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Topics - oldteen

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Early Dev / Souls Rescue
« on: June 20, 2016, 07:00:00 PM »



First of all, sorry for my poor english. We come from Switzerland and we speak french...
My wife and I are doing game prototypes since long time. But this time we decide to move our "ass" and to make a project A to Z. We start the BlackBones Family. This name will regroup our finished projects.


Souls Rescue is a roguelike. We don't try to make something original, we just want to have pleasure to do it.
Some features:
  • random dungeon
  • turn based game
  • 8 environments (crypt, tropical, "void", ice, ...)
  • no direct spells, but a craft system to write your scrolls and make your potions.
  • our recipes for scrolls and potions use reagents from a big game (Ultima 7)
  • need to an ingredient to make a potion? you have a seed? plant it, wait some turns and harvest.
  • get a pet and develop its skills
  • die often

The game in 4 words :
  • turn based
  • pet
  • craft 
  • exploration (traps, hidden rooms, key puzzle, ...)

The background ?
... We have to find one background to justify these ideas :
  • 8 members of your families are death. You are one of them.. 
  • the player choose one of these 8 members to rescue the soul of the others. 
  • when you die, the hero and his inventory are deleted.
  • you can put items in a magical chest to keep them for another try.

A vidéo of the alpha version
Trailer alpha version

Operating system
  • win/linux/osx
  • why not xbox one or ps4

Development
Souls Rescue is written in c# and monogame/fna. Sprites are drawed with Photoshop with love and with a mouse :)

commercial aspect
I work and we don't need more money to live. But if a day we can sell one or two copies to buy a pizza :)

Pictures










2
Early Dev / The Dead King
« on: October 01, 2014, 06:21:29 AM »
Hello,

First, sorry for my poor English!

Well, after playing hours and hours on Dredmor, Desktop Dungeon or Quest of Dungeons, my wife and me wanted to create something.
She fills sprites sheets and I fill sheets of code.
For this prototype (later maybe a game) we choose to use Haxe language that generate Javascript and WebGL

Give a try :
960x600 -> http://www.frozenwitch.com/frozenwitch/thedeadking/game/index.html
1440x900 -> http://www.frozenwitch.com/frozenwitch/thedeadking/game/index1440.html
1920x1200 -> http://www.frozenwitch.com/frozenwitch/thedeadking/game/index1920.html

Runs on last version of IExplore, Firefox and Chrome.
You have to enable javascript.

The Dead King! - alpha 0.001





How to play
-----------

-- four bars
- red:health (ok...)
- orange:mana (nothing consume mana at this time)
- green:food (food restore health, no food kill you. To restore health more food is consumed)
- blue:water (water restore mana, no water kill you. To restore mana more food is consumed)
- violet:xp

With luck and good looting, the walk could be easy... else could be hard.
Go too fast will kill you, keep an eye on your food bar.
No consistency between floors
You can't save your progression

-- In game
{Arrows} : move the hero
{I} : show inventory
{Q} : if bow equipped, select a target
{E} : action / pick loots / open-close door / shoot arrows
{Return} : pass your turn
{1-2-3-4-5} : shortcuts
To attack a enemy, just try to walk over it (it also works to open doors)

-- Inventory open
- Items are automatically sorted (equipped - and for family)
{Arrows} : move cursor in your inventory
{I} : hide inventory
{E-Return} : equip / eat / drink / torch on-off / ...
{1-2-3-4-5} : assign shortcuts (on item type)
{S} : sort
{D} : drop an item (make a blue bag, so you can loot it again)

Future plan for alpha state
---------------------------
- add a true map
- add a character sheet
- add more dungeon / cave algorithm
- work on a history / background
- work on a random items creation system
- develop other themes (environments / enemies)
- traps
- portals
- keys puzzles
- more classes (ex:barbarian)

for beta state
--------------
- ???? maybe we are dead before this state :)

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