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wndrr.

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  1. wndrr.

    [FREE] The Wanderer - Dark Fantasy RPG

    New Devlog Video! Weapons and Combat Mechanics Created a weapon attack animation: There are 3 types of Melee weapons: Swords, Axes and Maces. Swords have a chance to inflict Bleeding, which deals extra damage. Axes cleave multiple enemies in an arc dealing a %of the damage to everyone close to you. Maces have a chance to Stun enemies for some duration. Here our noble adventurer's leisure is interrupted by the evil clone's stunning Bone attacks: Swords/Daggers have a chance to inflict Bleeding: With Axes you can cleave multiple enemies in a single hit: Some weapons increase your chance to inflict Critical Strikes for 2x the damage or more: You can check out the full article here: Article #8 Weapons We're also on twitter: Beyond Entertainment You can join our discord server for unique updates here: The Wanderer Discord Server
  2. wndrr.

    [FREE] The Wanderer - Dark Fantasy RPG

    Thanks a lot! Yes, diablo is one of the main inspirations. That game was so sick.
  3. wndrr.

    [FREE] The Wanderer - Dark Fantasy RPG

    New Devlog Video! Stats, Tooltips, Item Rarities Item Tooltips: Added various Stats: Armor -> Reduces incoming damage from attackers. Damage -> Min Damage to Max Damage. When you attack it will be a random value in between. Critical Chance -> Chance to inflict a critical hit on an attack. Critical Damage -> Damage multiplier on a critical hit. Movement Speed -> How fast you move around. Attack Speed -> How fast you attack. Health -> Hit zero and you die. Mana -> For spells. (later) Energy -> Unsure yet, it's ignored for now. Health regen -> Health regeneration per second. Mana regen -> Mana regeneration per second. Energy regen -> Energy regeneration per second. Magic Resistance -> Acts as armor but for incoming magic damage. (later) The various items found in the world can influence any of these stats. All items now have tooltips with info about the stats they provide, their value and some of them have random descriptions. Items are now organised into rarities. There are 7 tiers of rarities: Common -> Regular items, the most common tier. Most items are Common. Uncommon -> Next tier of item, less common than normal. Usually have 1-2 extra bonuses besides what the default common version would have. Rare -> Getting rarer, and stronger. Mythical -> Even rarer. Set -> These items are in the uncommon - mythical range value, but completing the set may get stats as great as epics, if not greater, depending on the set. Epic -> These are the best items in the game, except for legendaries. Very, very rare. Legendary -> Extremely rare artefacts, that usually are lore related and may appear 1-2 of them in a whole game, maybe even none. Just forget about them. You can also die now But after scouring the area and finding some good armor and items, the tables have turned.. Indie DB Article with more info: IndieDB The Wanderer Article #7
  4. wndrr.

    [FREE] The Wanderer - Dark Fantasy RPG

    Thanks man really appreciate it! I think i know what game you're taking about. It's probably One Hour Life, some friends showed it to me a while back. Definitely have to check it out! Hey there fellow wanderer Hopefully finding a great sound designer and create some dark fantasy soundtrack, something atmospheric. That is the main idea. And adding sound effects to almost everything you do, like eating a carrot , or the sound a magic ring makes, stuff like that. As well as adding more stuff to the world, plants, environments, characters. Things like earthquakes and winds, or drops of water dropping on the floor. There are a lot of ideas to explore.
  5. wndrr.

    [FREE] The Wanderer - Dark Fantasy RPG

    Thanks man. We're working on a new video about item tooltips. It will add another dimension to the whole gameplay.
  6. wndrr.

