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terra0nova

Member Since 31 Mar 2007
Offline Last Active May 11 2014 12:24 AM

Topics I've Started

Deity Quest Released, a light-hearted, pokemon-inspired RPG

05 May 2014 - 11:42 PM

Deity Quest is an RPG which blends classic pokemon-inspired gameplay with an original 6 vs. 6 battle system and a light-hearted story of divine rivalry. 
 
You play as an ambitious new god recently graduated from the Ethereal Academy. Despite being assigned as a simple lower deity of the world of Aberos, your goal is to become the Overgod, the most influential god of all. To get to the top you’ll have to convert followers to fight for you, support your followers in fast-paced 6 vs. 6 battles, develop your divine magic, and compete with other deities, including your cheeky school rival. The game features large procedurally generated locations to explore, challenging dungeon-crawler-esque quests, and in the extended edition, multiplayer arena battles and trading. 
 
Genre: Adventure/RPG (with some strategy elements)
Trailer:
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Screenshots:
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Deity Quest is my first commercial game release, and it's been in production for about 10 months. I'm both excited and nervous for the release, and am looking forward to any comments or feedback you may have!
 
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Rhythos RPG Builder - a Free and Open Source Dev Tool

20 May 2013 - 12:02 PM

Rhythos RPG Builder in a nutshell:

  • A completely free and open source game creation tool!
  • Designed to be accessible and easy to use. New game developers will be able to make their first games in Rhythos and grow, while experienced game developers will find a lot of flexibility and extendability to create what they want!
  • Some basic functionality is already done, including a battle system you can play right here!
  • Dual-scripting system in Haxe: visual eventing requiring no coding knowledge + ability to directly edit code if desired.
  • Awesome 16-bit style graphics from the Liberated Pixel Cup & Open Game Art!
  • Exciting music and sound effects from Robot Horse Productions: listen here!
  • Cross-platform (Flash, PC, Mac, Linux - and with a stretch goal: HTML5, iOS, Android, Ouya).
  • Extremely flexible and expandable, with a powerful plugin system for adding more export targets, battle systems, assets, and much more!
  • Rhythos.com: a community website where YOU can post your own content, chat about the project, and request features!
  • Please consider backing the project or spreading the word to make it a reality: Rhythos RPG Builder on Kickstarter

Hey game developers!

I'm currently creating a free, open source RPG builder that will be cross platform and support many cool features, including an action/rhythm battle system which you can test out here: http://www.newgrounds.com/portal/view/616768! The builder will have an accessible dual-scripting system and be highly expandable, including a powerful plugin API. The editing capabilities are inspired by RPG Maker and based off of an older tilemap editor I have been developing on and off in my free time for the past year or so. The builder also uses the great 16-bit style graphics provided by the Liberated Pixel Cup/Open Game Art.

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I know first hand how hard finishing a project like this can be. I've had experience making game development tools before including VIDE, a 2D animation tool, HTML Tactics, a DOM-based tactics game editor, and a 3d cloud and atmosphere rendering API. I'm also the founder and lead programmer of Fancy Fish Games, with 6 games released so far. I feel I have the skills to make this project a reality as well as the knowledge of what it's like to be a game developer using the tools! With my experience and a large codebase already complete, I am confident I will be able to come though and finish this project, but I'm going to need a little help!


A 2x speed example video of me creating a simple house interior in the Rhythos Map Editor.

That's why I've started a kickstarter page (which includes a lot more details about the project) here: http://www.kickstarter.com/projects/davidmaletz/rhythos-rpg-builder! If you're able to back the project, that's great! But even if you can't contribute monetarily, feel free to contact me if you are interested in supporting the project as a coder or artist! This is truly a community-driven project and any support possible (even just spreading the word to other developers) would be awesome! You can also peruse the current codebase on github here: https://github.com/davidmaletz/rhythos . It still needs integration work and a lot of features before I'll consider it stable, but feel free to check it out and let me know if you are interesting in contributing code!

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And of course, let me know if you have any questions, comments, or feature requests - this project is very expandable, and I hope to support a lot of options, features, battle systems and release targets eventually. I'm creating this tool for the community and with the community, so I want to know what you want!


