Jump to content
  • Advertisement

Design Relics, or permanent passive items

jb-dev

681 views

The game we're currently making is a rogue-lite. This means that we're gonna have some kind of upgrades during gameplay.

We choose to take the "Binding of Isaac" way and went along with passive items. We call them "Relics".

Anyway, here are some renderings:

Relic sets #1

Relic sets #2 



0 Comments


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
  • Advertisement
  • Blog Entries

  • Similar Content

    • By Josheir
      This is a follow up to a previous post.  MrHallows had asked me to post the project, so I am going to with a new fresh thread so that I can get the most needed help. 
      I have put the class in the main .cpp to simplify for your debugging purposes.  My error is :  
      C1189 #error: OpenGL header already included, remove this include, glad already provides it  
      I tried adding : #define GLFW_INCLUDE_NONE, and tried adding this as a preprocessor definitions too. I also tried to change the #ifdef - #endif, except I just couldn't get it working. The code repository URL is :
      https://github.com/Joshei/GolfProjectRepo/tree/combine_sources/GOLFPROJ
       
      The branch is : combine_sources
      The Commit ID is: a4eaf31
      The files involved are : shader_class.cpp,  glad.h, glew.h
      glad1.cpp was also in my project, I removed it to try to solve this problem.
       
       
      Here is the description of the problem at hand:
      Except for glcolor3f and glRasterPos2i(10,10); the code works without glew.h.  When glew is added there is only a runtime error (that is shown above.) 
       
      I could really use some exact help.  You know like, "remove the include for gl.h on lines 50, 65, and 80.  Then delete the code at line 80 that states..."
       
      I hope that this is not to much to ask for, I really want to win at OpenGL.  If I can't get help I could use a much larger file to display the test values or maybe it's possible to write to an open file and view the written data as it's outputted.
       
      Thanks in advance,
      Josheir
    • By Swartz27
      I'm looking to create a small game engine, though my main focus is the renderer.
      I'm trying to decide which of these techniques I like better: Deferred Texturing or Volume Tiled Forward Shading ( https://github.com/jpvanoosten/VolumeTiledForwardShading ). Which would you choose,if not something else?
      Here are my current goals:
      I want to keep middleware to a minimum I want to use either D3D12 or Vulkan. However I understand D3D best so that is where I'm currently siding. I want to design for today's high-end GPU's and not worry too much about compatibility, as I'm assuming this is going to take a long time anyway I'm only interested in real-time ray-tracing if/when it can be done without an RTX-enabled card PBR pipeline that DOES NOT INCLUDE METALNESS. I feel there are better ways of doing this (hint: I like cavity maps) I want dynamic resolution scaling. I know it's simply a form of super-sampling, but I haven't found many ideal sources that explain super-sampling in a way that I would understand. I don't want to use any static lighting. I have good reasons which I'd be happy to explain. So I guess what I'm asking you fine people, is that if time were not a concern, or money, what type of renderer would you write and more importantly "WHY"?
      Thank you for your time.
    • By marcus12
      Hello,

      Glad to share that our mobile game: Solbot Energy Rush available on Android and iOS platform got accepted into:

      Indie Prize Showcase at Casual Connect Asia 2018 to be held in November-12 to 14.

      As indies it's a big encouragement for us!
       
      Playstore: https://play.google.com/store/apps/details?id=com.freakoutgames.chromaflyer

      iTunes : https://itunes.apple.com/us/app/solbot-energy-rush/id1368418939?ls=1&mt=8
                                                                                   
    • By Arsh Panesar
      Hi, I'm a beginner game developer and i have an original game idea for a shoot 'em up video game. But I'm not a professional designer so i dont know if the idea is worth making or not. So, i need some advice for my idea. If someone wants to help please contact me at: aparsh123@gmail.com
    • By jb-dev
      This is a nicer version of the spa room, plants included!
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!