angstloch's Recent Forum Activity

  • spoiler alert?

  • Well considering we know nothing about the game itself, it's hard to answer coherently. A koopatroopa would look kind of out of place in silent hill...

    Generally speaking then, try to use monsters as narrative devices, not only obstacles to be overcome by the player: giv'em some personality, and make the reflect bigger aspects of the plot. Some might be bond to a certain environment, like wild animals or primitive humanoids. Other may rather reflect their evil master's will: footsoldiers of a warlord, or the undead servants of a necromancer. Some might be outcast, evidently out of their normal element, like, say, aggressive aliens shipwrecked in a prehistoric jungle, or whatever. The individual story of each particular kind of enemy it's not that important, they are only stubs that should help to better picture the whole setting of the game.

    It's a very fashionable, post-modern thing to make some cross-references in nowadays games (and series, movies or films). That's FF's Odin, Bahamut or Shiva. I've lost the count of how many Niflhaims or Yggdrasils are out there. From myth to cryptozoology, we humans've always been good imagining monsters. Lovecraft is also a great source of unspeakable inspiration, but pop culture is vast and full of terrors. Why not include morlocks, graboids, triffids or kaijus? They're all creatures with their own lore, which of course you may ignore completely (as Indian Shiva was no ice goddess) or adapt to your own fluff.

    PS: interesting resources, mystazsea , i'll have a good read. But see, there's Niflheim again. Godammit.

  • muy buena pinta, tiene. Suerte con ello!

  • hu just gimme a sec...

    yeah, you got the venerable charas-project, let's you create lo-bit rpg characters and facesets online. Results may get a bit trashy tho.

    I already recommended dazStudio to somebody here the other day. Not a generator, it's a 3d program where you basically assemble prefabricated elements (like a human body + clothes + hair). Its free, and you've got literally thousands of free assets in sharecg.com or renderosity (liceses may apply). Some guys do amazing (if somewhat uncannily familiar) art with it.

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  • aw man that's a shame. But probably unity makes more sense for the kind of game you're into (10k objects ffs). I hope we hear more from it -- in these forums or wherever. Don't you have a working name yet, so we can keep the track of it? "Isometric RPG" might be difficult to find outside this thread

  • Scavenge some scrap to sell back at the settlement after each level -- that's yr coins there. Or maybe you could invest it on ammo or other improvements. (And if you're not careful soon you'll be developing complex equipment systems, currencies, skills, professions, and your game most likely will never be).

  • kill'em filthy horrornoid scum!

  • Very cool indeed! Add some parallax fx there and you can make out something quite spectacular. wouldnt do great in some sort of... zombi horde survival, if you know what i mean. You don't even need walls for that.

    I tried to do something like that at some point, but failed miserably. I'm gonna study your code carefully and... argh, physics! -_-

  • remy-jay go for Daz then. They're pretty much the same. Or so i understand, I only used Daz meself. Anyway the 3D stuff is usually compatible between em...

  • ow man blender is not by any means for beginners. Id say Poser and DazStudio. Can't compare with Blender, but they are dead simple and let you animate (somehow). And at least Daz is free -- not sure about Poser. Also, there's TONS AND TONS of free 3D content for them (check sharecg and renderosity -- just for starters!). If you rather want to sculpt your own stuff I'd hit Sculptris (the lite, free version of ZBrush).

  • hey bc, how you doing. I've been digging your ASRS demo from itch.io and made it to the first boss (yknow, lumberbot). It's looking great and the story looks promising -- that lil bot with post-traumatic repression issues, cute and creepy just in the right proportion. The mechanics ran smoothly and the enemies behaved properly... It's plain to see it's a work of love, made with dedication and care.

    I wonder how do you plan the whole thing. I mean, do you have a plot in mind and make levels accordingly, or rather thinks in terms like "I'm gonna do up to 20 levels"...? I thought the whole game was taking place in the factory -- going out hints a much more ambitious effort. Wonder if you have new environments in mind.

    Couple of things I need to criticize, in order to feel constructive:

    • The lerp fx feel a bit shaky. It might be something with the pixel images, or a tweakable issue. I think I tried and eventually discarded it once... felt somewhat outta place in a pixel game. (That might as well be plain nonsense. Most people seem to love it).
    • And I'd simplify the controls. Why do you need (i'm on a laptop) a keyB for the dialogues then keyE to go through a door then Shift to shoot? I'd make both WASD and arrows operative so players can choose whatevers more comfortable for them. And then use only one action button (which would work with Spacebar, Intro, and Shift, so again is up to the player to choose), which would open doors, go through speech or shoot 'em robots depending on the context. Maybe up to 2 buttons, some accept/cancel, intro/esc system. That would be much easier to translate into a touch device, too.

    Anyway it's been a while since the demo, so that may have already changed.

    Whatever, good luck, looking good, keep it coming.

  • gorgeously creepy. but gameplay's a bit frustrating -- i keep getting moths and auntie keeps getting me :/

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angstloch

Member since 5 Mar, 2014

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