Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Arowx

371
Posts
73
Topics
113
Followers
4
Following
A member registered Feb 18, 2014 · View creator page →

Creator of

Recent community posts

Models in a Unity Scene.

House

Elf

Attempt at Reindeer

Pine Trees with and without Snow.

A jolly looking old fat man. made in blender.

Character Generation Screen WIP.



Beginning of character generation screen, different body types and head types.

Just a couple more starter items...

Few more bits.

Ranged weapons light and heavy crossbow and slingshot.

Light, Medium and Heavy Weapons


Light and Medium Weapons

Started working on the weapons, Needle, Dagger, Hatchet

First attempt at a 3D Mouse model, does this look OK for a Mouse Knight.

What do you think?

Head too large, body too small, too cute?

OK I'll see what I can do.

(1 edit)

I previously made GLOVES - Ultra a FIST rpg toolkit this tool for the FIST role playing game system.

It let's a user generate a character, NPC's a mission profile and play a turn based game in a procedural generated building.

I could maybe build something similar for Mauseritter.

What features would the Mauseritter community want most?

  1. Mouse builder
  2. NPC builder
  3. Mission builder
  4. Turn based player with built Mice, NPCs, Mission setting.
  5. Other features that would help a DM or Players?

Would that be OK?

Unfortunately, I lost the GLOVES project to a computer virus, but I hope I can build something similar in a month.

Screenshots from GLOVES:







Tried the Mouseritter Discord invite not working - Invalid Invite?

Could you try it with another browser to see if it's opera gx please?

Seems to work OK in the Edge browser for me did you use a different browser?

Could you record the game breaking and post it please, or screen grab it?

(2 edits)

Cool I'll post screenshots as I go...

Working on a mini world level.


Improved tank models, a fort and a road that needs some work and sand dunes (elements brought in from previous unfinished game jams).  Updated intro screen, going for Tank Dungeon Apocalypse as a WIP title.



https://arowx.itch.io/dungeon-tank

It's just a rough prototype but extending it into a fun game and building it up into a horror game in time for Halloween would be ideal.

Would it be OK to enter this in the JAM?

PS Managed to make it in a short space of time as it re-cycles modular code from a couple of older projects and used basic 3D blocks so it's only a prototype.

OK might not have made it in exactly 60 minutes but was able to throw together this from code I have used in other projects, probably pushed over the 60 minutes line by debugging and adding and testing new code.

Had fun let me know what you think.

PS Not modelling anything and using basic 3D cubes really help cut down the time spent on a prototype project like this.

(1 edit)

Cool thanks for the feedback I will have to circle back and improve this later.

You missed https://arowx.itch.io/aliens-r-loveable which is an earlier attempt at a rogue like game.

And https://arowx.itch.io/salvagerl which is a space salvage simulator that uses the "rouge-lite" time only moves when the player does mechanic.

OK

Well, the idea would be to take the characters and code and add the theme and gimmick to a new set of levels?

Or use the existing project as a base for the new game so the levels and theme/gimmick would need to be added from scratch as they are not in the Late Shift game?

(1 edit)

Or could Late Shift Larry have a new adventure?

https://arowx.itch.io/late-shift

If you rate the game any and all feedback is greatly appreciated?

Added the model for a door still need to ensure it appears in the mini map properly and can be opened/closed or locked/unlocked.

Basic LOS minimap level revealing.

(1 edit)

LOS Testing of enemies on map, not perfect as enemies at 45 degrees can be visible in view but invisible on map due to single raycast test.

Should I add discoverability to the mini map where only visited and visible tiles are drawn to help players work out where they have explored?

Start of a mini map shows all enemies at the moment. 

Enemies sense and move toward player, Basic Melee Combat and Armour Mechanic working (looks the same as above image).

Should I post a prototype build for feedback?

Just using lighting to give the dungeon a visibility sight mechanic.

Movement limited to tiles, placeholder for basic player information.

(2 edits)

Enemies random moving and player able to move can you spot any bugs?

So, the players character (orange capsule) and enemies (red boxes) placed in a level.

Too many enemies possible for earlier levels, depending on difficulty e.g. HP.

Looks good, I'm just building from scratch so probably a lot slower to build up features/mechanics.