Work onTERRORHYTHMis in full swing. Over the past week, we have managed to develop and add animation to the main character and the enemy. We also tweaked the location environment. Check out the difference between before and now.
Before I get to my question, I'd like to clarify that this is in a 2D (2.5D) view with pixel graphics. While making mockups, a question on map design came to me. If I were to draw an entire section of a map, including stairs, buildings, etc. would I be able to set constraints so that a character could move realistically on one asset (the room, I guess), Instead of having to place each and every tile for every corner, or variation in design, or every stair?
I feel like this would be much easier when it comes to very intricate room designs that would be much cleaner and aesthetically pleasing if I could just put wall barriers (native to my engine) where the player can not go.
Let me know if this needs clarification or if this is in the wrong subforum.
My friend asked me to join a small game project of her which I think was not quite worth to make since it consist only three stages and two routes. Also, the game play types are different each stages so it may need big effort to code. The game is actually a visual novel with more game play than scenario, but both of them are too simple, I guess. The only interesting part is she is trying to show off traditional culture, but it feels a bit forced. However, she disagreed with me and was very sure that this project would work. She gave me this pitching presentation and she said it's okay if I post it for a feedback. So, how do you think?
Recently a Youtube video reminded me of a game I played years ago called Advance War. It's basically a turn based strategy game with the simplest mechanics that you conquer cities on the map to generate income, make units in the factory next to your HQ and try to capture your opponent's HQ to win the game. I am fairly interested in this genre, and I think I could make something with similar mechanics and add more flavor to it (ex.different factions with different units, better map design).
The question is, is there any people who are still interested in this kind of old school game?
Howdy! I've recently been working on a tower defense game, nothing fancy! In fact "A simple militant styled, tower defense game," is my opening line on the description :P. Anyway I would say I am new to this despite 'learning' for a while. I've definitely got a long way to go before anything 'amazing' is born but I wanted to post the game somewhere and try to get some feedback. https://gamejolt.com/games/3ndl3zz-basedefense/325756 if anyone wanted to try it out please do so! I fully intend to make updates in the coming weeks to improve upon the current application.
I started making this using 'Kenney' assets, I met someone through this forum that is interested in getting invovled in stuff like improving the graphics so that alone will make the game better but since i'm not great with designs and creativity I'm looking at this from the technical side and was wondering if anyone would give some feedback about my game/tower defense games in general. Best methods to increase difficulty without ultimately making it crazy impossible.
If you try it out and try the endless mode, you'll see what happens as of today... Enemies end up with crazy speed so i'm thinking of trying to cap a max speed in there and just focusing on increasing health or something...
Anyway I'll leave this post here.. Apologies if this isn't the correct place to post looking for feedback I don't really use forums often so I don't know my way around all that well just yet! Like everything else I am Working on it though!
Edit: Updated to Version 0.1.4 With notes.Thank you for the current feedback! I appreciate it a lot!