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Found 34 results

  1. Project Name: Condors Vs. Ocelots Team Size: 15ish Genre: Strategy RPG Engine: Unity Roles Available: Game Designer 3D Artists - generalist or hardsurface w/textures 2D Artists - Characters, World, and UI Social Media/Marketing/Community Manager If you feel as if you can offer the team something more that isn’t listed, we are always open to making an exception, just send your resume/portfolio to us! Project Length: Currently planning on release Q1 2020. Compensation: Rev-share Project Status: Dev is in Full Swing and our Kickstarter reached 100% http://kck.st/2JNCiFn Send emails to careers@titanomachystudios.com Must speak English and have access to a Mic. Our store page can be found here, https://play.google.com/store/apps/developer?id=Titanomachy+Studios Our website here, http://titanomachystudios.com/#/ Project Story: Condors and Ocelots have been at war for generations. Battles have left some settlements in ruins. Others teem with refugees. Even away from the fighting, towns and villages suffer from having their fighting-age citizens lured away or conscripted by one faction or the other. Players control their armies and try to wipe out their opponents! Use terrain, abilities and pure cowardice if need be to achieve victory for your faction!
  2. 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!
  3. theaaronstory

    Feedback The next step? (Prototyping & funding?)

    The next step? Just some thoughts and worries that I've been having lately: [When a hypothetical scenario is wanting to become reality.] It's one thing that somebody is 100% dedicated to their project, but it's an entirely other matter, when it comes to judge its own market value: aka. viability. [More so to see it from other's perspective.] Not in the traditional sense of "Is an ARPG worth making?", but rather than, Is my take on the genre alluring enough for others to explore? Of course, naturally, this quickly could lead to all sorts of theoretical situations, where one questions their own abilities, and the fact that do they even have the right to come up with such a game; more so that would people play it, or would it be inventive/interesting enough? But the list simply doesn't end there, as there are more obvious factors [Like being a rogue "newcomer" to the industry, as many have/had ideas such as this before--better or worse--which are also wanting to be made, etc.] that are at play. That being said, I still strongly stand by my game, and these thoughts are unlikely to change my mind on the matter. Mainly for two reasons: Been years that I've been wanting to see a real--according to my expectations of course--competitor to Diablo 2, both in scope and production value. [Maybe it's just nostalgia, or I'm getting old . . . Or has something to do with my ASD] I know it's a huge shoe to fill, but seeing some of the--worrying--trends in gaming gives me just enough courage to keep trying. This derives from the first one: Say you're on board with EOTH (STRAW POLL), but know that there are a ton of potholes when it comes to indie gaming--especially in the scope of this one. The budgeting, human resources, knowledge and time are all key variables that are often overlooked (as just having a couple of developers, working full-time costs hundreds of thousands, per month). [Hence there are so many failed attempts of such projects.] That's why I've been thinking more of the scale of a small prototype, which would mainly focus on the core offline experience (with super rudimentary graphics and absolute focus on gameplay). If it can be done with a small team, and enjoyed by others, than I could start thinking of finding ways to further finance the project . . . For that reason, I've been looking into potential ways of funding, but not having a prototype severely limits my options; leaving me with only a limited option of choosing crowdfunding as an alternative path. [Which can be huge minefield--in itself--and I really wish to exclude it if there's zero interest in the game.] I wanted to get this out from my system, so there's that . . .
  4. theaaronstory

    Design It all rests upon . . . the story (#NewLore)