    [FREE] The Wanderer - Dark Fantasy RPG

    Cool. A story?
  7. The Wanderer - Bloodbath Free to play Pixel Art dark fantasy RPGAvailable on PC and MobileI've been working on this project for a few months,it's an rpg that's all about secret areas, immersion, crazy combat, burning enemies, inflicting curses on them, stealing their life essence and adding to your own, throwing choking gas mixtures on them, turning them to stone, slowing them with a frost aura that you don't even know where it's coming from because you didn't bother to spend points into INT, more items, set items, rare items that are hard to find, secret areas, secret areas that you can only find by finding other secret areas. Aquiring power through any means and owning everything, eternally. That is, if you survive. For people who want more.So 2 dudes, me and the programmer, we've been working on the core gameplay systems, inventory, character, looting, leveling up, a lot of stats like health mana energy attack speed, damage, armor, magic resistance, status effects like buffs and debuffs, AI, all the core RPG mechanics that will allow to create such an experience described above. We already have weapons that can stun, axes that can cleave, clubs and hammers that can stun, rats lurking around with diseases that can spread to other creatures, and to the player as well of course.We'll be releasing videos and articles for each piece of gameplay every 2 week or so.The most recent video is about the Health Mechanics, taking damage etc.: Some screens and gifs:Next we're working on polishing attacking with weapons, stats and item tool-tips. That should make everything a hell of a lot more interesting.You can find us on:Twitter: https://twitter.com/BeyondEntertai7IndieDB: https://www.indiedb.com/games/the-wanderer-bloodbathMore videos on our youtube channel:https://www.youtube.com/channel/UC0nzyEwDE7MFBeeYbJWM0hQI'd love to hear your comments or feedback, and connect with other Indie Developers. Farewell for now!
  8. The Wanderer - Bloodbath Free to play Pixel Art dark fantasy RPGAvailable on PC and MobileI've been working on this project for a few months,it's an rpg that's all about secret areas, immersion, crazy combat, burning enemies, inflicting curses on them, stealing their life essence and adding to your own, throwing choking gas mixtures on them, turning them to stone, slowing them with a frost aura that you don't even know where it's coming from because you didn't bother to spend points into INT, more items, set items, rare items that are hard to find, secret areas, secret areas that you can only find by finding other secret areas. Aquiring power through any means and owning everything, eternally. That is, if you survive. For people who want more.So 2 dudes, me and the programmer, we've been working on the core gameplay systems, inventory, character, looting, leveling up, a lot of stats like health mana energy attack speed, damage, armor, magic resistance, status effects like buffs and debuffs, AI, all the core RPG mechanics that will allow to create such an experience described above. We already have weapons that can stun, axes that can cleave, clubs and hammers that can stun, rats lurking around with diseases that can spread to other creatures, and to the player as well of course.We'll be releasing videos and articles for each piece of gameplay every 2 week or so.The most recent video is about the Health Mechanics, taking damage etc.: Some screens and gifs:Next we're working on polishing attacking with weapons, stats and item tool-tips. That should make everything a hell of a lot more interesting.You can find us on:Twitter: https://twitter.com/BeyondEntertai7IndieDB: https://www.indiedb.com/games/the-wanderer-bloodbathMore videos on our youtube channel:https://www.youtube.com/channel/UC0nzyEwDE7MFBeeYbJWM0hQI'd love to hear your comments or feedback, and connect with other Indie Developers. Farewell for now!
  9. Hello everyone! I'm an artist from Transylvania creating artwork for video games for a few years now, with a passion for dark fantasy and old school RPG's like Diablo, Gothic, Arx Fatalis etc. In the past few weeks, I've decided to try this idea of a mobile pixelart RPG , and started to develop some practical workflows for creating artwork and content fast. It's a story driven RPG with tons of loot and a world to explore. Very similar to Diablo II. I already have a lot of lore and items from the past project set in the same universe, and i'm using some already 3d models as render reference, for a realistic look. Environment concept: (Click for best quality) Character Animations: UI early concept: (Click for best quality) The approach is a practical one, with focus on building something playable fast and launch it to see the user feedback, and keep adding more content and mechanics. All the content shown has been made in less than 2 weeks of work. The level design workflow is tile based that seam together. The file size is also small, with 1 tile being 32x32 pixels. I decided to skip walls which saved a lot of time for more items, objects and animations. With this workflow I can create huge maps relatively fast. All the sprites are done on minimum size then scaled, so the original