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TIGSource ForumsCommunityDevLogsAncient Exiles [2D ARPG. A Mature, Dark, Mystical, and Love journey]
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Author Topic: Ancient Exiles [2D ARPG. A Mature, Dark, Mystical, and Love journey]  (Read 1306 times)
Sleeping Daemon
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« on: February 18, 2019, 09:03:07 AM »


Hello everyone, my name is Gabriel Perez (Sleeping Daemon), and I would like to introduce the first project I have started developing.

It is a 2D Action RPG, top-down view, and the world is set in a sci-fi, cyberpunk, and medieval style of scene.

The player will go through a dark, mystical,  and difficult journey. But it all goes downhill, and the Psychological part of the story becomes relevant and drives everyone mad.

It will be a bit slow in the beginning only because I am still fairly new to game development. I am slowly but surely learning how to program, as well as learning other things I didn’t know I was capable of learning. I am working on this every day so I will try to share anything worthwhile when I can.

Here are a few concepts and pixels I painted to capture the moods. I am now prototyping so more in-game stuff will be coming!







Thank you for reading!
« Last Edit: June 30, 2019, 02:14:11 PM by Sleeping Daemon » Logged
Geoff Moore
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« Reply #1 on: February 19, 2019, 05:06:07 AM »

Awesome concept art!! I love the shot at the top, wonderful subdued colours, and the atmosphere and lighting are spot on. Looks like an ambitious first project, can't wait to see more!  Gomez
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Composer for multiple Steam and Itch-released indie games. Listen/contact: https://geoffmoore.co.uk

Sleeping Daemon
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« Reply #2 on: February 23, 2019, 05:48:19 PM »

Thank you, Geoff! I am trying not to make it into an ambitious project but the more I work on it, it is becoming one! haha.

So I have started programming simple character movements, nothing worthwhile to show. I have also started designing the main character.



I have also started pixelizing the idle stance as well as animating the running animations.



Here are a couple of mood shots where I am going with this. I am not satisfied with the mood just yet but it's getting there for sure!





So for the next few tasks, I plan on finishing the running animations so that I can finally implement them in Unity. Then I will continue on prototyping to have some combat elements in with basic AI.

Thank you for your time to check my Blog dev!

Gabriel
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bryku
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« Reply #3 on: February 25, 2019, 02:48:44 AM »

Yes! This looks gorgeous. I already found you on Twitter, but it's awesome that you're running a devlog here as well.

Keep going, and eventually you will turn this into an awesome game.
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Busy working on xcom-like, steampunk/vermintide pixel art strategy game called "Shardpunk".

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ChrisLSound
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« Reply #4 on: February 25, 2019, 10:20:47 AM »

This is looking and sounding really really great!
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I make video/tabletop games and music!
Sleeping Daemon
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« Reply #5 on: March 13, 2019, 11:45:38 AM »

@bryku and @ChrisLSound Thank you guys for passing by!

I have been pretty busy with the project. I am sorry for not updating here frequently. I usually post all of my dev logs through instagram stories and/ or twitter.

I have implemented the character movements with idle and running animations so far along with a sentinel who follows Daelocke around. The bottom Gif is a test shot of the first implementation of the dust cloud. I didn't set the particle system to be off when idling on this one.



Here's another shot experiemnting with a different environment. Trying to find the mood that speaks to me but I haven't found it yet.



I went ahead to come up with more mood concepts to solidify what I am looking for. I am getting close.



I am also giving Daelocke a revamp to this.



Originally he was supposed to look like this based from the initial first concepts I created in the beginning.

Even though, I did like the simplicity of the first look.



I will work on re-animating the new Daelocke with diagonal animations now that I feel more comfortable with animation. I will also study some more with programming in Unity by reading the docs. I didn't realize I sucked so much trying to implement some features. It's getting harder as I am writing more code.

I wish I could post more stuff but I can't seem to find myself updating this with every update.

I appreciate you guys taking your time to check out my thread!

edit: I forgot to mention that I also implemented a basic stat system. It's working properly but it is not tied to combat just yet.



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Sleeping Daemon
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« Reply #6 on: June 04, 2019, 09:16:25 AM »

About a week and a half ago, I finished implementing the depth and jump system. I started on the aiming system a few days ago with a weapon system. A bit rough, but it definitely works. It needs tweaking!

I also have it so the player can aim by holding the right mouse button or the right trigger. While aiming, the player speed is reduced. This way it has a disadvantage. Choose your enemies well, aim and make sure you finish them off before they get to you.

As of now, I am starting to implement state machines for different player animation states. Along with this, I am revamping, and creating new player sprites. This aspect of the game will take some time for me.

Here's stuff from narration art, concept art, in-game etc. All work in progress until the final product.











« Last Edit: June 04, 2019, 09:28:42 AM by Sleeping Daemon » Logged
JesseL
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« Reply #7 on: June 04, 2019, 07:55:25 PM »

dang dude!!!!!!!!!!!!!!!!this looks great!!!!!!!!!! Cheesy
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mystic_swamp
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« Reply #8 on: June 05, 2019, 05:31:56 AM »

looks awesome <3
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Loungers
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« Reply #9 on: June 20, 2019, 01:51:48 PM »

Nice art style, you definitely have a eye for aesthetics haha. Wonder what the gameplay will entail.

If you want sound design help/music I'm a musician and currently looking to break into the video game market.

You can hear my stuff here: https://soundcloud.com/theloungersz

my contact info is also in my soundcloud description Smiley

good luck!
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