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About Me







Found 33 results

  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. 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 . . .
  3. 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***
  4. 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.]
  5. 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.
  6. 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?]
  7. 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.
  8. 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.
  9. 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 would be plenty to do (different game modes), with separate/corresponding ranks for each player. And here comes a big one, What if you'd like to play this in a more competitive manner/more hardcore? Well . . . there would be this thing called Survival Mode, where you'd have to look after your character's health and equipment, whilst having unique challenges along the way. Your stats would decline in real-time (even when offline), and it would be up to you to make sure you maintain the balance, in order to keep your champion in mint condition! Your thoughts and inputs are most welcome!
  10. theaaronstory

    Isometric Blast from the past II.

    Naming the project Did something unusual yesterday, and went through my box of childhood memories, which I haven't done in a long time. You see, ever since I played my first video game, or held my first gamebook (which at least was like twenty something years ago), I always wanted test my abilities and create an rpg game of some sort. Almost forgot that I had this list of ideas/maps/rule books/hand drawn screenshots and levels/bestiaries/etc., and always pretended to be a game designer, and thought that others might want to play my games as well (like when I did a Q-basic game at one point). It may sound silly, but looking back, that was all I did in my free time; despite the fact that there were very limited resources at my disposal. As a token of my appreciation, towards my younger self, I thought to revive an old title I used to call my fantasy ventures: EOTH, which is an acronym for: Evil Of The Hellfire. I've no idea where this name comes from, or what purpose it has, but at the time it sounded quite the metal! From the underworld And while I was searching, I came across an old drawing, that was sketched after a somewhat horrible dream. It was a monster of some kind, that lived in the depths of hell, on its two legs; and towered above the horrid flat lands. It supposed to be a gate, that wandered the underworld, and fed off the souls of the dead. It was so enormous that the poor thought out its shade, whenever it stopped, and piled up on one another; whilst trying to hide from the boiling sunlight. I even remember seeing, how the unfortunate fell down from the skies, and met with this abomination . . . And because I named my Untitled ARPG project, I thought to celebrate it with a new concept art! So I modified the design a bit, and went to town. See for yourself below! It still has two legs, but instead of having just spikes, it has an additional plethora of eyes, and all of them can open up (sort of having a jaw), and a couple of mouth on the top; just to spice things up. It's a bit hard to see, but its legs are also crossed (whilst resting). Guess that's it for today . . . And let me know what you think!
  11. theaaronstory

    Isometric A blast from the past

    A blast from the past Oh wow, it does feel like 2000 all over again. Or at least from the perspective of said art. The goal was to come up with a quick concept, for the Necromancer, turn it into reality, whilst trying out some different styles. Wanted to stray off from the traditional path a little bit. Wanted something lite, but still impressive, as they can barely stand on their own (#magic). About their appearance Taking the path of a Necromancer's means that a deal has to be struck with the devil. You've to give up most of your earthly life, and transcend into a being that lingers between the living and the dead. The change morphs your body into a shell of its former glory, and drives your mind into madness . . . But it doesn't end here: You've to give up something that is most precious to you. In this case, they gave up their sight (hence they've no real eyes), for their endless quest for glory. And now let's see what they are wearing: Their body is painted, to resemble a skeleton They wear the mask of their demon, the one that they had to fight against Chain shoulder pads, to remind everyone that they carry the sins of the World on their shoulders Bone armor, from the fragments of their enemies Arm bandages, to protect their thin and fragile skin A pouch, next to the heads of their warriors spirit (which they can call out at any time) And trousers and boots, that they stole from a farmer, some time ago. Think that's it for now. This was a fun speed-run, that's for sure! PS.: Let me know what you think!
  12. theaaronstory

    Isometric Story concept and gameplay wish list

    Story concept As a small sidetrack, I thought to come up with the basics of this hypothetical ARPG. It follows as such: The idea was to come up with something familiar, but with a hint of something new. I mean, the goal was to create something solid, not to redefine a whole genre. Gameplay wish list When thinking about the game, it has to implement the same saving principal that Diablo 2 used (waypoints and chapters as points of reference) to be casual-ish: it derives from the game mechanic mentioned above, paired with the fact that the emphasis is on the Action (which translates to a relatively short time-frame, when dealing with quests and objectives) to have good replay value via randomly generated levels, loot and monsters, and well designed/interesting skills/mechanics to be challenging and rewarding, especially for the time you will put into it (but not in the way of holding your hands while you are at it) to show the action, rather then tell it: Meaning that the story--mostly--has to be told via action (in game), rather than tales from deceased people. Although, chatting with NPCs would still give you plenty of lore/info -> this is there to keep you focused on the action to have that Gothic aesthetic, combined with a darker gameplay experience have that exploration aspect to it, where you travel from one location to the other, and face different challenges/monsters along the way to avoid/limit favorable skill trees, aka. metagaming for the most optimal build And above all: It has to be fun and easy to play. Well then, back to sculpting . . .
  13. theaaronstory