images are very small, thus allowing for more memory in other areas like special effects or simply more content on the screen. The simplest start is adding a combat and inventory system and go from there. I have some inventory system packs from the Asset Store and a dialogue pack from a friend who's a programmer. I'm looking for a programmer with experience with Unity to make a team and build a prototype quickly and see how it goes from there. If it has good reception we can keep adding more content. The plan is to make the game a free mobile app with ads and in the future experiment with other revenue systems such as cosmetics, but not pay to win features. Hit me up if you're interested, for more details. Discord handle: Hermit#8917 Skype: andyblahblah1 Email: andy.austin.johanse@gmail.com
  10. The Wanderer, Single Player First Person dark fantasy RPG, with emphasis on looting, freedom & variety in choosing how to play, and world exploration. Looking for a capable programmer with UE4 experience to help finalize the gameplay mechanics, finish an alpha version demo, and with that find a publisher and funding to help continue the development. I'm a UI/3d artist from Transylvania, and I've been working on this project in my free time for the past 3 years. The environment for the alpha: Mechanical saw - an item that the player can assemble by finding cog wheels and other parts scattered throughout the world. Grom, the friendly NPC Character Window UI Items UI based on rarity Main Menu Button UI Overall description and how it's going to stand out The project is a spiritual succesor to gems such as Arx Fatalis, Diablo II, the Gothic, Spellforce and Dungeon Siege series etc. They all had interesting, captivating worlds and atmospheres, which really immersed you and took you to far away places. The perspective is First Person, so the game will have all the advantages that come with it, such as improved immersion and atmosphere, first person animations, and it has a niche since there are very few First Person RPG's. There is a strong emphasis on an interactive world, with a lot of hidden secrets and unique items that can actually be useful. Such as plants that you can harvest and use to augment your senses, which may also have hidden effects. Ore veins that you can mine, if you are skilled enough, the option to grow such skills and unlock more powerful ore. Lakes and ponds where you can fish (if you found or crafted a fishing rod) and have different possible catches, some more rare and valuable than others. The option to use these catches and plants to craft potions that may be used to improve your weapons or provide that extra edge needed to defeat a boss or have a greater chance of survival. Magic artefacts with dangerous effects, curses or spells, scrolls with unknown effects. Parts that you can use to assemble custom weapons with enough mechanical skill. Or you can just go ham and take on the beasts and foes directly, which will prove more challenging, but there is variety in that as well. The combat system gives you some control, allowing you to choose your own fighting style, with direction-based attacks and special moves, and weapons to choose from that can synergise with the chosen style or not. You can also take the path of the rogue and sneak up on people, steal their bread or deliver a critical back stab. On top of that, the skill tree provides an additional level of customization, being able to create unique builds such as attack speed builds (Agility) , tank builds (Vitality) , critical chance builds (Luck) etc. A ton of secret areas, hidden rooms, riddles and mysteries. Intricate world and level design. Every piece of the level is carefully handcrafted, designed to fit with the rest of the layout , every item is designed to fit as a piece of the puzzle which adds to the gameplay in a unique way, everything is deeper than meets the eye. Current Progress and Plan Player character: Jared, the rogue The first gameplay video, Player movement & stances animation system: Going straight down to the logistics, I've been creating assets and artwork for this project for 3 years now, and worked with several more or less serious programmers. For the past 2 years I've been working with UE4 and gathered experience in many of its different areas, such as Materials, Animation Blueprint, Level Design Blueprinting, character and asset importing, AI, Controller Blueprints and Behavior Trees, Post Processing, Lightning, Particle Creation, UMG and User Interface, working with source control and maintaining a clean folder space and naming conventions, and more. I have also created a 40 page graphic novel set in the same universe that acts as a prequel to the events in the game. We can use it to aid the promotional content. There is also a 100+ page extensive GDD. The current plan is an alpha gameplay demo that shows all the parts and features of the game that makes it stand out. -A dungeon environment with a few interactable elements that showcases the world style. -The player character, a dwarf friendly NPC, and 2-3 types of creatures. -A lot of items with unique features that the player can use. With these we can create a set of short gameplay videos, focusing on different themes