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HudHav Productions

26
Posts
A member registered Apr 12, 2021 · View creator page →

Creator of

Recent community posts

Thanks.

Thanks, the particle systems took way longer than they should have... 

Almost a day and a half for the light that follows you.

Thank you.

I agree with all of those, but during the process I didn't think about the soundtrack... but a non hit attack sound effect is a good idea.

 Its a great first attempt, I like the running animation.

Thanks, I was thinking if i implemented more ranged attacks and mobs, I might be able to make it sort of like a rogue-lite but in first person. I am a single programmer not a visual or audio designer, so it is definitely lacking in those regards. I am thinking of making a ranged weapon in addition to the melee ones. the light with the particles took almost a day and a half, it was an unnecessarily long time.

Also, I just remembered, by my calculations, it should take over an hour to finish the game... because of the procedural generation, it may take as little as 20 minutes or as much as over an hour.

Thanks, I tried to do some optimizing stuff, like culling objects that were farther than so far. but i understand how there could still be low FPS.

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Yes the whole maze is procedurally generated, this is a simple way to do it: 

I made some tweaks to it though, to make it more maze like.

thanks

It definitely needs some help, but I think with a little more work it could be a lot better.

Thanks.

Ok, I figured your game out, it took a little bit, but it is very interesting. i think i like it and its very personalized

Thanks, I couldn't figure out what I was supposed to do in your game, sorry.

You just have to pause it with Esc. then hit restart, then it will make a new map that you should be able to get out of.

Yes the door issue is part of the procedural generation, i don't know what's wrong.

Thanks, I tried.

can you put a file on its page for downloading the soundtrack?

your welcome and thank you

I feel like an underwater game would have less snappy controls, but more force and applied drag than direct turning. I just applied physics, used a torque for rotation, and set the angular drag higher.

Great game, I agree with what you posted on my game, they are very similar, but yours is overall more refined. The only thing is my controll sceme makes more sense.

Me too, it is called The Call Of The Depths.

sorry, I actually cant team up this time.

if so we might be able to organize something. 

I'm not at all a professional but I do a bit of programming, but can two people work together on the same project simultaneously?