Kilin's F4D Requests
Posted on December 30, 2013 at 16:47
So as many of you may know, I'm making a sort of fast-paced action platformer with some tribute to the Castlevania franchise, which I've played none of. The story is centered around the events of a man who brought winter to a place that never knew snow, in an effort to wake the remaining members of his dying race, the yukinoko. These monsters don't necessarily get along well with humans, so the protagonist, being his city's guardian figure, is the one sent to deal with them.
Along the way, he meets someone with moderate time-controlling powers, which the player can exploit during stages. However, they soon learn that the antagonist plans to freeze time, condemning the country to eternal winter, and ending all life in favor of the yukinoko.
That being said, I have a few requests:
I've been quite busy the last month and it's only going to get busier. I can crank out maybe 2-3 stages and their respective bosses before the deadline, but I'd really like to get as much done as I can, and I promised not to drop out.
If you are looking to participate in F4D and haven't been able to, I need either someone who has good level design skills that pertain to action platformers, or someone who can take over drawing backgrounds and tiles, which is my primary weakness.
If anyone wants to take one of those immense weights off my shoulders, I would be more than obliged.
As an added note, due to my impending graduation, the need to find a full-time job, and the dedication to my portfolio project, Summer's End, I am sad to announce that this is the last large-scale competition I plan to enter for a while. That is, unless someone goes off and makes one of those tempting large-scale comps again (I'm looking at you, Toast).
For what it's worth though, I'm going to be spending the entire first half of next year working on nothing but my portfolio project. While I hope to show my progress here once in a while, I'll also be needing people with a good eye for detail to do testing. It's a 3D psychological survival horror game focused around puzzles and actual survival (none of this machine-gunning down hordes of enemies shit), and something I'm very eager to work on.
Posted on November 30, 2013 at 20:00
Have Some Terminys Progress!
Posted on November 16, 2013 at 13:37
I suppose today is a good day for an update. Since my last devlog, I've hired Taizen, who gleefully slaves away on things, making progress.
New time and lighting system for more world immersion. The time of day does things from affecting residents' schedules to opening dungeon areas to spawning dangerous enemies on the field at night. Please don't mind the dunce behind me.
AI now allows for complex state handling, which is adjusted by several factors including the player's status, the enemy types, and the boss's phase.
Netherwraiths are a new addition that appears every full moon. They're complicated, difficult boss fights that ban EP regen and spontaneously create Dead Zones, which casters have difficulty casting in.
Make way for Bree the fighting lamppost!
The present god is pleased!
I'm also creating a survival horror game in Unity called Summer's End, focused around manipulating earth energy to create tools, and delving into a tower of dead people solving puzzles and discovering what happened to them. It's a project I plan to finish within the next year or so, so more on that later.