My bad! Thanks for the response馃樃
Bairnecessities
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Thanks for listening! 馃槑
It wasn't an important factor for most regular enemies because I saw them more than once and could choose my spell accordingly.
I noticed on the boss specifically because I hadn't encountered him before and I had to figure out what worked best by trying all my spells (On a related note: I hope there are many more bosses like that one. It was genuinely challenging and I felt great when I won!!)
One idea I had just now: I think it would be really cute if the numbers fell over as if they hit a wall and got knocked down 馃樃 for example , " | to ___ ", where " | " would be a normal number or 0掳 rotation and " ___ " would be a 90掳 rotation. I hope that makes sense 馃檲
Good luck and keep us posted!
I loved this demo. The sprites were cute. The controls were responsive. I loved the sailor moon vibes. One thing though- and this is such a small thing- attack numbers seem color coded and I'm not sure I quite understand if I'm doing damage or if it's halved ? Maybe I'm thinking too much about it. I really enjoyed this demo and I'm looking forward to the release!
Hi all,
For the last 5ish years I was teaching secondary and adult literacy. I also did a far amount of union organizing, so I am no stranger to getting groups of people together. Before that period in my life, my background was in the arts. I love writing, film making, and print-making, and at some point I could play 10 different instruments proficiently. I LOVE LOVE game making. In general, I find joy and belonging in working in collaborative spaces with artists of all types.
I am a novice in Unreal Engine with about a years experience and 1 rough prototype that I collaborated on with my brother. Recently, I was really inspired by some of the Toge games in terms of scope and size. If you haven't checked out Giant's Path, I recommend you do so (it's free to play).
I am interested in making games with social critiques and/or strong narratives that are open for all to enjoy. However, my expectation is that this project is fully consensus-driven and collaborative. I don't want to do something I don't want to do and I don't want you to do something you don't want to do.
If you're interested in collaborating, these ideas should give you a pretty clear idea whether we mesh and you should reply, so we can connect! If you think they're boring or I'm boring, I wish you luck. If you're a pirate, plunder away! Here they are:
- A survival game on the planet Io where you're abandoned on the volcanic surface by an evil corporation.
- A Lord of the Flies-JRPG where you're stranded on an island inhabited by Nazis.
- A wave game where you play as a dying swordmaster who must help townspeople flee during a giant mech attack.
- A silly "LeMons" racer game
Time is often a crucial factor. I live in California PST. If you're a planner, as I am, you may expect a few hours per week or a 1 or 2 month commitment (which of course depends on who is interested among other things), but, of course, I am open to collaborating on that as well.
-Jamie
Hi,
I also feel weird AF working with other people I don't know. I would think, if they're posting here, they probably accept the necessary awkwardness of getting to know you. It is kind of scary and that's ok. I found a blog post on itch that was helpful for me. Perhaps it may be of use to you too. Scroll down and see best practices. TLDR: start small, define roles, set goals and respect timezones and each other
https://itch.io/blog/1038830/collaborating-with-other-game-devs-online
Hey Jun,
I feel you on the isolating part. I'm a writer at-heart and I thought that was lonely until I started game dev!
My game experience is all in Unreal- I love visual scripting!- but I'm a multi-hyphenate creative. Before this I taught secondary school.
But I grew up doing music, theater and film and missed working with other creatives, so I'm pivoting back into work that is more nurturing for me artistically.
I am open to chatting in more detail @bairnecessities on Discord