    Isometric Concepts and style

    [PSA: moved my blogs to a new project] Been working on the idea of coming up with a hero pose for my hypothetical Necromancer (you can find more info at my twitter account, where I post more often: @theaaronstory). After a sketch or two, I've landed on this design, where I'm hoping to show off the characteristics of said person. And did a quick mock-up of a possible set of armor classes (Light/Medium/Heavy respectively). The second one gives physical attributes to your character The third one also gives additional magic abilities (plus a random chance of something chaotic to happen) [+ it is also animated, and has their own character] Next I'm going to work on the actual model, and further refine it's background (aka. lore), which I'll also share with the next update (or when the sculpting is ready).
  14. theaaronstory

    Untitled ARPG art test

    After yesterday's tests, I thought to do more research, in order to get closer to my desired 2000s art style. However, under closer inspection, I didn't anticipate to find that apart from some technical aspects (mostly), there's not much to it. Also, I've found out more about how Diablo 2 assets were made, which persuaded me to stick with what I have (*cough* can offer). Which lead to some thinking/modeling, and came up with the idea of a hypothetical Necromancer (if there was an ARPG I was working on). So made a completely new head, and came up with some rough ideas of what the character would fully look like (and behave, kind of giving it a unique personality). Here you'll find the first test of that . . . plus re-rendered the good-old Barbarian, in a much more isometric view (looks way better in my opinion). The only trouble is that now I want to make a super-simple, hack&slash game, where you can just zone out and not worry about a damn thing . . .
  15. theaaronstory

    Untitled ARPG (ISO TEST NO.4)

    Did more testing, and managed to get a bit closer to that 2000's vibe. However, it's still not quite what I was hoping for . . . but it's definitely something, I guess. Meet the Barbarian from D2.
  16. theaaronstory

    Isometric Untitled ARPG (ISO TEST NO.3)

    Since my last experimental project came to a halt, I thought to satisfy my urge to play with some potential game assets (for an ARPG), after making so many pixel art. Think you'll guess right away where I'm going with this . . . This is my third test, where I tried out different things/characters: aka. completely rebuilt it from scratch, and this time I started to toy with a simple animation.
  17. Glecko

