New scene progression
16bitnights
Creator of
Recent community posts
UPDATE
I am trying to also integrate the inventory menu within the War room interface.
Each slot will provide the player with a minimum of 2 choices and a maximum of 3 choices for upgrade equipment.
There will be no perfect build and the goal here is to create a unique build on each playthrough providing freedom to the player and more ways to play.
Please bare with me, the main target here is to have low gameplay time, around 3-max5 hours of gameplay but HUGE replaibility value
Hi,
I started development on a new game from the Chromosome Evil Franchise.
It won't be a direct sequel but rather a small prequel of sorts with different mechanics mixed with the RTS combat part.
I am going for a Diegetic UI design combined with easy 3 choices per day type of gameplay but all choices must have a big impact.
This will probably also be the final entry from this franchise.
First concept:
Team
Popa Cristian Manuel - artwork, game design, marketing, balance, team management, testing, level design
Sergey Dovganovsky - programming, animation, testing, balance
Developed under 16 BIT NIGHTS studio
Gentlemen
Okay, the first day is over, and we got almost 1k WL.
It was a real nightmare to make the stream on Steam, so much text wall but we managed to pull it off.
Meantime we were also registered in the Dev Play festival and got in the finals for best marketing on a Romanian game
https://awards.rgda.ro/categorii-de-concurs/marketing-campaign/
Here is a fast update, timelapse of environment tileset work:
and
and a test drive in the actual game(I forgot to place coliders for projectiles in vehicles but it will be fixed)
If any of you played XCOM, this above is a similar event to the base attack from XCOM, it has a high chance to trigger if the Aggro is at max level.