    Technically, I've completely abolished my initial story concept for EOTH. Which ended up being a pressure release, in some regards. [Although, there was a conscious decision behind the way it was laid out: simply, had no time to think about it.] Was not a fan of how flat and similar it was to D2, and how it lacked a unique soul. Plus, all those concepts I've come up with [as of late] pushed me to rethink the situation . . . Overall I'm happy how it turned out, especially that now we have a fairly good reason to chop down all those foul beasts [in our path]. It has a solid base: a motivation [from the character] and a sense of journey/goal that the story revolves around. Mind you, arguably the transformation made the story a bit more sinister! [Which again IMHO reinforces the dark, hack&slash aspect of the game.] Furthermore, I have written a concept script for a possible intro, which you can read here: [It's just a few pages long.] EOTH INTRO CONCEPT And the TL;DR version ***SPOILERS AHEAD***
  5. Up until recently, I was convinced that using pixel art was the most suitable for this project. Aside from it giving you a unique feel, it also has qualities that a more modern render just cannot compete with: It has that special magic to it, which is really hard to beat. Furthermore, I would avert from using super cartoonish, stylized characters, as they would simply not fit the theme. Or use super grungy art for that matter. [We've seen way too many of them so far.] But I wouldn't want to fall into the trap of becoming just another generic, isometric game on the market. That is why I made this small mock-up, to see the difference and help me decide on which to choose from--sort of. For some reason, I get this notion that I should change my mind, and go with a super modern (high detail) look, and not worry about it too much. Instead, the characters, the scenes, animation and all the other assets should be carefully curated, and only worry about that it stays visually attractive, unique and stays within the limits of the said vision. [Using deeper color palettes, and darker scenes.]
  6. Fast Traveling There's this one thing that has been bothering me lately: the question of waypoints. Specifically the way they're implemented. [Of course one could argue about their right to exist in the first place, but not today.] If not properly used, they have to potential to become cumbersome to operate, and even dismissed entirely (if other options are available, like stamina boosters, teleporting, or other modes of more convenient transportation). That's why I wanted to do something fun with them, by: Letting the player choose where they put them (from a limited amount per chapters), You would be required to collect "key" stones, to operate them, and would vary in quality, which would determine how long the gate would stay open, These stones would be only found in special areas, e.g.: The Valley Of The Unspoken, or in special situations, Each waypoint would represent a unique class in their appearance, rather than being a general circle on the floor, And the big one: Using any kind of teleport in EOTH would mean that you'd have to travel through a dimension, which would ultimately cause you some complications, here-and-there (random encounters, missions, etc.) Vendors On top of having the classic Town at the very beginning, as a base of your operations, smaller settlements, vendors, traveling merchants would be scattered around the map, where you could do your smaller, more crucial business, whilst not having to constantly jump back to town, just to buy a loaf of bread. Semi-Open World Unless gated behind a quest, you'd be free to go wherever you wish (and horribly suffer the consequences). This would allow you a bit more movement of freedom, and would not bind you to go through narrow passages or one-way streets, as well as give you a more satisfying feel of that sweet-sweet exploration. And to make sure you have things to explore, the world would be built around several points of interest.
  7. theaaronstory

    Design Combat mechanics, Mini-games and Familiars

    Combat mechanics This was a bit of a headache, as I really wanted to do something different with the current combat mechanics. Using only the mouse, two or maybe three buttons, is--to put it simply--boring as hell. It requires little to no effort and provides almost zero engagement (especially these days). However, to counter this I could've used all kinds of keyboard wizardry, but I didn't want the player to learn tables upon tables of possible combos; that is a big No bueno for me. Instead, I did what every sensible developer would do: I stayed true to the mouse . . . Except, with a twist: You see there's this concept of doing gestures with your mouse, which I wish to utilize. Different movement/combat options would be available via this route (unless you really wish to stick to those two mouse buttons), and would either be two or three deep in execution [meaning that it would require two or three gestures, before a command would opt in]. This would be, of course, customizable and freely adjustable. And to top it off, would implement the option to record macros, so that you could bind those to your newly found mouse gestures. Mini-games Wish to use some form of mini-games, and puzzles throughout the game, to enhance the experience. That being said, it would not be implemented in mundane tasks, as I want it to remain special enough, to not to wear out the player with the same thing over-and-over. So these events would either be a one time use only, or would be triggered in special occasion (for now, unless I come up with a solution, to trick you into thinking of having a different experience each time you use the same puzzle). Familiars Ah yes! The journey is long, and you shouldn't walk it alone. Period. However, I'm not just talking about those usual human companions. No-no-no! There's much more to explore out there: domesticated animals and magical creatures of all sorts (#TownMusiciansOfBremen perhaps?). Optionally, they all would have a special trait, to ensure their uniqueness; provided those abilities are above the minimally required for combat: Don't want to force the players to choose one familiar over the other (if they favor one), just because they are weaker (unless improperly leveled). [Side note: Might still keep the notion of just "having" pets, Who knows?]
  8. theaaronstory

