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lectronice

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A member registered Sep 12, 2014 · View creator page →

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I'm impressed by how much emotion you've managed to create with so little. Of course, it resonates deeply with the current situation, but even then, the dead simple repetitive game loop is a perfect fit and binds the few screens together with great elegance. I was hooked, not knowing what to expect until the end, even when the numbers seemed to indicate a positive outcome.

A dream-like experience indeed, with apparently nonsensical descriptions that still make sense, and a beautiful old school dungeon crawler atmosphere that twists the genre into something unique. It felt like a short but fully-fledged adventure game, with a mysterious ending to say the least. Now we should all share our shards of thruth, shouldn't we?

Beautiful and esoteric wandering through surreal achitecture. I liked how it plays with your sense of scale and gives a strong cinematic vibe to every object no matter its size.

Great atmosphere! It reminded me a bit of The Sea Will Claim Everything. Even if it's totally different, there's a similar mood, something uncanny, yet familiar and friendly.

Lovely visuals and sense of discovery! I love how after reaching that special corner, you realize that maybe you're the one who've built everything, or that it's up to you to build whatever comes next. It's how I like to interpret it, anyway :)

Well, I'm very much into procedural generation at the moment, and the algorithm is fairly basic, it's just a drunkard walk. Pathfinding, camera, menus, texts are all handled by the engine (which I know pretty well) so I was able to focus on the rest. Visuals are also very simple, everything is made of 8x8x8 voxel models with a pure white texture and transparency applied to the floors and stairs, and RPGiaB's voxel editor is very fast when you're used to it.  Sounds were created in a few minutes with the integrated SFXR. The big headache was managing the stairs, which are still broken in certain situations, but hopefully not their navigation paths. 

Awesome, thanks for trying it :) This looks like some kind of GPU issue, the tiles are supposed to be transparent but  their top part seems to be  invisible... There's something weird going on between the transparent material and the lighting source, maybe OSX handles it differently, or it could be a Godot bug. I'll have to investigate further!

Thanks for your feedback! I agree the small cubes can be hard to spot. I thought about making more distinctive shapes like arrows instead, so maybe I'll try something like that. Regarding text, I've used a tooltip function that activates when hovering objects, but the engine can't handle it without the mouse at the moment. It would indeed be useful to display text when the character is next to an object or activating it. I could also use an actual dialog window, but it would require more actions, so this will need more experiments. Also yes, the character is very nondescript, I'll probably add more distinctive features in a future version.

I'm glad you liked it, I think I'll try to expand the concept with a bit more roguelike components, for example having to visit several "rooms" on the same floor, in a less linear way, to make the stairs appear, and allowing to chose the kind of room that will appear by using items you collect when exploring (currently it's far from obvious, but chosing left or right triggers a different algorithm and create a different shape.)

Thanks for checking! Seems like nobody had issues on Linux so far :)

Dang, thanks for trying again, I'll see what I can do with the developer of the engine I'm using.

I'm not sure if the macOS and Linux versions work or not, please let me know if they don't.

Thanks, glad you like it!

Haha, thanks for trying it! My goal was to let it open to interpretation. I'm still not quite sure what it actually is (which is nice, because I can interpret it in differents ways myself) but I will definitely explore this concept further.

Press Esc then cycle through color themes with C.

You can also press F1 for the list of commands, it might help.

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Yes, there are 365 levels. Technically speaking, 367 if you count the title screen and the week selection hub. And about a dozen unreleased experimental levels I made before in order to plan the whole thing. There are screenshots on the official website.

I still have a few major features to add: I'm currently adding commands to move books and pages around, and I'd also like to add a simple way to import/export source text. And a backup system that doesn't suck. And... well, you get the idea :) On the other hand, I'm definitely looking forward to work again on Phalanstery. I guess I'll do both!

Ok, the latest Linux build should now offer both 32 and 64-bit versions.

Sure, it should only take a few clicks, I'll look into it as soon as possible. I thought x86 would be better for compatibility (similarly to Windows), but apparently not, my bad.

The last time I tried to install a dual boot on my laptop was a disaster due to dual graphic cards driver issues, so I haven't tested Opuscule on Linux yet (and it's great if you can!), but I'll try to do so in a near future. Though I guess I could attempt to run it on my PocketCHIP...

Thanks for your kind words :)

My bad, it seems like I totally botched the previous update and some files are missing from the macOS folder, possibly because of a file export problem. My guess is Mac users of the first version weren't affected because Itch's update system didn't remove said files. This is actually good timing because I was about to release a new version with a Dutch translation and a few minor tweaks. Thanks for pointing this out, I'll release a fix in a day or so.

