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Messages - 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.

TL;DR Golden Fall on Steam:

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:

The game's steam page is here:

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

You are correct and quite perceptive.
The thing is I was trying to not occlude the screen with my hand so I was pressing on the iPad's edges.
Someone playing will probably press more near the center.
There is also an issue with the input that I need to fix but all this will hopefully work perfect once released. :)

Another vine with per tile shading and "fog":

Other Announcements / Re: #rgrd Temple of the Roguelike IRC chatroom.
« on: January 06, 2014, 06:42:04 PM »
I tried to connect to quakenet with the webclient but it only opens the commands/server window and it doesn't open the chat channel? Although I can see people talking from the channel I cannot type messages it only accept commands?

Edit: Wait, works now, but maybe you have to log in with a user to have the channel tab open?

Classic Roguelikes / Re: Pixel Dungeon, Android
« on: January 06, 2014, 06:10:21 PM »
I was surprised this game is so popular on Google Play because it is almost the opposite from the casual and easy games that are more common on mobile platforms.
So I thought, are there so many people who are familiar with Rogue Like?
I think from the few reviews I read on the game most of the players are not Rogue Like fans they don't even seem to know what is a Rogue Like. They just instinctively like this style of game. Shows Rogue Likes will always be classic.

Another vine, trying to make walking juicy?

Yea, I guess I will see as I make progress.
Being creative requires some effort and I am not sure I have the energies for that right now...

Anyway, here is a bit of progress:

Classic Roguelikes / Re: Pixel Dungeon, Android
« on: January 01, 2014, 08:23:09 PM »
At first I liked this game a lot but now I don't like it's (IMO) flawed design.
I know that many rogue like are very hard but this game is tedious.
It's actually a very simple design flaw.

I am talking about the goo monster(The first boss).
It takes 4/5 levels to reach the goo but when you encounter the goo you get one chance to defeat it and then it's right from the beginning all over again.
I know that is how it's like in Rogue Likes, but the combination of dieing really fast if you don't know how to fight it(which leads to very little time studying the monster) and the extremely tedious task of going all over the levels again broke the experience for me.
If I didn't google about the goo it would have taken me countless tries until I figured out how to defeat it.
It might sound like a challenge but it's not really a good challenge.
It would be the equivalent to get dropped out of university every time you fail a course even if you reached the last semester.
Again, Rogue Likes usually have "1 life" but this specific Rogue like seems to be flawed in it's streamline design.
And I am not suppose to have to use google to be able to play a game.

Maybe I am just too noob to Rogue Likes?

I think this viewing angle could work out?

I would rather it would be 3D. Mostly because 3D is more luring for new players.
Of course 3D doesn't make the game good on it's own.

Edit: What exactly are the issues with 3D?
One issue I can think of is that it's not immediate apparent to see the tiles and tile lines between the player and objects\enemies.
What else?

I have a few ideas how to make 3D that can be reasonable for a RogueLike.

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:

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

Off-topic (Locked) / Re: Foreigners
« on: March 15, 2012, 09:45:32 PM »
Well, I think this is regardless to the OP's point.
OP's point was that, THEY DON'T WANT illegal iimigrants, and supposingly Finland's govrnment don't want them too. So the solution is not to accept them legally, it's to not accept them at all.
I agree that it's problematic to exploit illegal immigrants. And then throw them back. But if a country don't want illegal immigrants at all, and also not to exploit them, but they are still coming anyway, then that's a crime against humanity.

Off-topic (Locked) / Re: Foreigners
« on: March 15, 2012, 04:28:02 PM »
Do you have data to support it?
If they die, why do you need to deport them?
It's not like the whole world(including mexicans) use products produced by China's (real) slave labour. I am certain workers at the US, even the illegal ones, have much better conditions than Chinese workers.
But anyway, what is the point? One wrong justifies another wrong?

Off-topic (Locked) / Re: Foreigners
« on: March 13, 2012, 09:07:32 AM »
I think every country has it's right to preserve it's culture. Thos immigrants preserve their own culture when they come to the hosting country, no?
Also, I think people who immigrate to a country that don't want them, or force themselves upon a country that don't want them is a crime against humanity.
I mean, why a country that have a good economy, have no need for new immigrants is forced to accept anyone who want to immigrate to them? New uneducated immigrants is a burden for the hosting country, why are they forced to accept them?

I am all for making this planet a good place for everyone, but countries have a right to say no. I think these illegal immigrants are selfish, because they only care about improving their on life on account of the hosting country that has to take care of them and accept them.

I know it's not popular to be against illegal immigrants, but seriously, why is it always assumed that countries must accept illegal immigrants if it's not in the country's interest?
Maybe I am very ignorant and don't see what's is wrong with what I am saying, so please enlighten me.

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