress for a vaccine - on the downside a door after it's opened it stays open, might want to add a barricade door mechanic in the future, note that monsters cannot open doors


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Ramos
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« Reply #139 on: July 30, 2020, 01:22:50 AM »

Ok, so minor update,
We have most of stuff implemented and now work on the first test version for close fans on our Discord.
I am a bit nervous, also got day job problems in rl but in the end, I hope it will be worth it
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