and paths that the player can take: -Herbologist -collecting plants and using them to create potions. -Warrior -the flexible combat system. -Thief -stealing from the NPC and sneaking attacks, picking locked chests and other containers. -Dark artefacts -finding and using sinister magical items with unique gameplay and particles. -Mechanical - collecting all the parts scattered around the world and using the NPC to help you craft it into a mechanical weapon, repairing mechanical objects. -Prospector -mining various ores and using them to craft better weapons or even explosives. -Fisherman -using various baits that increase chances for rare or unique drops that can give permanent stat increases. With these videos we will look for a publisher and funding, then gather more artists and assemble a studio. Art side, the environment, characters and items, the player movement animations, the rat animations, the combat animations for the friendly NPC are all finished, the UI is partially finished with some polishing left to do, and the particles are partially finished. Programming/Gameplay side, the Inventory/Looting system is halfway finished. You can pick up, grab and move items around, throw them, collect them in the inventory and move them around in the different slots, and tooltip functionality. AI/combat system side, the animation system for the player and NPC's is finished. What's left is to add proper AI and damage/stat mechanics. I also created some AI but I'm not a programmer so it doesn't hold up to the standards that I would like, and I plan to leave that to the programmers and focus on the art side. There are also some destructible wood boxes, planks and barrel blueprints, and some random gameplay objects that you can interact with. Main programming that is left to do : -Finishing the inventory system, looting, unique item gameplay -Stat /Attributes system -AI and some combat mechanics -Various level design gameplay. Open Positions Programmer - AI/Combat system. Programmer - Inventory/Stat system. Looking for a capable programmer with UE4 experience to join forces and create a great RPG. The time frame will depend on how fast the programmers will advance as most of the art side is finished. Requirements: At least 1 and a half years UE4 experience. Understands the engine, the way it works and how it wants you to code things. A good understanding of OOP workflow and how the blueprints and C++ work together. UMG experience and an understanding of the Slate UI framework is a plus. At least 20-30 hours of time/week to work on the project, so that we can finish it before we grow old. The knowledge, expertise and capability of implementing the needed mechanics in a realistic time frame. A proactive positive attitude towards solutions and getting things done. So if you feel my vision and want to know more, and think you can bring this project to life, then contact me for more information at: Skype: andyblahblah1 Discord: Hermit#8917 or PM Thanks and have a great day!
  11. The Wanderer, Single Player First Person dark fantasy RPG, with emphasis on looting, freedom & variety in choosing how to play, and world exploration. Looking for a capable programmer with UE4 experience to help finalize the gameplay mechanics, finish an alpha version demo, and with that find a publisher and funding to help continue the development. I'm a UI/3d artist from Transylvania, and I've been working on this project in my free time for the past 3 years. The environment for the alpha: Mechanical saw - an item that the player can assemble by finding cog wheels and other parts scattered throughout the world. Grom, the friendly NPC Character Window UI Items UI based on rarity Main Menu Button UI Overall description and how it's going to stand out The project is a spiritual succesor to gems such as Arx Fatalis, Diablo II, the Gothic, Spellforce and Dungeon Siege series etc. They all had interesting, captivating worlds and atmospheres, which really immersed you and took you to far away places. The perspective is First Person, so the game will have all the advantages that come with it, such as improved immersion and atmosphere, first person animations, and it has a niche since there are very few First Person RPG's. There is a strong emphasis on an interactive world, with a lot of hidden secrets and unique items that can actually be useful. Such as plants that you can harvest and use to augment your senses, which may also have hidden effects. Ore veins that you can mine, if you are skilled enough, the option to grow such skills and unlock more powerful ore. Lakes and ponds where you can fish (if you found or crafted a fishing rod) and have different possible catches, some more rare and valuable than others. The option to use these catches and plants to craft potions that may be used to improve your weapons or provide that extra edge needed to defeat a boss or have a greater chance of survival. Magic artefacts with dangerous effects, curses or spells, scrolls with unknown effects. Parts that you can use to assemble custom weapons with enough mechanical skill. Or you can just go ham and take on the beasts and foes directly, which will prove more challenging, but there is variety in that as well. The combat