Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Powered by Monsters - a hand painted monster collection game

A topic by Augustinas Raginskis created Jan 21, 2025 Views: 4,980 Replies: 69
Viewing posts 41 to 49 of 49 · Previous page · First page
(+1)

A little art update. 

I painted this guy and I'm planning to use him as an NPC in the testing fields. At first I sketched him out as a monster, but I liked the general look of it and decided to turn him into an NPC instead.  He will be somewhere on the horror side of the Testing Fields hub area and probably won't have too many lines, but I think it will add to the overall atmosphere of the place.




A couple more optional cave areas

I just finished painting and I'm now integrating a couple larger, more open areas in the Abandoned Archives cave. I needed these for a couple larger monster encounters and these have a chance to appear towards the end of the cave. 




I showed the artwork for the monsters that will appear in these cave areas a while ago, these ones below. I already mostly coded the behavior for these cute boys too and I should be able to show off some of that hopefully soon after some more testing and tweaking.



(+1)

nice work!

Painting Some Blue Wires ( working on overworld area )

I've been coding a decent bit for the game for a while now so I wanted to take a break from that and do some painting. I showed a sketch of a good chunk of the overworld probably months ago and I just now finally got to painting it. Honestly, it's been fun, especially because for once the painting was going faster than I expected and I felt more energized to do this extra artwork besides the stuff I do as a freelance artist daily.

I was working on this sci-f i themed blue wire area of the overworld and it will need some final touches once I have more work done on the rest of the place, but this bit is 80 or 90% done. That took me around 5 days( not full days, mind you) which is way faster than I expected.

Here it is together with my progress gif and a couple close ups:



More hub area art


I've been having fun with this and it continues to go fairly quickly so I painted another part of the hub area. The previous blue wire area was scifi themed and this time it's fantasy.


This area also contains the entrance to the cave a lot of the previous work on the game was focused on:


I think I will continue with this and paint the horror themed area that connects to these two and if I manage to finish that soon, then I will have most of the hub I want to have for the game demo. There are smaller bits I need to add to make the area more alive, like sparks to the exposed wires, but it would be a huge amount of work done. I want to have more and more of the hub unlocked as needed, probably including the last quarter of the hub I haven't touched yet - the cartoon themed area. I also need to figure out how exactly I want to hide the area outside of the hub artwork so it doesn't look like it's sitting in the middle of a grey void, but I have an idea for that that I think will fit in thematically.

Even more hub area art

And here is the remaining part of the hub I wanted to paint for now - the horror themed area:

Here's a little GIF of how I painted it:

And a couple bits up close:

Now I need to let all three parts of the hub art sit for a little bit, marinate in the back of my head and add some final touches. I want to make a few adjustments for better visual readability, add a tiny bit more detail in places and I'll probably come up wit a couple more things I need to change to call it complete. But this really has been going surprisingly quickly so far, so hopefully I can finish it up real soon as well.

After that I will need to integrate quite a bit of artwork into the game itself, together with this I have a bunch of assets pilled up and ready for that. I'm sensing another potential work heavy period in the near future so I want to do a lot on this personal project while I have some time.

(+1)

And the artwork for Testing Fields - the hub area is finished!

Overall I'm pretty happy with how this turned out. I also came up with quite a few little ways to add some animations and movement to this area, so I'll share that as well once I have this integrated into the game.

Finalizing Abandoned Archives cave layout

So this bastard is really getting close to it's final form. Here is the layout of the entire cave. The white rectangle marks the size of a single game screen. I did end up zooming the camera out by around 20 % so in game everything looks a bit more detailed and a slightly larger area is visible.

The blue outlines mark all the areas that have variations or optional rooms that have a random chance to appear in a given play through. Some of these have a 70 percent chance to show up, some as low as 25. I can always add more but for now these are all I wanted to add and hopefully they provide a decent bit of variation on top of various paths you can take through the cave. Some of these areas simply block a path and open another, some are shortcuts and some lead to semi secret rooms with upgrades or even small arenas for rarer monsters that can only be found there.

Now I need to finalize the monster placements. I will be adding some randomness to that as well, though I won't leave it entirely to chance or balancing would be impossible. I want to have two or three options for most rooms to ( so for example you might find 5 low tier monsters, or 2 higher tier ones), and there are a couple areas closer to the end of the cave where it pulls from a much larger list of possible monsters. I actually wrote a monster spawner script months ago, so it's mostly placing things around and seeing what I like now.


So here's a pretty large update, a gameplay preview of an entire level!

I've been pretty lazy with sharing any progress about the game lately, but I have actually been doing a lot. This still needs polish, some tweaks and I'm sure I'll find all sorts of fun bugs to be annoyed by, but this is a pretty big milestone for the game.  We are getting closer and closer to a demo version.

In the video you can see that I added some features I probably haven't even mentioned yet. For example a level end area where a creepy monster spawning blob is located, and it's one of two monster spawners you might encounter there, the other one being fantasy themed. 

I also added a simple monster crafting feature. At the end of the level you can find a Damaged Monster Synthesizer which can spawn the type and tier of monster you choose semi-randomly. All you need is to feed it Monster Power from the monsters you captured. Also you can exchange Fantasy Monster Power to Horror, for example, for some currency.  The features of this device will expand a bit as you unlock new types of monsters and areas.

Lastly at the end of the video you can see I entered a hidden optional area that has a higher tier monster that can only be found in the  that and one other hidden tunnel. There are a couple more rare monsters that can only be found in their own randomly appearing, sometimes hidden areas.


That's not all of course. I might make some more updates going into a few things in more detail, but really this is a game, best experienced for yourself, so hopefully this preview will make some people look forward to that demo a bit more. I know I have been having fun testing the game, even though I know all the mechanics and surprises, so that's has to be a good sign.

(3 edits)

Adding detail to the hub area

IF THE GIFS DOWN WORK SO GOOD, take a look at this devlog on my deviant art. I keep a copy there and the gifs seem to be messing up this time for some reason here: https://www.deviantart.com/augustinasraginskis/journal/Devlog-32-adding-detail-t...

I had the artwork for this initial area hub finished for a couple months or so now, but now it's time to fully integrate it into the game and give it some life.
I've been adding details like sparks randomly jumping between damaged wire. This is just 3 little png images I drew rapidly switching, but I think the effect looks quite good:


I added spinning teeth to these digger monsters in the background. I simply made two teeth circles spinning in opposite directions and squished them a bit so they appear elliptical in shape:

I still need to add a dialog system, but I started integrating the characters. They have a slowly flickering white outline to make them stand out from the background more and they display a thicker outline when you mouse over to indicate that they can be interacted with. All these effects have sounds added to them that fade out if you move further, so they never just blare at you all at once:

The hub area is not too huge for now, it's about 4 or 5 screens in size and has a clear border, beyond which will be further unlockable areas. I had the idea of showing it as a prohibited area covered by a holographic wall or something like that. So it shows this message if you mouse over beyond the edge:

The yellow hologram also has lines of slowly changing color, which probably isn't obvious in these compressed gifs. It still needs some work, but I think I'm getting there with this area. There are more little animations I'm adding all over the place here and I think it really helps to make the area feel alive.

Viewing posts 41 to 49 of 49 · Previous page · First page