68kStudios's Forum Posts

  • looks great.

    thank you ;)

  • New screenshots. A demo of Ludus Mortis will be available during the Steam Next Fest (Feb. 6 - Feb. 13)

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  • I love your work! This is going to be a great game when it's complete.

    Thank you ;)

    I'm planning to publish it in the late Q2 / early Q3 next year.

    A playable demo will be available in February.

  • Gameplay video

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  • The game has now a name:Ludus Mortis.

    This is the trailer

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    And this is the Steam Page if you want to add it to your wishlist

    https://store.steampowered.com/app/2197650/Ludus_Mortis/

  • That looks really cool.

    Thanks ;)

    I saw you made several turn based games already, would you mind sharing some insights on how you setup your basic turn system?

    There aren't any good Construct specific resources about these types of games.

    I would like to make a turn based roguelike kind of game myself and some advice from someone with so much experience in that area would be greatly appreciated. I especially struggle with finding a good system for action points to make multiple turns, slow downs, speedups, etc. possible.

    I've used action points and turns in another game I'm currently working on. You can find a video here: youtube.com/watch

    The number of action points depends on the Agility of characters, while the round order depends on Agility and equipment (heavy weapons and armors will slow the character down). Statuses like "Haste" and "Slowness" will modify the number of Action Points and the Initiative (round order modifier).

    If you need other details, feel free to ask ;)

    For some feedback, I did the same kind of camera movement you do, for a more action oriented dungeon crawler and got a surprising amount of feedback that the camera swaying left and right made people dizzy.

    Not me though, so I can't really tell you if the same is true for your camera setup in a turn based scenario, but maybe something to look out for.

    That's exactly what I thought. I've used this camera control (that I've learned in one of the Examples in Construct BTW), but I've also wrote a rule for a more "static" camera. Probably I'll add both options and I'll let the player choose.

  • Hi,

    I just want to show you this little game I'm currently work on in my spare time.

    Let's say that is a Tabletop Game with randomly generated dungeons. You have to collect cards to use items, change equipment and cast spells. You can choose from 9 classes with different attributes and skills.

    You can watch a gameplay video here. Any feedback is welcome ;D

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  • Looks fantastic, great work!

    Thanks ;)

  • More dungeons

  • Great work. Is there a demo?

    Not yet, but I will announce here when (and if) a playable demo will be available ;)

  • New screenshots with the new graphic

  • Loved these games back in the past, reminds me a lot of dungeons and dragon's Eye of the beholder game.

    Nice work :D

    Thank you ;)

  • Only recently I started doing "3D" in construct and you can do some nice things even though it's very different way of thinking then when creating normal 3D game.

    You're right, there are a lot of possibilities.

  • I'm spending a lot of time working on the character and item management.

    Here are couple of screenshots of the character creation and the inventory page ;)

  • > I have another issue with transparency and 3D Objects, but only when I use the "Fog" effect.

    This is a different issue to the one originally discussed in this thread. It's covered in the tutorial Using 3D in Construct under "Transparency and fog", and in the latest beta the "Foggy outbreak" project has been updated to work correctly.

    Thanks, I've updated my project following the tutorial and now the fog effect works fine on any objects