Spidi

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  1. Proof of Concept

    Wow, such space much love! Cool game idea, keep at it . I've been thinking about this wrapping space for planets and the physics of it for a mining game prototype. Never really throw real work effort at it but you cleared the whole idea up with this entry, thanks !
  2. Hi everyone! I took my time again to make this new post, but I was really occupied with life and stuff and took approximately two weeks off from work (got married <3 + been pretty sick for a week ). Last week was only spent on polish and adding "extra" features, so it is only a matter of a few weeks to finally tackle this beast of a game , I'm almost at the end of this marathon! I'm also trying a new vlog format this time, with more video content and less slides. It is a video log after all :wink: ... I hope you all will like it. Map generator tricks I extended the implementation of my "semi-procedural" map generator algorithm with a neat and simple trick. It is working from hand authored map templates, so I added the possibility to randomly flip over the vertical and/or horizontal axes! For the 4 resulting maps on that screen the exact same handmade tile-map template was used. This results in 2 to 4 (if you can use both axes) times the possibilities of slightly different generated maps for the same amount of hand made maps :wink: . Dungeon progression Each level type has a unique name now + when you enter a level you get a notification about where you are in the dungeon/story: I'm still not 100% satisfied with this level change pacing/effect. I may add a really tiny "to black-screen and back" transition effect too. I'll try it out and see whether it works better... Speech bubbles These fancy text graphics are pretty useful for delivering help notifications, narrator or character speeches and to convey more details about the world to the players. I also implemented some features to make them easier to control and more readable: New ones can optionally "cancel out" old ones (request them to start fading out), or can simply be played alongside the existing ones (conversation). New ones are automatically overlaid on top of the existing ones. Some conversations and player speeches will occur during the game-play too, not just in the "menu". Polishing animations The game has only static sprites, no hand-drawn or any key-frame based animations at all. So far I tried my best to move the sprites in a way, that make all the motions look fluid, but I always had plans to go further than that! I wanted to achieve a look, regardless of having no "proper" animations, that is interesting, at least a little bit. I implemented an animated "stretch and squeeze" transformation for sprites and added a subtle one to the hitting obstacles/walls movement of the player character. As the next step I added stretch, squeeze and shake to sprites at various points during battle. These GIFs have "New & Old" slides for comparison, but it's fun to check back how the game looked few months ago. Here goes the "same" battle from an early version: I'm really proud how much I could achieve with only "static" sprites . I wanted to further enhance the user interface too, not only the in-game action, so I added a small and short "Back Out" ease to item pickup sprites to make them pop: I still have plans for more animation enhancements, but it is already August and I still have a lot of other tasks to take care about before releasing this game, so it most probably will have to suffice. Collectibles I integrated some systems into the game last week which I deemed "extra" previously, but as I mentioned around a month ago, I want to make the most out of this game, and completionist players (myself included ) are going to love this :wink: ! Now you can gather detailed information about the monsters and artifacts of the game. After several kills you can unlock a monster (weaker ones need more kills) and after a few pickups you can unlock an artifact (rare ones need less pickups). There is an extra secret monster unlock too, which you have to look for carefully during a play-through, its hidden well . There will be more traditional achievements too, but they are currently in the design phase, so nothing to show yet. I also ~finalized my "elevator pitch" for press/buyers: I Am Overburdened, a silly roguelike with 20 inventory slots Tell me what you think! I'll be back in a week or two with more news on the game :wink: . Thanks for reading! Take care.
  3. I Am Overburdened, screenshots

    Screenshots for the upcoming rogue-like game I'm working on called "I Am Overburdened".
  4. 2017.07.31. GIF Combined

    From the album I Am Overburdened, screenshots

    Polishing animations I added a small and short "Back Out" ease to item pickup sprites to make them pop.
  5. 2017.07.29. GIF Combined #1

    From the album I Am Overburdened, screenshots

    Polishing animations I implemented an animated "stretch and squeeze" transformation for sprites and added a subtle one to the hitting obstacles/walls movement of the player character.
  6. 2017.07.29. GIF Combined #2

