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Daza

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A member registered Jan 21, 2017

Recent community posts

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I enjoyed the Moscow one, this one looks like a step further with more units. I also liked the idea of playing both sides. However in my currency $12 for a 1 map game seems a little steep.   I wouldn't mind paying a more (like $15-18 usd) for a version that perhaps has a map editor where we can make our own scenarios to play (using exiting tiles and maybe being able to create larger maps too) and also an export option so others can play too (increasing number of maps), as well as creating challenge scenarios where the player has to win in 10 moves etc. I believe the dev is working on another game so likely these ideas might not see the light of day for some time.

Thanks for the update. Here is a new screenshot showing some background weirdness, these are like flat colored squares and are seen in the background of the city block.  The other buildings otherwise appears to be fixed now in terms on of those earlier reported texture glitches.

Ok. Feel free to post in this thread when you do update (as i will get an email notification) and i can check if this issue is completely sorted in the next update. 

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Yes much improvement for me (build 3-8-2018), but some buildings are still glitching. The main building you start in is almost perfect, a lamp was glitching in the room i was in (see first pic below), but everything else inside and outside the building was spot on.  More screen shots of which buildings were still glitching. I didnt explore the whole block though just what you see.Lamp Shade Glitch

Lamp Shade Glitch





Also is it possible to open/close doors currently? 

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This latest demo is doing the same thing as last time, rather than having a single color fill for walls and floors etc, its many lines at different angles, patterns and colors and it flickers and changes patterns as you move (settings set to 1920x1080 and Beautiful). See screenshot below, apart from that I can move around fine. I have a Ge Force 1060  6gb.  Why is it messing up? is this a shader issue?

Glad you are still working on this game, screen shots are looking great and will look at buying it once i can play it when i can play it without the artsy glitchy graphics.  


This is neat. Would it be alright to use some screenshots for a text adventure game? 

I think with more features; and more building types etc you could make something worth charging for.  This would appeal to those who make text adventure games and wants nice looking city maps, D&D tabletop players who wants whip up something for a homebrew game etc. Writers who want to visualize their cities and towns etc. 

Some more suggestions:

1# Export options > PNG, Gif, PDF (maybe last one would be tricky to implement?)

2# Overlay options? More for top down view > Square grid and Hex Grid this could be useful for D&D table top games.

3# Polygon Stickmen like population? Toggled off and On. Some will be still and others moving in groups or/and individually, probably suit a smaller city. Topdown view could just be dots. If Exporting is in and GIF format is one of the options; it would be cool if you had polygon stickmen that you could generate a 15sec gif of them moving about. 

4# More zones; like farmland type zones that could have wavey lines and straight line squares as fields. 

5# Rivers

6# Walk speed slider or when at street level moving cam around will be at walking speed, unless you hold LShift to make it feel like you are walking around rather than zooming around too fast. A toggle key could switch back to normal cam speed if desired.

7# In light of my initial suggestion of making a commerical product with this to help fund to get in more features, i can see a continent option where one is generated. To save on CPU resources rendering a continent in 3d why not make the continent world map 2d.  And then you can place upon it city maps the Toy Town generated in RTS form upon it. This could be a 3d image that is placed on the map, when the user double clicks on this on the world map the 3d town version loads in.   

You could have a side panel that pops out with the list of placed towns so you can jump to them- the camera will fly across 2d world map to it and then load it.  So in short the world map cannot be walked on or viewed in first person. But the cities made as per normal can. The world map just gives a means to visualise where the cities and towns are in relation to one another.  

Also there could be clipart like images that can be placed on the world map (custom import option to) such as icons to depict types of terrain, mountains, forests etc. 

Thanks for your reply. 

I suppose you can add more side missions and possibly another campaign in the future as DLC, along with more cards and decks too. 

As far as community involvement with game events, why not have a competition for player submitted ideas, these could be limited to, two lines (like elevator pitch short) and you could pick the best 10 or 15 or something and implement them in the future.  You could take this idea for side missions too, this would be fun for the community to be involved and also perhaps some ideas will come to light you would of never thought of since you are a one man band.  Anyway just some ideas. 

I like the idea of this game a mix of CCG and RPG and XCOM with some dynamic play along with a linear plot path it seems.  

1# How replayable is this game? Is it possible to keep playing post game once the story is completed? 

2# Will there be any possibilities players can create content, in the form of small events or whatnot? if so will there be an event editor built into the game or would they have to be knowledgeable with scripting or a game engine to do that sort of thing?

 I think it would be cool to be able to add events other players make as to add to the pool of random events that can occur.  

I hope this will change in the near future. Am looking forward to this game, will probably buy into the ea if this will run properly on win 10.

Good work!! 

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Thanks for your reply Dan,

Actually my interest in this game goes back to when you created a reddit page for the Hit a year or so ago, and posted on there with suggestions etc and after a while it seemed the game was dead, so was glad to know you are still working on it as its a great idea and the scope you are going for.  I believe you are a one man band on this project so understandable there are somethings that you haven't had a lot of time to catch up on. 

My PC Specs:

CPU: AMD 8320 8 Core @3.5ghz , 64bit, Win 10, 8 gb Ram, Nvidia Geforce 1060 graphics card.

This is what it looks like. Also notice the skybox looks fine. It flickers as you move. 

On a side note, i think your game could have some graphic modes, like Black and White (like a b&w movie style- maybe some film grain texture filter layer on top like Mass Effect did in their early games) and a mode where it looks neon cyberpunk just for something different or someone mods the game with a cyberpunk flavour..

I only have the demo installed which when played the graphics looks like it has corrupted textures that flicker as you move about, the building structures are fine though but nothing like the screen shots. I suggest making all development builds free to play and make it only mandatory to pay when most of the gameplay is in (like some games are on itch) and lock the last free playable build as the demo, this way you get more people interested in the game rather than play the current empty world demo with glitchy graphics, not a good impression. 

Great stuff! Thanks for all the hardwork. I really like how the Tiny Dungeon is looking, in many ways these look better than the larger voxel models because smaller sometimes likes more refined in detail.  How are you converting the 2d sprites to 3d voxels? Are you just doing it manually with the character model maker in RPGinABox or is there some program that can convert sprites to voxel? which if it was doable (i have no idea) could be a neat feature in itself especially if users out there already have many of their own sprites or using some free sprite apps out there could decided making characters in sprite form is quicker and then convert it automatically in RPGinABox (again if that is actually possible to code in?)