Cool! Can't wait to play it!
Recent community posts
Latest footage, for the spotlight!
I know I promised to keep the server up, but currently we have some game breaking bugs. Once they are fixed (a day or two) will push up a public version!
Special thanks to these great people for joining in the test:
Just a small suggestion, classic isometric perspective is slightly different. There are a bunch of documents about it online (ideal angles etc)
Would help to make it look even more awesome!
Update on my multiplayer roguelike:
Implemented enough to show. Not yet enough to be a viable game :D
I've put a proof of concept server up, mainly to test network code.
Feel free to play around with it!
WSAD - Move
Left click - Main hand item use
Right click - Offhand item use
I - Inventory
Esc - Disconnect
HEAD SOUTH to enter dungeon
(EDIT: POC 2 posted, location update bugfix)
Maybe either have more keys or mark the key chests differently so players have to decide whether to go for more chests or not. Give them something to think about 😂
By the way those numbers following you are absolutely spooky!
Loving the graphics! Controls look tight as well!
If I may give a suggestion, AI will be very important as it is make or break whenever you have hordes of enemies. See left 4 dead and FEAR. What makes them so much fun is that the enemies spread properly and work together against you. They will try to surround, and they will try to get around cover. Look at Swarm AI and Utility AI methods.
Very Zelda like! I like it. Give us some good puzzles!
What a cool way to handle random generation for game jams! My issue with random maps is that they always take so long to get right and which makes you settle on "good enough" when you run out of time. Your way gets rid of all the stuff that goes wrong like corners, hallways, etc! Good thinking
This is a month-long game jam, so we thought to go a bit ambitious:
So here are the first screenshot of our WIP Multiplayer Roguelike ARPG!
The theme of this jam is 30 second quest. We are thinking to have dungeon environments be filled with Aether, which is toxic to humans. If you breath it in for more than 30 seconds you start taking very rapid damage. However, you can hold it off using certain artifacts, spells, abilities, and items. This adds another level of strategic thinking to the mix.
The game will play sort of Dark Soul-sy in its pacing. You really have to think about attacks, and when to defend. Difficulty is definitely something we are focusing on in terms of balance. There will be a need to learn enemy attack patterns. On the art, a lot of focus is being put on enemies telegraphing their attacks.
Art style is rather simple at the moment. The minimalism is real in this one! We have not done our "beautification" yet, but we will be keeping this simple style. It simplifies animation, content creation, and eliminates the need for up/down animation (because of a lack of legs).
At the moment, we are working on the base systems, then finishing the town, then we will be working on dungeons. Still undecided if we will be tackling random dungeon generation or PCG for this jam. One month is still too short!
Stay tuned for weekly updates!