    Design Decisions, Enemies, Bosses (game mechanics)

    The good, the bad and the in between Even though the core gameplay revolves around action, I still wanted to have that feeling of "Your actions affect the world" kind of vibe. Nothing too crazy, but just enough for you to get a kick out of it. But what do I mean by that? Well . . . EOTH has a world that lives on its own (day-night cycles, weather effects, etc.). During your playthrough, you'd often encounter random missions (and main quests), that would be either black, white or gray in nature. This means that whenever you chose an outcome, it would leave a mark on your surroundings: the color palette would change to, let's say, a darker one, and your enemies would get tougher/act more aggressively (because you parted with the devil), and so forth. Of course, min-maxing would have its own devastating and chaotic effect as well. This also means that you've different standings with the locals. As you do missions for them, some might lower their prices, others would cross you, and refuse to help you (if things would get to a certain point). Also there wouldn't be a scenario, where you'd be able to please everyone (again, to limit meta-gaming). Creatures and other beings of sort And this brings us to the other topic I wanted to talk about: the flora and fauna. EOTH would thrive to be a more D&D like experience, when it comes to stuff like this. I really wish to see all kinds of wild animals, races, creatures (may it be living or not), all the good stuff that I think should be included in this game. There's so much more out there in the world, and I wish to show that there's more to it, than having mostly bipedal objects in your game. This also begs for strange behaviors, such as morphing, or whatever magical ability you can think of. There is a whole world out there, wanting to be discovered! Boss fights Last but not least, I wanted to talk about two things: Boss arenas and enticing fights. Would love to see more open areas, especially when crossing the path of a chapter ending boss. No more tight quarters, and claustrophobic fighting pits, I say. Would love to implement a more dynamic approach, where you'd have to interact with your surroundings, and/or your enemy would do the same. My reasoning is simple: Don't want boring fights, and chapter ending battles are supposed to be something special, and should have something more to them.
  9. theaaronstory

    Design Inventory . . . What inventory? (#management)

    No more faff Inventory management is always a chore, and it usually gets worse as the game progresses. For one thing, it always covers up a huge portion of the screen (if not all of it), and pulls you out of the action. Which can be troublesome, when you wish to grab something from the ground, in the middle of a dungeon. You can barely see where the enemy is coming from, and you can get easily confused, thus having to bother closing/reopening the inventory from time-to-time. But that shouldn't be the case, in fact your user experience with the interface should be more fluent and straightforward. It is something that shouldn't be treated as an afterthought. That is why I abolished most of the inventory from the screen, keeping only the player and a small callback section, to quickly find the things you're looking for. Other than that, it would have the option to auto sort/stack items or custom filter based on preset values. But what if you wish to browse them all? Well there would be a separate button for that, which would open up a whole new page, entirely dedicated to your inventory. Lots of space, which would be of course upgradable along your journey. Also, to limit the work of having to find out which gear is the best, the game would automatically show you, either based on the default settings, or by your personal taste.
  10. Figure no.1 Been thinking of having a way to personalize your appearance, if you wish to do so. It would be a semi-traditional crafting system, where you could potentially make an item from scratch (from sourcing the materials/mining, all the way up to making them). The main difference would be the way you made your items: via traditional blacksmithing techniques (rather then drawing it in 3D). Think this would give you some form of creative restriction, but not too much to discourage you from doing so. Also, some steps [whilst making the item] would require some sort of mini-game to complete (aka, determining its quality). That being said, this feature would definitely unlock after completing the game on normal difficulty, or would require some special conditions. Figure no.2 The elephant in the room, Then comes the question of what to do after you beat the game? Well . . . obviously, there would be different levels of difficulties; for one. However, I thought it would be cool, if you could use your champions in a MOBA, rather than forcing a boring clicking frenzy in a traditional PvP scenario. Of course there woul