    From the album I Am Overburdened, screenshots

    Polishing animations I added stretch, squeeze and shake to sprites at various points during battle.
  7. 2017.07.20. GIF #1

    From the album I Am Overburdened, screenshots

    Speech bubbles These fancy text graphics are pretty useful for delivering help notifications, narrator or character speeches and to convey more details about the world to the players.
  8. 2017.08.06. Screenshot #1

    From the album I Am Overburdened, screenshots

    Each level type has a unique name now :) + when you enter a level you get a notification about where you are in the dungeon/story.
  9. 2017.07.20. GIF #2

    From the album I Am Overburdened, screenshots

    Speech bubbles Implemented some features to make them easier to control and more readable: New ones can optionally "cancel out" old ones (request them to start fading out), or can simply be played alongside the existing ones (conversation). New ones are automatically overlaid on top of the existing ones.
  10. 2017.07.15. Generator Flip

    From the album I Am Overburdened, screenshots

    Neat (&simple) trick for procedural map generation algorithm working from map templates: Randomly flip over the vertical and/or horizontal axis! This screen of 4 maps uses the exact same tile-map template ! If you can use both axes 2 to 4 times the possibilities of slightly different generated maps using the same amount of map templates.
  11. Are there any WinForm based games on Steam?

    If you mean using WinForms as the main "rendering" library and fully GUI based WinForms game, I highly doubt that (maybe there is who knows but it must be pretty well hidden ). Even if you mean GDI based, so using only the GUI library and the software based rendering library (System.Drawing namespace) of windows, I would say again, I highly doubt that (it would pretty slow for rendering full-screen semi-complicated applications that way and as DvDmanDT mentined both WinForms and GDI has many issues when it comes to Linux/Mac). As for a games that use WinForms under the hood for windowing as an example there are a lot actually! The "GameWindow" implementation of both XNA and MonoGame is based on WinForms and there are a lot of XNA/MonoGame based games on Steam (even extremely popular ones like Stardew Valley or Magicka). Other libraries like SlimDX or OpenTK can be used to easily build HW accelerated games on top of WinForms based windows.
  12. From the album I Am Overburdened, screenshots

    The new "Tome of Artifacts" I Am Overburdened unlock screen. Unlock detailed info about artifacts in the game after several pickups (rare ones need less pickups).
  13. From the album I Am Overburdened, screenshots

