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Games (19)

Elicti (Old version)
February 08, 2006
June 26, 2006
April 17, 2006
April 20, 2006
April 25, 2006
April 26, 2006
Elicti-Version 1.1.3
June 15, 2006
July 13, 2006
SWP 1.5
July 31, 2006
Total Pwnage
August 21, 2006
Elicti: Patch 1.1.8
September 17, 2006
August 25, 2006
September 01, 2006
November 02, 2006
Spinning Squares
December 02, 2006
Elicti: 2.0.1
December 10, 2006
December 25, 2006
King Cuko's Lost Gold
February 07, 2007
Kevin's Quest
January 01, 2007
Favorite Users

Unannounced First Look
Posted on August 29, 2016 at 09:26

I definitely didn't intend to be posting this screenshot this morning, but I'm just so happy with how this project is coming along, that I'm having a hard time not talking about it.

As promised, I will be dropping info here about my project before anywhere else, because I love yous guys and yous guys make me happy. I'm not going to go into any real detail, but I wanted to post a screenshot of the game as it exists right this second.

So far, everything has been done myself, which is what I'm aiming to stick to for the whole project. As most of you know, spriting is not my strong suit, but so far, I'm very pleased with how the game is turning out visually. Most things here will likely be replaced before any kind of main release, but I'm already happy with the progress I've made since, well, all of my previous works. Good lord they've been bad.

Here it is:

Tavern in what is currently the first town. I'm going for the top-down perspective, which has been challenging, but lends itself very well to the gameplay of the game, which for now I'll let you just speculate on.

Video, info, and more screenshots to come in the future as I build out what is easily my most in-depth project, ever. There is so freakin much to talk about.

Hope you're looking forward to seeing more. I've never had more fun building something in my life.


Looks super interesting ^^

Are those grayish things levers? What do they do?

I like what you did with the graphics texturewise but, although I can easily tell what is what, I feel a little more definition depth wise would do wonders.
Objects which are closer can be brought forward by brightness, the color yellow, detail, contrast, etc.
Farther away objects can be pushed back with darkness, blue, blurryness, low contrast etc.
Maybe I just miss a dark outline Outside the houses IDK...

Characters are pretty simple but pretty good and fits the envoronment.

Neat. Looking forward to see more. Might post an edit.

Actually I change that to Inside the houses ^^
Posted by SpectreNectar August 29, 2016 9:40 - 12 months ago
| [#01]

Are those grayish things levers? What do they do?

Streetlamps/lanterns, perhaps?

Nice to see more people making games again. :3
Posted by Gift of Death August 29, 2016 9:50 - 12 months ago
| [#02]

Streetlamps/lanterns, perhaps?

Yep! Its hard to do streetlamps so far, but what makes them easier to understand is that when you bump into them or run past them, the lantern part shakes a bit. Gives a sense of what is under there, and a bit of a 3-d effect. Nice touch I think :)

Objects which are closer can be brought forward by brightness, the color yellow, detail, contrast, etc.

I'm working on this, its a weak point of mine. I've been trying to go back and drop the saturation on more backgroundy things. You should have seen the previous wood flooring texture, good lord it was noisy and bright.

The grass took a few revisions too, but I'm liking the 'simple-pattern-to-invoke-the-idea-of-ground' concept, rather than trying to make a noisy grass texture that repeats everywhere. Plus, I can hopefully do the same for dirt, sand and stone. Underground cave flooring looks similar, though more tightly packed to look more like gravel.

As for stuff in the houses, yeah I might need to have a dark outline for wood stuff on wood flooring. Lots of wood in this world / town.
Posted by twisterghost August 29, 2016 10:02 - 12 months ago
| [#03]

Whoa. You're doing a ttopdown game too!?
For my game, I really wanted the character to be able to equip items and have it show on the charactter. Topdown was the best way to do that withtougttt having tot make sprites for every single direction a charactter can face.
I'm pretty curious as to why you decided to go witth that perspective as well.
Posted by LAR Games September 01, 2016 18:50 - 11.9 months ago
| [#04]

I'm pretty curious as to why you decided to go witth that perspective as well.

There were a few reasons. Lowering sprite count was definitely one of them. General gameplay interactions were another. The top down perspective lends itself well to pathfinding, depth management, and some of the basic physics stuff I'm going for.

Beyond that, the combat and feel of the game are largely based around the perspective. Think somewhere between Diablo and Hotline Miami.
Posted by twisterghost September 02, 2016 8:15 - 11.8 months ago
| [#05]

Ooh. Nice. Is it also going to be an RPG? Considering thtat there's a ttavern in the screenshott, thatt seems to be the direction you're going for. Regardless, I'm looking forward to trying itt out!
Posted by LAR Games September 02, 2016 9:48 - 11.8 months ago
| [#06]

Yeah, open world RPG is the current direction. Really excited at how its coming along.
Posted by twisterghost September 03, 2016 17:50 - 11.8 months ago
| [#07]

Whoa. Open world too? It's like we're practically making the same game! lol
I'm even more interested in trying it out now. :P
Posted by LAR Games September 04, 2016 0:19 - 11.8 months ago
| [#08]

I think the similarities might end there. Judging on what I've seen from your posts (which look amazing by the way), yours seems more melee combat oriented, and maybe more slowly paced than this game. Without getting into too much detail, the focus point of my game is spellcasting, to the point where there aren't even weapons.
Posted by twisterghost September 05, 2016 9:00 - 11.7 months ago
| [#09]

Quote: Gift of Death
Nice to see more people making games again. :3

:D Agreed!
Posted by DesertFox October 03, 2016 11:57 - 10.8 months ago
| [#10]

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