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Liquid Metal Slime
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 PostTue Jul 05, 2016 4:57 am
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Love the a e s t h e t i c
My pronouns are they/them
Ps. I love my wife
Red Slime
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 PostWed Jul 20, 2016 12:29 am
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Monsters.png
Heya. It's been a while.

My previous game, Successor's Legacy, is on indefinite hiatus. I got about half of it done, but I can only waste so much time on a project which I ultimately feel is too generic for its own good.

I'm working on something new now. A game called "Mirrored Soul."

You play as a grizzly detective trying to solve a mystery - people have been disappearing, and odd, mirror-like objects have been popping up all over town...

The gameplay is like SMT in that you can get the monsters in your party, but rather than recruiting them in battle, they drop an item (their "soul") upon defeat which, if you get, say, three, you can expend to have the monster join your party. You can also combine souls to create new monsters.

There are 2 worlds: the shady, urban hub city (the "real world", if you will) and the myriad surreal, Yume Nikki-esque "mirror worlds" which you will enter. Obviously most monster encounters are in the mirror worlds, but there could be some troublemakers out there in the city as well...


Here are some of the monsters you will encounter. I'm not sure if this will end up the same as Successor's Legacy where I give up, but I have a feeling this'll be the one that I finish.

...and, yeah, okay, I may reuse some assets. I'll try to keep that to a minimum, though.
Liquid Metal Slime
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 PostWed Jul 20, 2016 3:19 am
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I like the sprites. You have great artistic vision, if that makes sense. Some people can make hyper-realistic drawings that still come off feeling bland because of a lack of heart. You definitely don't have that problem.

It's sad to hear that you don't plan on finishing Successor's Legacy. I completely understand your feelings on it, but in my opinion, you should finish something if you can. Regardless of what it is, there's a special something to be learned from finishing something, rather than going halfway. At least, I'm certain that finishing Successor's Legacy will not be a waste of time. If you finish and balance it, I'll gladly play it. I enjoyed the first two areas a lot when I played it.
My pronouns are they/them
Ps. I love my wife
Liquid Metal Slime
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 PostTue Aug 16, 2016 3:06 am
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Nathan Quest0077.png
Wait a minute, that castle has windows? Made of glass? What madness is this?
Nathan's Quest Title.bmp
Artifacting intentional; too bad I didn't save the high-res original version that lacked it.
Not Hasims Rug.bmp
What could this mean?
Game continues to exist. Occasionally becomes slightly larger.
Remeber: God made you special and he loves you very much. Bye!
Liquid Metal Slime
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 PostSun Aug 28, 2016 3:49 am
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No in-engine progress tonight, but I did draw concept art for the eight playable characters, love interest, and first villain while sitting around at a bar tonight.











Remeber: God made you special and he loves you very much. Bye!
Slime Knight
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 PostThu Oct 13, 2016 1:46 am
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preview.png
A screenshot from my wip Halloween game. It's your typical story of boy meets inappropriately dressed middle aged momwolf and goofy grinning ghost. Also shown: the main character's abilities come from trick or treating candy from the enemies. (The other two are more support mages)
the quirky recurring villian of the ohr community
Metal Slime
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 PostSat Oct 15, 2016 4:21 am
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Okay, time for me to put-up or shut-up for what I've got in-store for all you fuzzy hamsters and hamsterettes out there. And I'm totally ripping off Gizmog's format for this because it's easy reading.



What's the idea?
I've been playing a boatload of Final Fantasy Brave Exvius, and wondered if it were possible to create an OHR game that effectively borrows the two biggest concepts in that game - namely the ability to progress the story entirely through accessing a menu, and the fact that your recruit-able party members join via a "lottery/prize-ball" type of system (hereafter referred to as a "Gatcha"). The first concept, the menu-driven story progression is accomplished by accessing a Grimoire/Tome/Spellbook to summon random encounters that the player would have to defeat, broken up every so many levels by a scripted boss encounter. The second is done by using items in the player's inventory to 'call' the spirits to join their party, (though could also be accomplished through the spellbook as well, now that I think about it).

But.. but WHY?
As a proof of concept, and also as some preliminary work for a game down-the-line that uses much more recognizable OHRRPGCE heroes. A few of you remember a game from way back in the Castleparadox days that had heroes from Wingedmene, and Housemaster as playable characters, sort of a weird OHR dot.hack game of sorts. I think that could work, but only if the focus of the game is to pretty much completely fill up the playable character roster with as many collectible OHRRPGCE heroes as possible (until the limit's hit?).

