Hype Up Your Game Thread

Make games! Discuss those games here.

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Bob the Hamster
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Post by Bob the Hamster »

So in the past month I have been throwing together a little game using Unity3D and C#

<a href="http://imgur.com/oYtClcj"><img src="http://i.imgur.com/oYtClcjl.png" title="source: imgur.com"></a>

I had a lot of fun writing it, and I got my 4-year old daughter involved helping me make sound effects.

This game is all 2D, and I don't know if I will bother trying 2D in Unity again, but I will definitely be returning to unity next time I want to do a 3D game, or if I want something with a nice built-in physics engine.

My overall impression of Unity is that it is a very nice engine, but definitely more on the programmery end of the tools spectrum. It has nice property editors, and nice asset management stuff, but in the end, almost all the good stuff comes from actually writing code.

This is ...I think... also the first time in YEARS that I wrote an actual game in a strictly typed language, so I now feel really good about the upcoming type support in future versions of the OHRRPGCE's plotscripting.

I also really liked the way that Unity would automatically add property editors for any public serializable variables on class objects. Maybe someday we will have the ability to do something similar with scripts attached to ohrrpgce game objects, like npcs or maps or slices (not actually planning any features around this right now, just saying I am now happily aware how useful it might be)

Anyway, the Windows and Mac downloads are here:
http://www.slimesalad.com/forum/viewgame.php?p=126904

The Android version is here:
https://play.google.com/store/apps/deta ... tleMoonSea

And a gameplay video is here:
https://www.youtube.com/watch?v=gRsVYy57At8
Last edited by Bob the Hamster on Fri Feb 03, 2017 6:35 pm, edited 1 time in total.
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Mammothstuds
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Darkgale

Post by Mammothstuds »

Today I started working on my new game: Darkgale.

My intent for Darkgale is to have it be a very minimalist game, with bare-bones game mechanics. The game's general style is supposed to be reminiscent of old dungeon crawlers and adventure games like Shadowgate and Dragon's Lair, right down to the sense of humor.

The game will be an RPG, but it will be a very different kind of RPG. For starters, there are no random encounters - all battles are scripted. There is no EXP system - the primary purpose of defeating enemies is simply to get past them and reach the next destination. However, there is a means of growing stronger - your character starts out with 1 in each stat point, and scattered throughout the castle are chests which contain items that boost your stats by one point. (as if you couldn't tell, the damage variables aren't going to be very high, lol)

Do you have what it takes to defeat the Evil Emperor? Find out if and when I ever finish this game.

What do you guys think? Sound like a trainwreck, or can I pull it off?
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Xer0.the.Dark
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Post by Xer0.the.Dark »

Currently, I'm working on one main project...but I have others planned out for when my skills are better. I've already improved a lot since I first started...even my graphics are getting a bit better! :D This is going to be my first complete OHRRPGCE project. I've been working on it off and on for nearly a year. It's going to be called "Otherside: Into the Mirror". I already have a sequel planned, too...(called "Otherside: Dark Reflection")...which I think is going to be better overall...simply because I'll know what to expect/how to do things better when I officially start it. I'm not giving up on "Into the Mirror", though. I still think it's going pretty well so far.

As for my other sort of in-progress projects:
"A World Lost..." (might not be the final title...) - At first, this was my main reason for deciding to use the OHRRPGCE. It's a story that's been with me for years...and I've never really been sure what the best way to "let it out" is. I've thought about writing a book...or eventually attempting to animate (when my art skills improve...)...then I finally decided on making a game. This one won't be finished any time soon. I'd like to learn a lot more before I seriously start on it.

Possible Kingdom Hearts fan game? - I'm trying to re-create the battle system from Kingdom Hearts...so when that's done...I might make an actual game/story to go with it! :D

Nightfall (Episode 1) - A horror-ish game centered around a war between vampires and werewolves (might submit for the Halloween contest this year if it's done in time...). It'll probably be a bit short, because I'm planning on making multiple "episodes".

and a few other, less interesting things that might eventually evolve into games. For now, most of them are just me playing around with the system/scripting.
Mammothstuds wrote: What do you guys think? Sound like a trainwreck, or can I pull it off?
Personally, I like the idea! I'm actually doing something similar to the 1 point stat increase idea for certain followers/party members in my game. :)
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Post by kylekrack »

Not OHR, but I just finished development of a game I made in Phaser with a few others. It's called Monumental Pain, which was originally a working title but it never got changed. We were preoccupied and forgot.

