Bombini
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« Reply #80 on: November 17, 2024, 02:37:16 AM » |
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Very nice progress over all! What you are describing sounds fun.
What is your take on the UI? Will it get a revision?
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KPas
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« Reply #81 on: November 17, 2024, 05:22:05 AM » |
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Very nice progress over all! What you are describing sounds fun.
Thanks, I'm glad to hear that! What is your take on the UI? Will it get a revision?
Do you mean the inventory? It should actually stay that way. But maybe you have a specific point in mind?
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droozy
Level 0
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« Reply #82 on: November 17, 2024, 03:18:34 PM » |
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Wishlisted!! :-D
Thanks a lot! And here is a teaser. funnily enough, I think this game has one of the most convincing/realistic grenade explosions i've seen in a game, lol. this looks awesome!
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Bombini
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« Reply #83 on: November 17, 2024, 11:39:50 PM » |
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Do you mean the inventory? It should actually stay that way. But maybe you have a specific point in mind?
That was my question and no, I don't have a specific point in mind
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Ramos
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« Reply #84 on: November 19, 2024, 01:14:32 PM » |
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There is actually no melee combat in Creepmoon. Nevertheless, the enemies are closing in on you, and then even explosives won't help. The player needs a weapon to fend off such attacks. I have decided on a cattle prod. Normally, such devices deliver painful electric shocks. In Creepmoon, these shocks are paralyzing and hurtful. You can kill the relatively small enemies quite easily without getting killed yourself. This also works with large enemies, but takes a long time and is not without danger. In addition, the cattle prod will eventually run out of energy. Another way to deal with opponents is to bring two species together and retreat a little. However, small enemies only attack the player, so a large enemy must be involved. Hunting calls, movement, punching, stabbing and biting noises have been incorporated to set the scene for such events. And, of course, plenty of bodily fluids are spilled. I like how you basically create an organic habitat for the player to explore not just mindless violence. Have you also taken inspiration from dark souls ? Good job
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KPas
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« Reply #85 on: November 20, 2024, 12:34:24 PM » |
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funnily enough, I think this game has one of the most convincing/realistic grenade explosions i've seen in a game, lol. this looks awesome!
Thank you, I'm particularly pleased because explosions play a major role in the game. I like how you basically create an organic habitat for the player to explore not just mindless violence. Have you also taken inspiration from dark souls ? Good job And thanks again! No, Dark Souls has no influence on Creepmoon. I've heard some things about it, but I've never played it myself.
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KPas
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« Reply #86 on: November 27, 2024, 01:04:54 AM » |
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The most important tools - bombs - are finally in the game. There were already grenades, but they are relatively weak. Screenshake works. Tinnitus (imitation) works. List of bomb types (incomplete): - Time bomb
Goes off after 3 seconds. Has an acid detonator that you can hear hissing. Recipe: Explosives + acid bottle
- Booby trap
Goes off on contact. Has a warning light for the player. Recipe: Explosives + motion detector
- Meat trap
Lures creatures and goes off after 10 seconds. Contains hot chili that works like a weak acid detonator. Recipe: Explosives + chili
Spider walks into booby trap
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KPas
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« Reply #87 on: December 14, 2024, 12:58:44 AM » |
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The player finds empty beer bottles in the underground facilities. If you fill them with old rust inhibitor, you have Molotov cocktails. The giant vermin simply run through the flames when they are on the hunt. Nevertheless, Molotov cocktails are cumbersome because you always have to lure the enemies into the flames again. The advantage: a Molotov saves the bomb and also provides a cozy light.
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KPas
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« Reply #88 on: January 02, 2025, 01:53:46 AM » |
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Meanwhile, I think the player expects a Molotov to set the opponent on fire on a direct hit. This is exactly what is now possible. This increases the value of the Molotov. As compensation, the opponents no longer run through the fire unimpressed but shy away from the damage. This turns the fire into a barrier first and foremost. However, the opponents do not go so far as to avoid the fire. This would cause them to lose too much of their mutant ferocity. So they run into the flames again and again because they are determined to attack the player. This causes them to accumulate damage, which can eventually be fatal. However, this can take time. In the meantime, you can also clearly see the fire damage. And the movable equipment (barrels, cabinets) can also burn and break. What I have learned as a video game maker: Fires are at least as complicated as explosions.
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Schrompf
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« Reply #89 on: January 02, 2025, 06:03:34 AM » |
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Smart observation that creatures need to not avoid fire perfectly in order to appear as ferocious! Need to write that one done.
Only detail I want to comment on is that the burning spider is exactly as fast as it is before. I'd expect a living thing on fire to be in sharp pain and panic, so maybe boost its movement and animation speeds by 50% and have it sprint away in some random direction? Would probably look cool :-)
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Snake World, multiplayer worm eats stuff and grows DevLog
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KPas
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« Reply #90 on: January 02, 2025, 10:29:04 AM » |
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Only detail I want to comment on is that the burning spider is exactly as fast as it is before. I'd expect a living thing on fire to be in sharp pain and panic, so maybe boost its movement and animation speeds by 50% and have it sprint away in some random direction? Would probably look cool :-)
True!
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bayersglassey
Level 1
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« Reply #91 on: January 03, 2025, 02:16:04 PM » |
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Man, this looks great. Reminds me a little bit of Notrium. Any chance of Linux support?
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KPas
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« Reply #92 on: January 03, 2025, 11:27:27 PM » |
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Man, this looks great. Reminds me a little bit of Notrium. Any chance of Linux support? Hey, thanks a lot! I work with the Godot Game Engine, and I assume that it will also run on Linux.
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bayersglassey
Level 1
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« Reply #93 on: January 04, 2025, 12:24:44 AM » |
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Oh, I see -- Godot Engine lets you compile for Linux: https://docs.godotengine.org/en/stable/contributing/development/compiling/compiling_for_linuxbsd.htmlSounds like you need to be on Linux to do that compilation, though. And on your game's Steam page, it says "Windows 7" under "OS": https://store.steampowered.com/app/3149510/Creepmoon/I guess you would need to compile a Linux release, and upload it to Steam separately from the Windows release, or something. I've never used Steam as a dev, so idunno the details there. Anyway, sounds like a fair bit of work, particularly if you're not on Linux
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KPas
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« Reply #94 on: January 04, 2025, 12:50:03 AM » |
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Fortunately, I don't have to compile Godot myself: Exporting for Linux(All the effort would otherwise put me off ...) And as far as the information on the Steam page is concerned: it's all still vague, because you have to enter something for the form to be satisfied. It'll be fine.
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Ramos
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« Reply #96 on: January 04, 2025, 12:11:11 PM » |
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Nobody plays on Linux and if by any chance someone really wants to play on Linux there are plenty of emulators out there so don't stress yourself with the Linux port
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