OK, fine, but what's done?
At this point? Everything but the ending credits and some NPC dialogue trees. This is one of those games where I got ALL the graphics done ahead of time, and the fact that you don't even NEED to explore long twisting dungeons or huge maps filled with NOTHING has led to a very fast turnaround during its development phase. This is literally a game where more time was spent balancing out 30+ heroes stats and abilities than was spent actually drawing them.

So whats the story?
There's a bunch of familiar faces from the Timestream Saga series of games, and that's somewhat intentional because this is a pseudo-prequel. It starts off with furry wolf-girl Hati babysitting her little brother Kotaru by playing some familiar terrible games that it's implied she made herself when she was 15 or something. Wolf-mom comes running down the stairs and says "hey, take your brother trick-or-treating around the neighborhood, or you can clean up the mess you made in the bathroom". So off she goes, little kid in tow, meeting a bunch of weirdoes who only give out a single piece of candy (and your boyfriend), until you go and visit your aunts. They're witches. Or lesbians.That's what dad says anyway. Uh-oh, looks like your little brother got scared and ran off into a clearly not-child-proof haunted house unsupervised. Looks like you're the only one who can rescue him, because YOU'RE the adult around here.

This doesn't sound like a spooky Halloween game at all.

Shush, you.

Are you sure this isn't referencing anything?
Berserk.

Skeletons on wheels?
Ohdeargodwhy.

What're the battles like?

They're partly inspired by witch.rpg and Festivus, where the party's at the bottom of the screen and enemies above them. Your party itself is composed of various spooks and spirits, each of which has their own particular combat roles such as healer, buffer, fighter, and so on, then Hati herself who can do a little bit of everything to make up for missing gaps in your arsenal. In a sense, its a natural evolution of No More Villains and War on Xmas where the emphasis is in finding useful ability synergies to overcome each encounter.

What's this about hero "classes" and "tiers"?
There's essentially six different roles the summoned spooks can take - Melee units who are your big dumb fighter, Thief units who specialize in stealing resources from foes, Supporters and Saboteurs who control the flow of combat by augmenting your party or alternatively by wrecking your foes, Healers whose job is solely to keep your allies healthy, and Mages whose purpose is to locate and exploit enemy weaknesses once they've found them. Each one of these has no less than four tiers, each of which expand the available array of abilities each class has access to, as well as providing improved maximum statistics at level 20 and a wider selection of weapons that each unit can equip to further customize them. Thus a higher tier mage spook may be able to equip weapons that emphasize a greater physical attack proficiency, whereas a lower ranked mage could only specialize in magic boosting equipment.

Is what'shisface still a shopkeeper in this?

Yes. It's a running gag at this point.

Boobs. *Giggle* *Snort*
Shush, you.
To friends long gone, and those I've yet to meet - thank you.
Liquid Metal Slime
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 PostSun Oct 16, 2016 5:45 pm
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Void Pyramid is now on Steam Greenlight. Please vote for it if you feel so inclined! Please vote for it if you feel so inclined!
Liquid Metal King Slime
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 PostSun Oct 16, 2016 7:47 pm
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I love that trailer for void pyramid.
Liquid Metal Slime
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 PostMon Oct 17, 2016 3:17 am
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Spoonweaver wrote:
I love that trailer for void pyramid.


Thanks! And thanks for voting too.
Metal Slime
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 PostThu Oct 27, 2016 9:58 pm
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witch20007.png
Yeah, I'll definitely be wrapping this up tonight or tomorrow.
Metal King Slime
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 PostThu Oct 27, 2016 11:42 pm
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Ah, something revealed! (This halloween season has been awfully quiet.) Gasp, another witch game? Looks promising!

I notice that the top-left corner of the box outline seems to be doubled up. Is that something you couldn't manage to avoid due to the way that box borders are drawn? In that case I would expect you would have a similar problem on the bottom side too. I was not completely happy with the way they are pieced together.
Liquid Metal Slime
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 PostWed Nov 23, 2016 10:48 pm
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Wasn't sure the best place to post about this, but I guess it's hype. Both Mr. Triangle's Adventure and Surfasaurus have been greenlit for Steam. Thanks to anybody who helped vote it in.
Check out Red Triangle Games!
Metal Slime
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 PostThu Nov 24, 2016 12:17 am
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Congratulations!!!
vvight.wordpress.com
Liquid Metal Slime
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 PostFri Jan 13, 2017 2:05 am
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Hopefully I can spur myself into working more on one or several of my games

You know, between my vanity projects, the games people enjoyed in partial form, and the game I'm making for the multicart.


Remeber: God made you special and he loves you very much. Bye!
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