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Topics - PompiPompi

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Early Dev / Golden Fall II(working title name)
« on: April 08, 2020, 09:38:25 PM »
I am working on my next roguelike/RPG game.
I am improving visuals from Golden Fall, adding more stuff, more mechanics. Hoping it will be better from the lessons I learned.

https://www.indiedb.com/games/golden-fall-2working-title-name/images/newperspective-3
https://www.indiedb.com/games/golden-fall-2working-title-name/images/image-9

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TL;DR Golden Fall on Steam: https://store.steampowered.com/app/884630/Golden_Fall/

Golden Fall is a short rogue like with only 9 levels that can be completed in 4 hours.
It tries to have new things every level, so it never fills like you are playing filler content.

The game is a bit rough, but it's kind of fun.
The key point of this rogue like, it's not random generated!
The levels are premade, so it's kind of a static levels with rogue like movement/battle mechanics.
The enemies might change the way they wander and behave a bit from run to run.

Since the game does not have a tutorial, you can read this quick guide here:
https://computerrpg.com/golden-fallindie-rpg-quick-guide/

The game's steam page is here:
https://store.steampowered.com/app/884630/Golden_Fall/


Please try it out, and tell me if you have any questions.

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Hi there,

I am an old new member. I registered to these forums a few years ago for one of the games I developed, I don't even remember which one...

Now I am back and with a new game in development.

The first thing you notice when you develop a game is that playing the genre is not enough to know all the design decisions you will need to make while making the game.

My last previous game is called "Concussion Boxing", you can find it in either Google Play or Apple App store(also on Amazon App store).
After developing this game I realized it's a lot harder to make a fighting game than I initially thought. And I am not talking about the technical side of the graphics and etc but rather just balancing and animating the attacks properly is very hard and requires experience.

The game I am currently developing was meant to be an RPG but then I decided to change it to a Rogue Like.
It will sound a bit pathetic but I thought a Rogue Like would be easier to make. Of course I was wrong.
There are tons of design decisions to make in making a Rogue Like which I don't have a lot of experience with.

One of the reasons I wanted to make a Rogue Like is because it would be easier for me to create the artwork. Since I have a job the amount of work required to invest in the game is a big constraint that needs to be taken into account.

So here is a bit of what I got for this game:

https://twitter.com/PompiPompi/media


After all this introduction here is what this thread is about. I want it to be a sort of devblog about my game mainly for the purpose of getting advice from you guys on how to design the game.

I hope this is ok with this community, please tell me if it isn't.

And here is the first design issue I am having:
Presentation and visuals.
As you can see from the twitter pic, the 3D camera is aimed at 45 degrees.
The reason is that this kind of angle would allow me to draw sprites from either front or back without the need of angled or right/left sprites.
I also thought of cutting some walls into a third of their height if they occlude some tiles.
However, having this kind of presentation means that walking will be done diagonally and maybe the spatial reasoning of the tiles will be more difficult than a plain 2D presentation.
How would you suggest to present a Rogue Like game in 3D?

Another big design issue is what kind of game to make:
I have played Cardinal Quest a bit and thought "Hmm, this games seems fun, I will invest more time in it once I have free time."
And then I have played "Pixel Dungeon" and I got hooked right from the start finding myself playing it almost by default whenever I have free time.
So as you can see two different superficially similar Rogue Like have very different experience for the player.
Every small decision, from traps, keys, NPCs will change the game experience.
I am now thinking maybe I want to make a sort of RPG/Rogue Like hybrid since my initial goal was to make an RPG?
Not sure.
I guess I need more general tips on what kind of game I should actually make. :/

If you read this wall of text then thank you. And again, I hope you are ok with this

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Off-topic (Locked) / Sumerian Blood: Gilgamesh Against the Gods
« on: March 13, 2012, 08:59:31 AM »
Hello there,

I am an old(new) visitor, and I have come because I have yet another new game in the workings.
My older game "Wonder: The Evil" was cancled. Heh.
But this time I have something a lot more interesting under my sleeve.
Sumerian Blood is an Archon inspired game set in ancient mesopotamia.
It's similar to Archon in the chess board\actiopn sense. But it's different because each unit has it's own unique attack.
I have a really good feeling about this game, and I even enjoyed myself playing this game against someone(it's really hard to enjoy your own games).
The game is going to be available on the PC and Android, and possibly other platforms.
Some videos:

http://www.youtube.com/watch?v=gHeLRF8TY7M&list=UU6ksJ8tXibbrbWutkEPqFLA&index=1&feature=plcp

http://www.youtube.com/watch?v=HAfNhRsjzjg&list=UU6ksJ8tXibbrbWutkEPqFLA&index=3&feature=plcp

To download the free alpha:
http://www.pompipompi.net/

Please tell me what you think. :)

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Hi,

SHORT VERSION:
Play the "gameplay complete" Wonder: The Evil, rogue like in single player.
Arrow keys to move, Ctrl to change attack mode, space to skip dialogs, Enter to chat.
You attack by being in an aggresive attack mode and standing next to enemies. Towers provide hints.
Download http://www.pompipompi.net/RivelundDownloads/Wonder_2011_4_20.zip.

LONG VERSION:
I didn't visit this website for quite some time. I also didn't work on Wonder: The Evil for a few months, but now I got back to working on it. The version I present here is "feature complete", but there are astill issues. However, you can play and finish the game in single player.
This game is very short and very simple, because it's just the first game made for the purpose of developing the RPG Generator engine "Wonder". So in the future there will be more games with more features on the same engine.
Still, this game is a game on it's own, and can be fun to finish in about 1-2 hours.
The controls and download link are described in the shorter version.
I hope you enjoy it.
Any feedback is welcome.

Ofer.

6
Early Dev / Wonder. WIP
« on: September 23, 2010, 03:22:20 PM »
Hello All,

I am the developer of "Labyrinthica: The Quest Of Lima" which getter77 have kindely mentioned over here.
I want to present you with the new game I am working on. It's called "Wonder".
Wonder is actually a sort of RPG Maker or RPG Engine. It is a program to generate games or adventures.

I am working on a first playable game using this "engine". It will feature an adventure playable either as single player or multiplayer. My inspirations to this game are from both Ultima and Miracle Warriors.
For multiplayer there is a War\Peace system in which you can be friendly or hostile to other players. You won't know who is in peace with you, so there is an element of trust and betrayel in multiplayer.

How is it related to RogueLike? Well, it has a potential to generate RogueLike games as well. Time is divided to steps, and in each step all the creatures in the game move simultanously. You attack by simpley standing next to someone who you are in war with.

Well, enough talking, here is a youtube video. And I will be glad to hear your opinions.

http://www.youtube.com/watch?v=oVtj7tK7sYA

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