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nicster

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  1. Well it's actually been a week but forgot to announce here 😄 Town Of Thieves is a turn based crime management game. Organise your gangs, scout area and properties for intel. Burgle, pickpocket, extort and threaten properties to earn cash, reputation and alter loyalties to take control of the town. This initial prototype demo gives you 30 days in-game to see how much you can achieve in terms of earning cash and reputation. Project page created here on GameDev. https://www.gamedev.net/projects/1742-town-of-thieves Windows installer v0.1.0.0 over on Itch.io Enjoy!
  2. nicster

    Town Of Thieves

    Town Of Thieves is a turn based crime management game. Organise your gangs, scout area and properties for intel. Burgle, pickpocket, extort and threaten properties to earn cash, reputation and alter loyalties to take control of the town. The game is at a playable prototype stage, but lots of things to do... What next? I'm constantly working on the game, but the game is currently a solo development. That means progress is slow but steady. Current plans are:- Complete a sandbox mode, with basic different starting/ending conditions. Currently a limit on number of gangs and characters, need to re-organise the GUI to deal with this. Will probably be other GUI improvements as the game develops. More focus on your individual gang members, more stats and behaviours. With improvement in feedback information, giving more depth and understanding to your actions and gangs. Graphic improvements, this current prototype is using low res building graphics. I have higher resolution versions i need to switch to. Road tiles are my own (awful) efforts, and need replacement. Would also like to add animations, of town inhabitants and gang placements (rather than current marker). SFX, would like to give it the noise of a city, gang members. More buildings and actions, giving more complexity to the game. Hopefully will receive feedback from the community, to improve balancing, ideas and comments.. Status. This initial prototype demo gives you 30 days to see how much you can achieve in terms of earning cash and reputation. It can be downloaded from Itch.io, here:- Town Of Thieves. Hopefully this will develop into a fully functioning game, the demo/prototype is obviously free while it's in development. Have fun, and I look forward to any comments.
  3. nicster

    Eggoria

    Hi, Looks like a very nice style you've got going, and i'm interested in city builders. It's not very clear what your game is about though, some kind of summary needed. You might want to add some more information here and on your steam page. From the comments you have on steam, i would say your game summary is:- "Save your civilization, by building camps and surving as you travel the land to protect your future egg population" Is that somewhat right!??! Nick
  4. Hi, I've been working on some village/town generation recently (although somewhat simpler, as grid based). I did find this article, which may help, with a non grid system https://gamedev.stackexchange.com/questions/122015/how-to-generate-a-city-street-network As for where to put buildings, yes i would probably traverse roads, and where there is adjacent, blank (flat?) terrain, add a building (maybe set one side to be road facing?). As for generating new roads, how have you generated the initial road(s)? As this may determine how best to add extra. Nick
  5. The docs suggest GL_MAP_READ_BIT is not valid for glMapNamedBuffer, hence the GL_INVALID_ENUM. What was the error code when you used GL_READ_ONLY??
  6. nicster

    Upheaval

    So what is this game about? Upheaval is inspired by the the classic Amiga game of 1990, Conflict. Conflict was a simple game (straightforward diplomatic and military choices), yet it was quite intense with the political and military drama that arose. It could also be completed in a lunch break, which made it a nice quick distraction. The goal of Upheaval, is to be the last surviving force in the conflict area. This is done by diplomatic, insurgency and military action. Can you balance your options to survive the conflict? Upheaval's initial scenario is an alternative China South Sea Dispute, however my aim is to allow different countries/weapon systems/diplomatic choices via mod support, allowing people to create their own scenarios. What next? I'm constantly working on the game, but the game is currently a solo development. That means progress is slow but steady. Current plans are:- Mod support as mentioned, so can add and modify scenarios. I'm looking for a graphic artist to help improve current placeholder graphics. Hopefully will receive feedback from the community, to improve balancing, ideas and comments. Status. I have a recently released a free prototype on Itch.io, here:- Upheaval. Hopefully this will develop into a fully functioning game. At which point the game will likely become a paid product and will look to get the game on other platforms (steam, etc.).
  7. nicster

    Self Publishing Advice?

    I would put it up on Itch.io for free, as you say its not yet complete, and says its in development. This will let people try out your game and hopefully get some feedback, bugs you may not of spotted. You'll have a better idea if once it's complete people would pay 99cents or whatever for it. Cheers
  8. Well it actually was released just before xmas, but only just back to announce, here ☺️ Upheaval is a turned based strategy game, inspired by the 1990 game, Conflict. The goal is to be the last surviving force in the conflict zone. This is done by diplomatic, insurgency and military action. Can you balance your options to survive? Project page created here on GameDev The game is playable, but i have a long way to go. Looking to add lots more features, improve graphics, etc. Any feedback is always welcome. Prototype v0.1.1.4 installer for Windows over on this Itch page Have fun!
  9. Yeah as iltis says, its a little tricky to work out where the the red box is in relation to the current z-level. As well as shadows, other suggestions would be 1) Keep the z selection with the current z-level. Or is that confusing, or limits your actions? 2) Maybe show opaque grey selection boxes above/under the red box to show how many z-levels you are away from the current level Good luck!
  10. Yup, that makes it clearer, thanks. Comments:- The red block, i assume is the cursor/selection, yes? And as you are moving through the z-axis, is this moving as well, or is it always on the selected z axis (sorry tricky to tell)? //The people you have, can you explain what we are seeing as you drop down the z-axis? edit: sorry should read fully before answering - forget the colonists in view Oh and just manually create a mine to see how it looks (hollow out some blocks, and see how it looks). nicster
  11. Hi Chris, Also my first post here, but this is my kind of game i like, so thought id try and give some feedback. Firstly what are we meant to be seeing in those images? is that different layers on the same spot, or just random screenshots? Initially i would suggest what might help, is to actually create a mine in your landscape. Sort of digging down and across at a 45degree angle to different floors. And then maybe post how a couple of images how they appear. (on the same x,y and drop the z on the images). Nicster
  12. nicster

    Town Of Thieves

    Album for Town Of Thieves
  13. nicster

    Upheaval

    Album for Upheaval
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