system gives you some control, allowing you to choose your own fighting style, with direction-based attacks and special moves, and weapons to choose from that can synergise with the chosen style or not. You can also take the path of the rogue and sneak up on people, steal their bread or deliver a critical back stab. On top of that, the skill tree provides an additional level of customization, being able to create unique builds such as attack speed builds (Agility) , tank builds (Vitality) , critical chance builds (Luck) etc. A ton of secret areas, hidden rooms, riddles and mysteries. Intricate world and level design. Every piece of the level is carefully handcrafted, designed to fit with the rest of the layout , every item is designed to fit as a piece of the puzzle which adds to the gameplay in a unique way, everything is deeper than meets the eye. Current Progress and Plan Player character: Jared, the rogue The first gameplay video, Player movement & stances animation system: Going straight down to the logistics, I've been creating assets and artwork for this project for 3 years now, and worked with several more or less serious programmers. For the past 2 years I've been working with UE4 and gathered experience in many of its different areas, such as Materials, Animation Blueprint, Level Design Blueprinting, character and asset importing, AI, Controller Blueprints and Behavior Trees, Post Processing, Lightning, Particle Creation, UMG and User Interface, working with source control and maintaining a clean folder space and naming conventions, and more. I have also created a 40 page graphic novel set in the same universe that acts as a prequel to the events in the game. We can use it to aid the promotional content. There is also a 100+ page extensive GDD. The current plan is an alpha gameplay demo that shows all the parts and features of the game that makes it stand out. -A dungeon environment with a few interactable elements that showcases the world style. -The player character, a dwarf friendly NPC, and 2-3 types of creatures. -A lot of items with unique features that the player can use. With these we can create a set of short gameplay videos, focusing on different themes and paths that the player can take: -Herbologist -collecting plants and using them to create potions -Warrior -the flexible combat system -Thief -stealing from the NPC and sneaking attacks -Dark artefacts -finding and using sinister magical items with unique gameplay -Mechanical - collecting all the parts scattered around the world and using the NPC to help you craft it into a mechanical weapon -Prospector -mining various ores and using them to craft better weapons or even explosives -Fisherman -using various baits that increase chances for rare drops that can give permanent stat increases With these videos we will look for a publisher and funding, then gather more artists and assemble a studio. It sounds like a lot, but I have already created the assets and animations for all these items and objects, and imported most of them into the engine. I have also integrated the ones with custom animations into the player's animation blueprint. Art side, the environment, characters and items, the player movement animations, the rat animations, the combat animations for the friendly NPC are all finished, the UI is partially finished with some polishing left to do, and the particles are partially finished. Programming/Gameplay side, the Inventory/Looting system is in mid development. You can pick up, grab and move items around, throw them, collect them in the inventory and move them around in the different slots, and tooltip functionality. Animation system/AI side, the programmer assigned has done nothing, and eventually I took over and created the movement and combat animation system for the player. What's left is to integrate custom actions animations such as climbing stairs or other custom animations. I also created some AI but I'm not a programmer so it doesn't hold up to the standards that I would like, and I plan to leave that to the programmers and focus on the art side. There are also some destructible wood boxes, planks and barrel blueprints, and some random gameplay objects that you can interact with. What's left is: -Finishing the inventory system, looting, tooltips, equiping armor and weapons, stats, unique item gameplay -Stat system/Health/Energy/Experience/leveling up -Quest/Journal -Dialogue/Cutscenes -AI and combat mechanics -Various level design gameplay. Open Positions Programmer - AI & Combat system. Programmer - Quest & Dialogue/Cutscene system. Currently there is one programmer working on the Inventory/Looting system. Looking for a capable programmer with UE4 experience to join forces and create a great RPG. The time frame will depend on how fast the programmers will advance as most of the art side is finished. Requirements: At least 1 and a half years UE4 experience. Understands the engine, the way it works and how it wants you to code things. A good understanding of OOP workflow and how the blueprints and C++ work together. UMG experience and an understanding of the Slate UI framework is a plus. At least 20-30 hours of time/week to work on the project, so that we can finish it before we grow old. The knowledge, expertise and capability of implementing the needed mechanics in a realistic time frame. A proactive positive attitude towards solutions and getting things done. So if you feel my vision and want to know more, and think you can bring this project to life, then contact me for more information at: Skype: andyblahblah1 Discord: Hermit#8917 or PM Thanks and have a great day!
