Author Topic: Project 'DetoNation'  (Read 2430 times)

JTR

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Project 'DetoNation'
« on: April 07, 2015, 05:39:51 PM »


-Radiation.
-Select-fire weapons.
-State-of-the-art XP-calculations.
-Eclectic design solutions.™
...

Screens (with some placeholder graphics):
https://puu.sh/h4UwA/47f16fb69f.png
https://puu.sh/h4Xvg/9949e29bee.png
https://puu.sh/h4XCX/ab4fa22ecc.png

(I'll upload a demo in the near future if there's any interest.)
"One man's constant is another man's variable." - Alan Perlis

Samildanach

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Re: Project 'DetoNation'
« Reply #1 on: April 08, 2015, 11:02:35 AM »
There might be interest but could you say a bit more about the game? e.g. Is it open world or a dungeon crawl? What is the setting? What other games inspired it?

It's difficult to stoke up much interest without information.

JTR

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Re: Project 'DetoNation'
« Reply #2 on: April 08, 2015, 06:24:59 PM »
-Structure: Open world.
-Setting: Post-nuclear.
-Inspiration: Mostly the Wasteland & Fallout series.
"One man's constant is another man's variable." - Alan Perlis

Samildanach

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Re: Project 'DetoNation'
« Reply #3 on: April 08, 2015, 07:34:05 PM »
Maybe I'm being a grumpy old man but if you can't be bothered to talk about it, why should I bother to play it? Pass.

JTR

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Re: Project 'DetoNation'
« Reply #4 on: April 08, 2015, 09:11:08 PM »
Sorry about the lack of specific info.
I don't know much yet myself.
I'm still working on the combat system.
"One man's constant is another man's variable." - Alan Perlis

Ferret

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Re: Project 'DetoNation'
« Reply #5 on: April 08, 2015, 09:24:17 PM »
Specific info isn't necessarily required. Making roguelikes is far from easy: what excites you about your game enough to undertake working on it? What do you think the main mechanic is going to be, and how do you see it working? What other features do you plan to add, and why? It's okay if you don't have full details or aren't solid on some things yet. Even just talking about your ideas/hopes for your game would probably be fine. :) Expand on things a bit too: you mentioned Wasteland and Fallout inspired you. Okay, what about them inspired you, and why? Or, why did you choose open world? Let people behind the curtain a little. :D

Samildanach

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Re: Project 'DetoNation'
« Reply #6 on: April 08, 2015, 10:14:52 PM »
Specific info isn't necessarily required. Making roguelikes is far from easy: what excites you about your game enough to undertake working on it? What do you think the main mechanic is going to be, and how do you see it working? What other features do you plan to add, and why? It's okay if you don't have full details or aren't solid on some things yet. Even just talking about your ideas/hopes for your game would probably be fine. :) Expand on things a bit too: you mentioned Wasteland and Fallout inspired you. Okay, what about them inspired you, and why? Or, why did you choose open world? Let people behind the curtain a little. :D

Exactly! There's something about the ideas you have that makes you want to work on the game. Share that enthusiasm! If you're excited then we can be excited too.

akeley

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Re: Project 'DetoNation'
« Reply #7 on: April 08, 2015, 10:32:03 PM »
Grumpy old men being the majority here is one of the reasons I like this forum, but still - give the dev a break :P Not everybody is prone to verbal outpourings, self-promotion and can wax lyrical - so let the code speak for itself in this case  (heavy hint: demo please).

Things I like on the screenshots: lots of numbers/stats/skills , Ultima-like tiles, guns, and that farmer with cute pigs. Wouldn`t mind seeing it in action, but probably better wait till you got combat tightened up.

JTR

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Re: Project 'DetoNation'
« Reply #8 on: April 11, 2015, 08:24:01 AM »
Demo approaching...
"One man's constant is another man's variable." - Alan Perlis