Advertisement Jump to content
  • Advertisement
Sign in to follow this  
  • entries
  • comments
  • views

Noel's Hope - is alive!



Noel's Hope - is alive!

Not a little time has passed since the second post, but the project is still alive;)
Moreover, after a series of successful and not very successful tests, the project is finally ready to try to go in Steam Shop and conquer your hearts!
Noel's Hope - This is a story in RPG, Survival, Adventure style with a small of Roguelike genre.

What game should be expected now?


Collect resources for survival, build useful objects on the ship, improve your character, upgrade characteristics, explore the islands and dungeons, destroy bosses, solve secrets, help survivors, find satellites and etc.!
There are dungeons/islands and some zones in the game, with auto-generation of traps, enemies and useful items. Also bosses, additional quests and many stories!

Unfortunately, because I am alone make this game - I had to use a lot of Free Open Source models, textures, etc., which probably already become boring of games on the Unity3D engine, but without this, the game could not exist...

An important aspect is the COMMUNITY and the feedback that will be. Your opinion about the mechanics of the game, about which points you liked / didn’t like, what needs to be changed, what to adds, what to news and etc. I really hope that "Noel's Hope" will like to those who love these genres of games!

p.s. In the game is not fully implemented the plot, for several reasons - one of them, the lack of a good, high-quality translation into English. (Yes, I use Google Translate + some plugins + some help else, but this is not enough!).
The game is in early access until the plot is fully implemented, like some new mechanics. Much of what was planned - I am implementing right now and in the future this will be even more!
Thank you for understanding :)


Idk, why videos (.wmv) don't work here, so just a link on Steam Page (Trailer)


Dungeon gate example:


Magic Ocean:


House on island:




Skill upgrade tree:





Steam Shop:

Steam Page

P.p.s. I’ve almost finished preparing a big update, in which appear the heavenly islands, new types of traps and something else.
The work on Alchemy and tools of the ship, is also actively underway.

Thanks for attention:)

Download Trailer (file Promo.wmv):


Recommended Comments

4 hours ago, jbadams said:

Looking good!

Thanks you!
I will try to do everything in my power so that you enjoy both the story and the gameplay :)

Share this comment

Link to comment

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
  • What is your GameDev Story?

    In 2019 we are celebrating 20 years of! Share your GameDev Story with us.

    (You must login to your account.)

  • Blog Entries

  • Similar Content

    • By kristiang
      Hero Fantasy Pack Vol 2 is the sequel orchestral pack expanding on the dark fantasy musical themes. Prepare for even darker and more evil songs to add to your game! 

      As with Hero Fantasy Pack Vol 1 this pack has all its themes split into several parts for an adaptive music approach. By splitting up a theme in multiple parts you can adapt the music’s intensity and dynamics to a scenario where the player goes from a harmless situation and suddenly encounters great danger and music that enhances the intensity. 

      What’s included in the asset:
      - 4 different themes for easily adapting to the correct mood of the scene.
      - Each song consists of perfectly cut wav files to transition between the different section of the song with a nice reverb tail to make the transitions as smooth as possible. All songs come with a few stingers/hits if need to make an abrupt ending of the song or for a percussive transition between the different parts. 
      - All parts of each theme consists of seamless loops as well if you want to edit your own version in your audio editor (or just loop in Unity.) 
      - 324 MB in 93 HQ 16 Bit, 44kHz wav files. 
      Buy Hero Fantasy Pack Vol 2
      YouTube and Soundcloud previews:
    • By Ze_jule
      Hey guys, 
      I thought it would be helpful to list off some not super well known resources for character animations. I personally like MoCap Online. They have a ton of animation packs and are even having a site-wide 50% off sale this month if you're interested. I like that they have free demos so that you know if you want it before buying. 
      What about you guys?
    • By carlos gallegos
      Hi everyone
      Im working along side some friends of mine and we are looking for a 2D artist to work with us
      we are a team of 2 coders and a 3D artist
      if you are interested to join our project please message me and we can work something up
      the ultimate goal of our project its to go into kickstarter and get funding for the game
      basics from the game twin-stick shooter wit 2.5D for exploration of towns and cities in the world of the dead
      base in the mexican culture of "El dia de los muertos" ithe project name its 
      2D game art 
      UI elements (inventory and Icons and menu)
      if anyone its interested please message me so we can chat abour the project
      I let you some images of the game and some assets we have done
      (sorry for that we are not artists)
      feel free to contact me

    • By Vincent Chase
      Hello. I am writing a simple shadowmapping algorithm with one directional light. I understand the basics but I can't make it work. Can you look at my code snippet and tell me what am I doing wrong?
      Shadowmap is correct (1024x1024, one directional light looking at (0,0,0) from (0,10,0)).
      float3 PositionFromDepth(in float depth, in float2 pixelCoord, float aspectRatio, float4x4 invView, float4x4 invProj) { float2 cpos = (pixelCoord + 0.5f) * aspectRatio; cpos *= 2.0f; cpos -= 1.0f; cpos.y *= -1.0f; float4 positionWS = mul(float4(cpos, depth, 1.0f), invProj); positionWS /= positionWS.w; positionWS = mul(positionWS, invView); return; } float GetShadow(float3 posWS) { float4 lpos = mul(float4(posWS, 1), gLightViewProj); //re-homogenize position after interpolation /= lpos.w; //if position is not visible to the light - dont illuminate it //results in hard light frustum if (lpos.x < -1.0f || lpos.x > 1.0f || lpos.y < -1.0f || lpos.y > 1.0f || lpos.z < 0.0f || lpos.z > 1.0f) return 0.0f; //transform clip space coords to texture space coords (-1:1 to 0:1) lpos.x = lpos.x / 2.0f + 0.5f; lpos.y = -lpos.y / 2.0f + 0.5f; //sample shadow map - point sampler float shadowMapDepth = ShadowMap.Sample(Sampler, lpos.xy).r; const float bias = 0.001f; if (shadowMapDepth < lpos.z - bias) return 0.0f; return 1.0f; } float4 ps_main(PixelShaderInput pin) : SV_Target { float2 pixelCoord = pin.texcoord.xy; float depth = Depth.SampleLevel(Sampler, pixelCoord, 0).x; // Outgoing light direction (vector from world-space pixel position to the "eye"). float3 posWS = PositionFromDepth(depth, pixelCoord, gScreenDim.w, gInvView, gInvProj); float shadow = GetShadow(posWS); return float4(, 1); } The results I get are on the attached image. To me it looks like world space position extracted from depth is not really world space position but I don't know if that's the case.
      I'll appreciate any kind of help on this.

    • By Feod
      I came here to look for some feedback and beta testers for our current project Spell Slingers!
      Spell Slingers is an online turn-based 2D shooter game with sling mechanics for iOS and Android devices. It has been inspired by games like Worms, Angry Birds, Hearthstone and Max Payne.

      Current status: Private Beta (17.1.2019)


      Join to private beta here:

      All feedback is welcome!

      Thank you, and looking forward to hear your comments.

      Some details about the development:
      Spell Slingers has been in development about an year.
      Our team is currently 4 members strong. We started with 2 people.
      We are based in Finland.

Important Information

By using, you agree to our community Guidelines, Terms of Use, and Privacy Policy. is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!