It's available on Itch if anyone wants to play it. It's got some bugs, but we tried to iron out all the detrimental ones. Be aware it saves, but not if you refresh the page. Either way, it's not a long game.
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sheamkennedy
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Post by sheamkennedy »

kylekrack wrote:Not OHR, but I just finished development of a game I made in Phaser with a few others.
That was pretty great! The enemy AI needs some work of course. The default enemy should be the most basic enemy but maybe add a crossbow enemy who targets you, a shielded enemy or even a super fast enemy who sprints at you but slashing him knocks them backwards. Using a combination of enemies like this could make the game quite challenging.
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Post by kylekrack »

sheamkennedy wrote:
kylekrack wrote:Not OHR, but I just finished development of a game I made in Phaser with a few others.
That was pretty great! The enemy AI needs some work of course. The default enemy should be the most basic enemy but maybe add a crossbow enemy who targets you, a shielded enemy or even a super fast enemy who sprints at you but slashing him knocks them backwards. Using a combination of enemies like this could make the game quite challenging.
The AI is definitely the most complicated feature. We had a very strict deadline and we had to get out a shippable product. A LOT got cut, and figuring out new enemy types would have created more bugs than was worth. We may continue to add more stuff to it, but we're pretty burnt out and no longer living in the same city, so it's sketchy.
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sheamkennedy
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Post by sheamkennedy »

kylekrack wrote:The AI is definitely the most complicated feature. We had a very strict deadline and we had to get out a shippable product. A LOT got cut, and figuring out new enemy types would have created more bugs than was worth. We may continue to add more stuff to it, but we're pretty burnt out and no longer living in the same city, so it's sketchy.
Ahh, I see. Well that's understandable then. I didn't realize it had a release deadline. Yeah working on a gmae while in different cities can be difficult. Willy and I managed to do it for Void Pyramid but it definitely takes a lot of time. We're working on a new project together now so hopefully things work out again.
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Post by FnrrfYgmSchnish »

Fnrrf Ygm Schnish: Alleghany Hell School is still in production, despite how rarely I've posted anything about it on here. Currently the plan is for the first demo version to be ready to upload on October 22nd (why the 22nd? because that's the day the first parts of the game take place on. XD)

Image
This is probably what your view will look like the first time you go walking around outside the school -- that door is the one closest to the area you'll be in when you first gain access to the outdoors. But what're all those weird red fungi growing everywhere...?

Image
Some new enemies can be found outside... along with a familiar face for those who played Okédoké, the Demented Cone!

Image
Another new enemy -- the Cigarat, which attacks using clouds of noxious smoke.
FYS:AHS -- Working on Yagziknian NPC walkabout sprites
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Post by Gizmog »

Beautiful hero graphics, and the cigarats are maybe the best enemy I've ever seen. The color and shape of the smoke is just so... smoky. I'm not putting it to words well, but it's perfect.
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Post by Pepsi Ranger »

Looks good, Fnrrf. Glad to see this is still going to see the light of day. I may do a video review of it whenever you release it.
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Post by sheamkennedy »

Here's what I've been working on lately with Willy:
[yt]iCSKaN2uTvY[/yt]

The tileset was pulled from another project and will be modified later to meet the aesthetic of the game but I don't feel like that's necessary until the game's finished and I can gauge the overall vibe of the game.

This video's main feature is the d12 die animation I made (available for anyone to use here: https://www.slimesalad.com/forum/viewto ... 1&start=75).

Let me know what you think of the gameplay so far... I intend for the game to be turn-based as seen in the video. The player rolls a number between 1-12 as seen in the bottom-left corner of the screen. The hero then can move up to that many spaces and talk with NPCs (interact with stuff) along the way. Then all the enemies get their turn to move. Some will be set to battle you on touch.

We're not sure what we want to do with the battle system at this point since the hero is meant to be very underpowered and you have to rely on stealth and strategy to navigate the levels. The battles could use the battle-system which would be easy or we were thinking of doing a stat-comparison with the enemy. Now that I've implemented this die roll animation maybe the player could roll a number to check if they succeed sort of like D&D. Opinions are welcome!

Future plans:
1) I may add "step-on tiles" that will give the hero certain advantages or disadvantages in battle. Thus player positioning will be important.
2) At some point I will upgrade the die roll animation so it displays your roll number on the front face of the die during the end of the animation rather than in the bottom corner.
3) After testing the gameplay once a battle system is in place I may think about making vanquished enemies respawn so as to keep the player on their toes and up the difficulty of each level (The purpose of the level is primarily to survive from point A to point B)
4) I think it could be fun to add special text/events for "critical success" and "critical failure" of tasks in the game. This could make for some funny situations and unexpected turn of events.
Last edited by sheamkennedy on Fri Nov 17, 2017 12:16 pm, edited 10 times in total.
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Bob the Hamster
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Post by Bob the Hamster »

That looks really cool! I am excited.

I kinda think some kind of a die-roll battle would probably be a better fit for what you have going than the standard battle system
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Post by SwordPlay »

Looks cool. It's given me massive inspiration!
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Post by kylekrack »

What FPS are you running it at? The only potential issue I see is the game taking too long between turns. If you run at a higher FPS, moving the camera and NPCs faster will be smoother and you can reduce the time the player has to sit watching without playing.
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Bob the Hamster
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Post by Bob the Hamster »

You could also make the camera panning speed increase if the player presses a key during the enemy turn
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