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(+3)

Man you are killing it!

so I do love the idea of a mini map but more in the style of  the maps in TES:Oblivion. 

With a twist the map shows up but fades away after time because you forget and have to re open it to bring mini map up. 


Also could try set walking to drop foot prints from what ever boots you are wearing . Would not be to hard to add.

Take the bottom of each foot wear turn to texture export as png with a simple "Photoshop overlay filter you can make texture of each ground texture. That can be linked to the walking sounds.

That can be added to change per boot/textureonly like four or 5 sound types

(3 edits)

"Also could try set walking to drop foot prints from what ever boots you are wearing. Would not be to hard to add."

Believe me it would be very hard to add. You guys get a distorted view of game development by using the likes of Unreal and Unity :)

(Edited: FWIW this basic shield system, etc. took at least 120hrs I estimate to complete.)

P.S. I'm suddenly receiving a lot of comments in the past few days, after none for 200 days... do you know why that might be? Just a coincidence? In any case I left a comment here ( https://itch.io/post/3401711 ) because I found that game/demo via your recent posts when itch.io notified you joined. In reply to your post there, you can help with SOM and this project as long as you can find a way to contribute.

EDITED: Matching the footstep sound to the ground surface and changing up the acoustics will be in the finished (first) version. Although I'd really like to reproduce the PlayStation's sound system because that's probably the only way it will ever sound like the original. It actually has acoustics too, but I think KF2 only uses a generic reverb effect. For some reason the reverb is crazy soupy too. I don't know if that's normal or how it's configured. Probably the latter. But I think it's consistent across the entire game.