    The new "Book of Monsters" I Am Overburdened unlock screen. Unlock detailed info about monsters in the game after several kills (weaker ones need more kills).
  14. Hi Uncle Eck! Thanks for the kind words and tips . About the animations: Wait till you see the final version, I'm planning to further enhance them ! About the music: Yep, I know . As I mentioned when it comes to music I'm a total rookie... I even asked a few composer pals to comment on the tracks and nudge me in the right direction. Probably I shouldn't have made a standalone video/part where I only play the music, as it is far from being a good soundtrack, but during play, with the all the sound effects and ambient noises of the game playing + having the retro visuals there, it works well. At least I like it and a few friends also told me while play-testing, that it is ok (no complaints for being too repetitive or too annoying so far). I know, that keeping it in this form goes against the mentioned "quality" measures, so I will try to improve the overall experience as I can. Outsourcing it to a composer is not really the best option at this point due to budget and time constrains (I really really want to release the game in august), but free tracks could work. That route also takes a little time (browsing through tracks, finding fitting ones etc...), but could easily help me out in this regard. Will see ... Thx. again!
  15. Hi there! Where was I for a month again and what’s up with the title?! Many friends already asked this and other difficult questions like “I planned to finish this game in 4 months and I’ve been working on it for 6 now” or “Last month you kind-of promised to have an open beta and a complete game by now” and the title was the best answer I gave. Actually I really believe in what I’m doing and the way I’m doing it. I know it is madness, game development is about risk management and this project is becoming more and more risky day by day (risk of losing a lot of money and losing the ability to continue full-time game making ). The thing is the game was NOT GOOD two months ago. I could have rushed it to market, I really could, but my ghost whispered to me and I had to follow its lead. I’m in this for the love of it and for the love of the craft as a whole. I want to make games and continue making games as a living, but at the same time I want to be good at it and be proud of what I make. Now with this out of the way let’s jump onto the progress in the last four weeks ! Polish Few people said to me, based on my last entry, that the game starts to look really polished. I felt really happy about that, because I haven’t actually started on my planned polishing tasks. Besides composing the sound track and working on finalizing and balancing game systems, the last few weeks were spent on polishing the look and feel of the game . Movement First I added some sprite effects to the player movement which fades out over time. This is a great visual cue to show the direction and the old positions of the player and also makes the “dusty & old” dungeon image more believable . Then a subtle bounce was put on top of the original player movement transition. It does not seem like a big addition but it does make it feel more like walking than the old moon-walker dance move . The last movement tweak was configurable sprite and sound effects for levels. Now there is splashing in the caverns instead of dust puffs as an example. Animated health-bar This is something which is absolutely not a necessity for a game, but once you saw the Diablo 3 health globe it cannot be unseen . Back to reality. I wanted to add a subtle sliding animation to better signal the player about the significance of the health change. I think it turned out wondrous ! Ambiance One nice touch I really like is atmospheric sound effects. In many games if you mute the music you can easily hear a lot of background effects which do not come from entities in the world but from the environment itself. Examples include crackling fire, rats squeaking, stuff like that. I Am Overburdened is not a gothic themed nor a horror game, far from it actually, but I wanted to achieve a “spooky” overall feeling so I added something similar. Dripping water in the caves, rattling chains in the dungeons etc… Dripping.ogg Chains.ogg Monster skills This was a feature which was missing from the game for so long. I actually implemented the underlying system while working on the prototype (so really really long ago), but I had no time to actually add unique skills to the monsters . Now each and every one has it’s own “thing” which makes them memorable and really stand out. Not just attribute differentiation, like careful this one is “strong”, this one is “fast”, bla bla, but instead something like this: careful this can dodge your attacks, or that one can interrupt you and cancel your hit, or that pesky beast can resurrect so it is a real damage sponge! There are some neat ones which I will not spoil because they are really fun, powerful and buy the game once it’s out (there is no fun in spoiling everything) ! The Black Raven Market During a play-testing round I realized there is a huge problem with the pacing of the game. The game-play did not change enough during a full play-through regardless of the changing environments, monsters and increasing power levels. Another problem a lengthy game usually had is RNG (those infuriating random numbers ). It felt a little boring and a bit too random (not enough control over the outcome). I realized a shop could solve these issues, but not a typical buy whatever you want when ever you want type, but more like a rogue-like shop , that allows more player control but it also presents another hard choice (as many things in rogue-likes). Welcome to the Black Raven Market. Every first shop level sells random pickups (health potions, attributes etc…) and every second shop level sells random magic items, but you can only buy one stuff on each level! I’m evil, I know it MUWHAHA. In a full play-through you will encounter 10 shop levels which gives some extra space for player choice and nicely breaks up the “kill some monsters defending important loot and run to the next level” game-play loop. Music makes the world go around! I’m not a musician and the following sneak-peek into the official soundtrack of the game is proof of that. Regardless of it being pretty amateurish I’m still really proud of it . Instead of trying to make AWESOME music (which I simply can’t ) I focused on adhering to some fundamentals I settled on before jumping onto composing: Retro sound, match the looks of the game. Leave a spooky and mysterious impression. Be consistent using similar patterns and tunes. Gradually get more intense and chaotic. I hope it isn’t grating at least . The full OST is around 15 minutes so its my longest work in this regard yet + it is long and varies enough to not get too repetitive during a full play-through . I should also mention, that I used the wonderful Bosca Ceoil tool for composing. It’s quite limited, but it is really really easy to use. You should definitely check it out if you would like to make some chip tunes. It is free and works in the browser too! Thanks for reading! Stay tuned.