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Daza

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A member registered 210 days ago

Recent community posts

(Edited 1 time)

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?)