  12. The Wanderer, single player RPG, looking for C++ and Blueprint programmers.   Project Description The Wanderer: is a First Person Single Player RPG taking place in a dark themed universe filled with mysteries and adventure as a spiritual successor to old school gems like Gothic, Arx Fatalis, Diablo, Baldur’s Gate or Spellforce etc. Exploration and thinking are rewarded plenty, with random puzzles, hidden rooms and riddles to solve (something you don’t see too often these days). An advanced hybrid combat system that lets your choose how you fight, an eerie style and atmosphere and a rich story are some of the elements that define it, but in the end, it's all the little details that contribute to building a complex world and experience, aimed at a more seasoned RPG audience. The time has come. It’s our mission to create that RPG fix everyone’s been waiting for. That opportunity has finally arrived. Now’s your chance to join.   What we can offer Extensive 120 page GDD covering both story and technical aspects. Humanoid characters, completely textured and rigged, including clothes, and facial blendshapes,imported in Unreal. A pack of 1500 human animations compatible with all the humanoid characters. 3D items and props assets, 50% finished UI graphics, 60% finished 3 of 4 areas in the main level finished Estensive item database SVN Repository Small, friendly, thriving team Fair revenue sharing Open positions After completing a major part of the artwork and GDD I started looking for programmers about a month ago. I am lucky to say that one month later I managed to gather a small team of talented individuals. However we have just started! It's the best time to join. The svn repository is up and running, the initial project is created, the first lines of code are written. I hope to advance as fast as I did up until now and for that I need you: C++ Programmer: Profound knowledge of c++ Interested in contributing at least 10-20 hours a week Blueprinter: Profound knowledge of UE4 and blueprints Experience working with source control software is a plus Interested in contributing at least 20 hours a week   How is the game going to stand out?   -Secrets. A ton of secret areas, hidden rooms, riddles and mysteries. Since most new games we've played just don't focus on this enough, we’ve decided to give this thing justice. -Style. A dark, gothic, fantasy style, that is the exact opposite of the wowish, toonish goofy style that most casuals and peasants , and the majority of the population seems to love these days. We will fight to no ends to give that justice. -Complexity. Every piece of the level is carefully handcrafted, designed to fit with the rest of the layout , every item is designed to fit as a piece of the puzzle, and to add to the game-play in a unique way, everything is deeper than meets the eye. Every system has a lot of parameters to play with, thus all of these create the beginning of a rich grand world waiting to be explored. -The combat system.   This is what we stand for. We’re looking for a programmer that actually shares these ideals and start making history. This sounds like a dream come true, but I know that to actually achieve all this, there has to be a gut-wrenching amount of hard work behind it. No, really. An upsetting amount of it. A crazy amount of hard work. But it's worth it. Anything of great value requires sacrifice.   Screenshots Getting an idea of the style: Main Character: Here you can see an ingame location, and some UI early concept, like inventory system, they will later be replaced with refined sprites: Another important thing would be the talent(skill) system, featuring a 3D sphere where  skills are like stars in space, and you move around within them, this is a 2D  representation of what it should look like:   Item rarities:   Further Mentions and Contact Of course this first game won't be the size of skyrim, the idea is to bring a certain vision to life in a demo/ish 2-6 hour first chapter, a few quests, a beginning to a story that will continue in next installments after testing this vision to the public and if it's successful. I am also doing a comic book chapter which serves as a prequel to the game's story, and we can use it in promoting and on kickstarter as a reward. So if you feel our vision and want to know more, and think you can bring this project to  life, then contact us for more information at: Skype: andyblahblah1 Email: andy.austin.johanse@gmail.com or PM Also if you're just generally interested in the project we’re also open to that, to  network and for future collaboration with other artists or any field of game design. As  we grow, we want to expand the team and gather talented individuals to push the boundaries of what video games can be. This is just the beginning.
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