    PC [MMORPG] Ruthless Chaos

    The online RPG Ruthless Chaos is a 100% free2play game, created by Kelstar Entertainment. If you think that you got what’s needed for the most exciting adventure ever, this is your game! Do you remember the first time you played an RPG? That unique feeling when going into unexplored dungeons and enjoyed discovering the most mysterious places you could ever imagine? We want to give you that RPG-feeling back. Level up and gather your friends to become a legend! We are glad to present: Ruthless Chaos - The return of RPG Release Date: Friday, 31st May 2019, at 20:00 CEST (GMT+2) Explore a dynamic world full of secrets where every place means a new challenge. Team up with your friends to complete the over 300 quests you can find along the world.E Enjoy your gaming experience in a comfortable and ever-growing community. Play one of the 5 different vocations and slay hundreds of different creatures. Login every day to complete daily challenges and get special rewards! Fight challenging bosses with scripted AI and find their weaknesses and special abilities. Take part in lots of World Events, Raids and Special Quests which require the cooperation of the whole server. Join the Sarlin Society and aid them in their fight to defeat the Ruthless Seven. Be the first one to defeat this mighty archdemons to be declared winner of the season, and thereby becomming a true legend! Website: http://www.ruthlesschaos.net How to play: Manual Lore Summary Your homeland has been devastated. For centuries, mankind hunted demons, slaughtering their kind and banishing them into the depths of Hell. Until the Ruthless Seven, almighty archdemons, united all the demonic cabals in one crusade against mankind. City after city, the kingdoms of men succumbed to the hordes of demons. In a desperate attempt to survive, a group of heroes sailed off the city of Carlin into the unknown seas to find the unexplored land of Elendia. But peace would not last long, as the demonic army eventually found the new human settlements. Now, a thousands of demons are gathering, preparing for the final strike that will wipe out mankind. And somebody has come up with a plan, a desperate and risky plan. To sneak into the core of Hell itself, and strike the heart of the enemy. To slay the Ruthless Seven. Donations 100% free to play. You will not be forced to pay to fully enjoy the game in any means. However, in order to keep the game alive, we have implemented a Donation system, where you can donate to contribute to the game’s maintenance and development. We are strongly against any kind of Pay2Win system, and that’s why the rewards you can get for donating will not have any impact on the character’s gameplay.
  18. Hi guys, I'm excited to announce the release of my very first indie game Lost Forest TD. This project is a "one man show" and so far I've been personally responsible for each and every phase of the development process. I'm constantly updating and improving it, so your comments, constructive criticism and contributions are invaluable to me. Lost Forest TD is a 100% offline Tower Defense game, which supports leader-boards, where each player gets to upload score and compete with others. Free to play.This new spin on the classic tower defense genre throws the player into the role of a Forest Keeper charged with creating a deadly path and defeating waves of enemies efficiently and creatively enough to protect the children, seeking shelter in the castle. The combination of unique enemies with various skills, insane weapons of destruction and unbelievable variety of defense towers with multiple upgrade levels guarantee addictive gameplay and challenge players to keep their towers intact and stop any foe from crossing the game field. Smart strategy to dominate the opponents and sufficient forest power points will let the player progress through the levels. AppStore link Google Play link Game Trailer Gameplay Let's Play Thanks for checking my post!
  19. Good afternoon, My team and I, Redd Project, have been working on an Isometric Turn Based RPG based on a crypto currency. The story is set in a post utopian world where human powers have become a norm for a small minority, destroying the newly found balance. We're recruiting 2 artists part-time or 1 full-time on a contractual Rev-Share basis, which takes into account contribution and other similar rating systems. It's a risky project, but you might be about to embark on the most refreshing game project of your life. We're trying to create a small footprint in the fresh crypto gaming market, absorbing an entire gaming community in a world where playing is actually synonym with real world value creation. As such, you'll find hereunder some art styles that we're aiming for. If you're interested, contact me at MyReddProject@gmail.com or through Discord (at Redd#3121).
  20. Has anyone tried finding isometric bounds programatically? What I'm trying to achieve is to use the Cartesian width and height of the object to find it's isometric bounds, but I think that just doesn't work once the image gets complicated. The attachments should explain clearly what I'm trying to achieve (note: the bounds drawing isn't perfect).
  21. Brain

    Postal 1 Open Source

    The complete buildable source tree of Postal 1, open sourced by Running With Scissors in 2016.
  22. applicant42

    Update 0.19.0

    Still just a start, WIP, but finally a new step done. New assets, new sandbox map… Isometric and alpha maths has been rewritten but still needs a lot of refactors and reviews. http://game.applicant42.com/
  23. Project Name: Condors Vs. Ocelots Team Size: 15ish Genre:Strategy RPG Engine: Unity Roles Available: Currently in need of 2 2D sprite artists, 2 2D concept artists, and then finally 2 programmers. 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 Description: 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. Banditry is also rife -- since the Condors and Ocelots focus on the front lines, and largely neglect the parts of their respective dominions which aren't militarily important or located near their bases. The mysterious faction, Goatverlords, comes in and antagonizes both claiming rule of the land. They must work together and against one another to win the ultimate struggle. Project Status: Pre-design is completely done and we are starting on development of our builds. Send emails to careers@titanomachystudios.com Our store page can be found here, https://play.google.com/store/apps/developer?id=Titanomachy+Studios Our website here, http://titanomachystudios.com/#/
  24. Before reading my question, please see the following image, which is a pixel art representation of the battle against Ornstein & Smough, from Dark Souls: (This incredible work was made by the deviantartist Cyangmou) This is just one example out of thousands of incredibly detailed works made in pixel art. My question is, can a game be made with this level of detail? The closest I can think of is Death's Gambit, which is still an upcoming title. Still, it is not even close to the level of details you can find in some pixel art illustrations. I am really curious to know if something like this would be viable. Of course, it is a lot of work, but pixel art games have framework to spare (as far as I can tell from experience developing and playing), it just would take very long to do it.
  25. I have created a small game (34 mb) and need help seeing if it actually works over the internet. The IP that you will be connecting to is hardcoded in the game, so all you have to do is connect to my server when I have started it. The game has some funny people running around and a chat system. E-mail me here or message me if interested and Ill send you the build: istyagipgms@gmail.com Thanks!
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