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Messages - Arowx

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16
7DRLs / Re: SalvageRL (7DRL 2015)
« on: March 14, 2015, 11:03:44 PM »
Alpha 0.1 - 7DRL Entry

Any and all feedback welcome!

17
7DRLs / Re: SalvageRL (7DRL 2015)
« on: March 13, 2015, 04:05:39 AM »

18
7DRLs / Re: SalvageRL (7DRL 2015)
« on: March 12, 2015, 06:49:27 PM »
@jonbro Well possibly going for DerelictRL or SalvageRL there should be no problem having the same name we could just postfix/prefix with something.

Video https://www.youtube.com/watch?v=sQ2k83dXeF0 it's a bit dark and still a work in progress.

19
7DRLs / Re: SalvageRL (7DRL 2015)
« on: March 11, 2015, 02:54:22 PM »


Posting short updates to twitter @arowx

20
7DRLs / Re: SalvageRL (7DRL 2015)
« on: March 09, 2015, 12:45:13 PM »
@akeley Cheers, Yes just a quick control test, no lasers or Esc button.

21
7DRLs / Re: SalvageRL (7DRL 2015)
« on: March 09, 2015, 02:46:19 AM »






Control Test WIP - Feedback Wanted - https://dl.dropboxusercontent.com/u/19148487/SalvageRL/WebPlayerTest/WebGL.html

Does it work OK for you?

22
7DRLs / SalvageRL (7DRL 2015) [7DRL++]
« on: March 07, 2015, 05:16:37 PM »
Concept (May Change):
Those big space battles, you know the ones we like to watch/play over and over again in our immersion systems. Well they leave a right mess but if you know what you're looking for and can avoid the active defence systems, killer droids, crazy alien troopers and deadly toxic substances and radiation then you can make a lot of money. Thankfully due to galactic law all battles or giant conflicts with class 1 or higher weapons has to take place in the dead zone. That's right the one ringed by black holes. But hey kid have another beer on me and go back to your immersion booth, you'll live longer!

Try the Game Here http://arowx.itch.io/salvagerl

Note: I have been also working on the game for the indie dev mix tape jam on reddit/r/indiedev.

23
Early Dev / Snowballs Chance Ludum Dare # 28 Entry
« on: December 16, 2013, 04:05:22 PM »
Not sure if this game is a rouglike but it was inspired by turn based play and the idea of your unit(s) only having 1HP.

Title screenshot


In game zoomed out screenshot


Give it a whirl and let me know what you think -> Play Snowballs Chance

I wrote a quick postmortem of the development here -> http://www.ludumdare.com/compo/2013/12/16/snowballs-chance-just-made-it/

24
Incubator / Re: Spanner in the Works
« on: December 13, 2013, 10:38:31 PM »
Yes, well I started a 3D 7drl roguelike but haven't got around to finishing it yet, keep getting side tracked on silly things like other games or Ship databases  ;D

25
Incubator / Re: Spanner in the Works
« on: September 03, 2013, 11:20:23 AM »
Thank You Jo,

I'll be back, I've been off working on a VRJam entry LGM Pizza Delivery Rocketeer, the recent Ludum Dare where I made Decimoid and I'm juggling between Spanner and Space War a multi-player space combat game for the Oculus Rift.

Just trying to build Space War up into well more of a war, and less just lots of space.  But I will get back to Spanner.

Any and all feedback welcome!

PS Do any of you rougelike players have an Oculus rift? ;0)

Decimoid Video
LGM - Pizza Delivery Rocketeer Video
Space War Video

26
Incubator / Re: Spanner in the Works
« on: August 04, 2013, 11:45:11 AM »
Great,  there is another ship out there to fight with.

Those pesky Zomorks, they hide in the asteroids. 

Good point thought the light around the player is limited and even though your character can have Line of Sight on a Z you might not be able to see it.

Great feedback ekolis.

I'm taking part in the VRJam for the next three weeks but I will be back, any and all feedback, greatly appreciated and come on show me your ship designs!?

27
Incubator / Re: Spanner in the Works
« on: August 03, 2013, 07:48:33 AM »
Have you tried the alpha?

Ship to Ship and Dwarf to Zomork Combat is mostly ranged. 

Good idea I will have to add in targeting of specific ship locations.

28
Incubator / Re: Spanner in the Works
« on: August 02, 2013, 11:35:42 AM »
At the moment it's a simple bubble shield.

I'm sticking with a really simple rougelike turn based control mechanic, more strategic.

Like I said it's a roguelike and StarMade is way more advanced than spanner.

29
Incubator / Re: Spanner in the Works
« on: August 01, 2013, 09:48:25 PM »
If you use Zone to select a region in the editor and Mask, only the selected region will be visible, allowing you to build an interior to your ship.

Your right the hull will be the armour between your characters and space and enemy attacks.  Crew space and Console will provide basic protection to space, but not from attacks.  Shields can also be used, so in theory you could just use a shield generator.

Currently the system does not check for gaps in your ships design, although it would be fun if people built a disconnected ship and when they flew it the engine(s) shot away!


30
Incubator / Re: Spanner in the Works
« on: August 01, 2013, 08:44:34 PM »


Just messing about but with Spanners basic voxel editor, making your characters ship, might just be the first step!

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