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Member Since 11 Mar 2013
Offline Last Active Sep 24 2013 10:23 AM

Posts I've Made

In Topic: [concept] Dungeon Fall

25 May 2013 - 06:18 AM

Hello everyone, just telling you we're not dead, the game dev is going nicely and finally we're beginning to see some visual concepts for the game.

Thanks to everyone who supported us so far now!

In Topic: Twitter networking

17 May 2013 - 05:16 AM

That's a good list so far now; I've added you all.

In Topic: [concept] Dungeon Fall

09 May 2013 - 08:17 AM

Great news people, we've managed to set up a dev team (we're named "Jackass Penguin" now) and our first project will be Dungeon Fall. You can find more on:

Thanks everyone for all the inputs given... but we need more if want to do this game uniquely enjoyable! Please, share your though at our page on Steam Greenlight, IndieDB or Desura

In Topic: Skull Helmet

23 April 2013 - 10:42 AM


is this supposed to be an action-game like mario or more a puzzle game ?

Purely action game with some "strategic" addition within the level design. IE

(the usual trick with the lever to hit)

i do think that either way you're not giving enough options to use the skull, you only have throw, maybe learn different skills with it, just brainstorming a bit but here are a few:

The way thought it was more like "your skills are in the level".
Sort of thing you may have see in portal 2: your basic tool is one (the portl gun) meanwhile you can obtain some skill with the level design (the blue, red and white fluid used to paint the wall).

I wasn't expected to explain this feature now, but since we're talking about it. In Skull Helmet your power is giver by the corpses of your enemies, here how it works

You hit the enemy and (sometime, not always) the skull penetrate inside the corpses

now the skull (inside the corpse) is blinking and Ethan is "locked up" with telekinesis (notice the blu enemy which is charging Ethan)

The green enemy (fire drake) has fire power... and so with telekinesis power now Ethan is able to light up a fire wall
the blue enemy (water or another kind of power like that) is now burned and, meanwhile the firewall is lite up we can still regain the skull... if we're enough fast to re-collect and throw again the skull in the firewall we get the ultimate fire power

Several enemies "hide" special powers in their corpses. But no skill or power up is planned for Ethan: it's just between you and the hidden powers in every level.

- boomerand; the skull will move in an arc when thrown
I didn't think about this... maybe Ethan can someway alter the skull direction in middle air with telekinesis power: for a lob shot to bypass obstacles too?

- push; the skull will push a creature it hits
Not sure about this: Ethan has already push power when wearing the skull afterall

- damage; the skull will damage enemies it hits
Yeah, that's what you're supposed to to. Maybe you're referring to some sort of "resistance" (enemy needs more hits before get killed?)

- two ways; the Ethan will jump the other way when throwing the skull
I can think this useful for, maybe, a super jump (throw the skull in the ground at his feet... use reverse telekinesis on the skull at the same time to cast himself into air)

- magnetic; the skull will move toward ethan when Ethan is close to it after it has been thrown(i know it s already in there in slightly different form, but in this form you d have to choose to either use this skill or another when throwing)
The magnetic power I though should works more as sort of "invisible rope" between Ethan and the skull.. IE:

He throw the skull into a hole above him
then he use the telekinesis power to drag himself over him

-explosion; the skull will damage all nearby enemies when it hits one
Acid poisonus power, flame, electric thunder explosion and sort of stuff.. that's the powers within enemies corpses (yeah, it's supposed to be a dark toon videogame)

In Topic: [concept] Dungeon Fall

17 April 2013 - 06:23 AM

Is this still purely conceptual, or have you started working on a prototype?

Not yet: I've lot of projects in mind and would like to establish a such important things like coding work when an actual programmer would join me.
I've found that animations really helps me a lot to get a clear idea without having to stuck with old/unused source code. Also I am additionally working on various project (in hope to propose the right project that "charm" future developer to join me) and animations helps really a lot on define multiple ideas from scratch and, yet, very detailed on mechanics.

One example: I am currently designing a VG based upon Super Dodgeball arcade.
The hero is a guy who wear a skull as helmet:
The skull itself it's his only weapon since he throws his skull/helmet to enemies for kill them (that's the scratch thread: once ready I will post it here!)
Now, as feature I planned that you have only one helmet in the whole game (basically it's your talking companion like Baldur's Gate... except the skull only talk in the mind of the protagonist). To define the way the hero can grab his ball-skull-helmet again I planned him with telekinesis power (otherwise would be too frustrating wander around the level every time) which work this way:

youtube video
(geez, gues my answer should be a bit shorter ^^")

Tilt controls can sometimes be a bit of a pain to work with, so you'll probably need to do some fine tuning of the actual numbers once you have a game to play with.

Someone already pointed me the same issue, I've put this difficult feature genuine thinking it was about just taking a string value and put it into code. The main reason I've opted for tilting was due to the lack of "physical reference" you may have when playing with a touch device (virtual button and such). Considered the difficult a programmer may find then I've though to an alternative:
Basically in the given example the "border of the screen" it's the physical reference when the player need to run (I think about 70~80% of Android tablet/smartphone have tactile difference between screen display and frame)
This is just a possible option where player can still use touch swipe to hit with Rosame's daggers... or just put other two virtual buttons on borders if the player want her to swing danger nevertheless left or right (without having to face either way)

Well,having played the game you post similar to your concept,I can understand what you want to get.But I do think the speed is too fast for smartphones and tablets,you would cut down the speed,won't you?

The video was fast because I had problem with the number of frames may be too many (slow video for few frame == laggy), but yes. The ceiling descent is supposed to be more slower: additionally if you're enough faster to descent down below (almost out of the screen)you get even some time bonus and the camera give you full view below but the ceiling falls is paused. In this way the player can

As for the character and scene,I am really looking forward to those,a game scene similar to Temple Run raising in my head.

I planned a story for this game
quick version: Rosame find different cities undergrounds // each city is contain shops and plot // between each city there's a batch of 5~6 levels // once a city is "reached"/conquered you can travel between them with special underground elevators (and you can repeat previous level to collect missed treasures) // during the game you can unlock extra stuff.

Or (optionally without a in game story): levels are randomly generated... it's all about survival (like mostly casual game out there)