• Advertisement
  • Popular Tags

  • Popular Now

  • Advertisement
  • Similar Content

    • By ethancodes
      I'm having a weird issue with detecting a collision. I've tried everything I could find online but nothing seems to work. I have a brick object. It has a 2D Collider attached and I have also attached a 2D Rigidbody on it. I also have an EndScreen 2D Collider. The EndScreen 2D collider is tagged with "EndScreen". I am trying to detect when a brick collides with the end screen collider and simply print "game over" in the console. 
      This is my current code for this part of the program, it is attached to the bricks:
      void OnCollisionEnter (Collision2D collision) { if (collision.gameObject.tag == "EndScreen") { Debug.Log("Game over"); } } Several things have happened depending on the set up. If I have the rigidbody 2D set as static, my ball object can still collide with the bricks, but I get no Log message. If I set it to Kinematic or Dynamic, I get absolutely no interaction between the ball and the bricks, and nothing when the bricks pass through the collider. I have tried to set the collider to a trigger and use OnTriggerEnter2D, no change. I have tried to put the rigidbody on the EndScreen object and tried to set it's body type to all 3 settings, no change. The only thing I can think of that I have not done is put the script on the EndScreen object and switch the tag to the bricks. The reason I have not done this is because I will have several types of bricks, some of which will have different tags. 
       
      Please tell me somebody can see what I'm doing wrong here, because I'm losing my mind over something I feel should be ridiculously simple. Thanks.
    • By Sandman Academy
      Downloadable at:
      https://virva.itch.io/sandman-academy
      https://gamejolt.com/games/sandmanacademy/329088
      https://www.indiexpo.net/en/games/sandman-academy
      https://www.gamefront.com/@sandmanacademy
      http://www.indiedb.com/games/sandman-academy
    • By Sandman Academy
      Downloadable at:
      https://virva.itch.io/sandman-academy
      https://gamejolt.com/games/sandmanacademy/329088
      https://www.indiexpo.net/en/games/sandman-academy
      https://www.gamefront.com/@sandmanacademy
      http://www.indiedb.com/games/sandman-academy
    • By Sandman Academy
      Downloadable at:
      https://virva.itch.io/sandman-academy
      https://gamejolt.com/games/sandmanacademy/329088
      https://www.indiexpo.net/en/games/sandman-academy
      https://www.gamefront.com/@sandmanacademy
      http://www.indiedb.com/games/sandman-academy
  • Advertisement
  • Advertisement
Sign in to follow this  

[rev-share] RPG rogue-like inspired by Darkest Dungeon: looking for coders/artists

Recommended Posts

I have a design doc I can share, either contact me here, at levgree@yahoo.com, or on Discord (tag is levgre#1415). I am only going over some of mechanics in this post, with more focus on combat than campaign, as combat is the core of the game.  designers could possibly be welcome, at the least I don't ever mind getting additional ideas/feedback.

Like said in the title, the game is inspired by Darkest Dungeon, but aspiring for deeper and more varied combat/campaign mechanics.

Theme: the player controls a party of raiders that go on missions, getting loot, building up reputation and experience, etc.  These missions would often be populated areas like towns and forts, but also could be caves, forests, and other settings.  

The player will control a party of 6 characters.  Changing group formation and individual character positions will be an essential part of strategy for all party compositions.   However, most characters will still be in melee combat, as often the party will be fighting off enemies from both sides (just less often from the rear).

Characters, both friendly and enemy, will be able to die or be severely injured in one hit, and no magical healing available.  However they will be able to dodge or deflect most attacks until they run out of "stamina", at which point they become sluggish and easier to kill.  So gameplay wise, stamina behaves sort of like the regenerating shield in halo.  However if the player makes a tactical error or puts a character in a situation where they are outmatched, characters could still be wounded even at full stamina.  So individual battles are not the only threat, but also tiring  from waves of enemies.

 The player's group can rest when needed, but that will allow the enemies to ready their defenses or get reinforcements.  So speed and smart stamina management is encouraged.  Although, there will be some level of variety in approach, the player could have a more heavily armored team that slogs through tougher fights, or a lightly armored quick characters for a fast team that relies more on the element of surprise. 

Weapon and armor choices for each character will be significant strategic decisions, based on battle formation and also the strengths and weaknesses of the party comp/individual characters.

The exact setting is not yet decided, it could be realistic medieval, high fantasy medieval with demihumans and magical creatures and some level of magic, steampunk, etc..  The "raiders" could be seafaring viking types, fighting in a religious conflict like crusaders, or some of both.

Thanks for reading, and lmk if you are interested or have any questions.

Edited by Levgre

Share this post


Link to post
Share on other sites
Advertisement

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

Sign in to follow this  

  • Advertisement