Ambient Horror Exploration Game "I Can't Escape"

05 February 2013 - 12:01 AM

Well, it was a bigger project than I had thought, but I finished my January 1GAM, and I think it came out very well! The best way to experience it is to play it, so give it a try here: http://www.newgrounds.com/portal/view/610205

 

Chris Priestman at Indie Statik also gave it a very nice review, which you can read here: http://indiestatik.com/2013/01/31/i-cant-escape-is-a-freebie-that-suprises-with-ambient-horror-trickery/

 

Game Description

You have fallen into a vast underground maze. Can you find your way out, or will you end up trapped in darkness forever? As the title implies, you find yourself falling deeper into darker and creepier levels even as you try to go up towards freedom. The game is fairly experimental, with a psychological undertone, and it was designed to defy players expectations.

 

Screenshots

 

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If you want some secrets/insight into the game, you should follow me on twitter (https://twitter.com/DavidMaletz) - I'm terrible at keeping things secret haha!


Announcing Havencall!

12 October 2012 - 12:08 AM

We are very excited to officially announce Havencall, our first game using the VIDE animation toolkit! Havencall will be a short (2-4 hour) point and click adventure game which tells the story of a strange girl named Aura, and her journey between worlds to find the haven of her dreams. The original idea for this game dates back to 2009, but it wasn't until recently that everything came together: the technology, the story, and the design for what is in many ways our dream game - both to play and create.

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Aura being beckoned into another world by a strange glowing figure.



The game's story and progression have been written, all of the puzzles have been designed, and we're busy working on concept art and hammering out the details. We plan to release Havencall sometime in 2013, for PC, Mac, Linux, and potentially mobile devices as well. The gameplay will revolve around interacting with items and people, solving puzzles, awakening powerful abilities, and even fighting magical devices.

My hope is for the game to be a stunning audio/visual experience that brings the strange and varied worlds of Aura's universe to life, with unusual puzzles and challenges along the way. I don't want to reveal too much of the story, so I will only say that it will be a mystical, magical and even philosophical journey.

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Sneak Peek: Concept art of Aura's hometown, a small primitive village completely isolated inside a space-time bubble.



Our trajectory now is to solidify the art style, music style, and prototype the puzzles to make sure we have all of the details ironed out, and then we plan to try to fund the project on Kickstarter. It will be our first time using Kickstarter, which should be an interesting experience in itself, but hopefully a good one as well.

Stay tuned for more updates on Havencall, but they may be sparse as I don't want to spoil the story! I have also set up a website for the game here: http://havencall.com/, which we will update with more content as development progresses.

To learn more about VIDE and my indie game development adventures, check out my blog here: http://david.fancyfishgames.com/

Fancy Fish Games, VIDE, and my new indie gamedev blog

27 July 2012 - 02:35 PM

I've been quiet for the last few months, making smaller flash game projects and experimenting with ideas after Aero Empire fell apart, but I have recently started three things that I would like to share with everyone. For those of you who don't remember Aero Empire, you can see it's old MODDB page here: http://www.moddb.com/games/aero-empire

Fancy Fish Games - Following the recent success of some of my small flash game projects, I have decided to start a small, indie game studio called Fancy Fish Games. In the studio, I plan to catch some fancy ideas and make some interesting game projects. We already have a few projects planned, and two in the works, and I look forward to presenting them to the community soon.
VIDE - VIDE stands for the Vectorized Image Deformation Engine, and is a new tool I'm working on for future game projects at Fancy Fish Games. Like the name suggests, it's an animation program that can take an image and deform/animate it. The early results look nice, and it is written entirely in HAXE/NME.
The Legend of GameDev - My new indie game dev blog, which you can read here: http://david.fancyfishgames.com/. I have already written two posts detailing how VIDE works, and plan to talk more about my future game projects and Fancy Fish Games.

I also have some plans for a revival of Aero Empire, but I don't want to get anyone's hopes up while I still haven't solidified it or started working on it. Feel free to follow my blog for updates on that, as well as the current technology and games of Fancy Fish Games!

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