I know this version  of macOS broke a lot of things, so yes, it's possible the game isn't compatible with it. Thanks for reporting this, I'll investigate the issue with the developer of the engine. Could you provide any additional information? Does it crash at launch, do you get a specific error?

Thanks, glad you liked it :) RPG in a Box evolved quite a bit since The Egg, and it keeps getting better. It's perfect for any kind of voxel-based adventure/point & click/walking simulator, and very beginner-friendly.

True :) And it has the same function than a keyring, when you think about it: to open many different doors...

Very promising!

Love the view and the camera controls, I'll definitely try this mode as soon as I find a bit of time. I agree with rubemborges' feedback, andI'll add one detail: I think it would feel smoother if you didn't have to press the same key each time you want to move in the same direction.

The sprite conversion is great, it looks really nice, I'm looking forward to the next updates :)

Good idea, this may motivate others to see your progress :)

Hi! The controls have been updated, as described in this post: https://lectronice.itch.io/a-road-to-awe/devlog/3173/updated-controls

You can now hold the left and right mouse buttons to move in the direction you're looking at. I hope you'll like it :)

Hi! I'm glad you like the game, thanks a lot for sharing your video :) I'm always interested in watching people play a Road to Awe. Don't hesitate if you have suggestions for improvements.

Currently I don't think there's a way to set up a light as a torchlight like you describe, but you can create an empty model which emits light and use it as a tile, an object or even a character, and script it to move or appear/disappear when needed. There's no function to globally control the lighting of a map yet, so you'll have to set up a level with dark lighting and colors and use local light sources for now, but I believe Justin has planned more lighting-related features for the future. The new Godot version will probably offer a lot of new lighting & shaders possibilities as well.

You may want to try to export your models to the .vox format and scale them in MagicaVoxel, then re-import them. It offers various tools for advanced voxel manipulation, including scaling.

It has been discussed before and I believe it should be possible with the release of Godot 3, which will allow many graphical improvements. But it will take a while before it's released and RPGiaB is adapted to use these new features.

Hi! I agree these are interesting suggestions.

I think #1 can be simulated by setting up a character as a crate with a speed of 0 that you would move to a designated tile with the Move Character function. This would need to be entirely scripted though, and not ideal for real sokoban-like games. I've used this for my game The Egg.

#2 is easily achieved by using Remove Entity, or Put Entity to move the model out of view, or Play Animation to change the model's state to an animation with an empty frame. I've made extensive use of the third solution in The Egg to make platforms appear and disappear.

#3 could probably be simulated with lots of work, but would clearly require a whole new system to actually work for puzzle games.

I think #4 could also be simulated on a limited height by using timing, vertical animations and the Put Player function. Maybe using very steep stairs could also do the trick if set up properly, I guess that would require some experimentation. But yeah, proper ladders would be cool.

To sum up, at the moment, if you need #1, #3 or #4 for specific parts of your game, you can use some heavy scripting to give the illusion of such systems, this will need more development to work in a simple and user-friendly way.

Personally, I'd love to see such features in the future, they would sure blend well with RPGiaB's tiled-based approach.

Hi folks,

I've just found out about the Slow Game Jam on Twitter, and I'd like to contribute, even if I don't participate. I love the concept, but I can't submit because the game I'm working on was created before the jam started, and won't be finished before it ends. However, I believe it would really fit with the theme. I wish I had enough time to make a slow game especially for this jam, but sadly, I don't.

So I'm leaving this here, maybe some of you will find it interesting. I hope I don't intrude, ignore me if you think this post doesn't belong to this forum. The game I'd like to share with you is a contemplative walking simulator I'm developing from January 1st to December 31st. I create and upload a new level every day. The game is meant to be played at your own pace, whether it's daily, weekly, monthly or only once it's finished. The whole process is described here.

Thanks for your time, good luck with your submissions and keep the juice flowing!


P.S. If someone needs some ambient music for his entry, I can find a bit of time, so feel free to ask :)

Hi, try i dot love dot spam at lectronice dot com.

Strange, I don't have any black screen problem with the latest version. Did you unckeck "Export data only" when exporting? Maybe your game executable is out-of-date.

Besides, version numbers can mean anything depending on the project. A major number change generally stands for a major improvement. There's no reason to increment this number unless the developer thinks there is. And in my opinion, the project hasn't been "stuck" at all, on the contrary, Justin is doing a great job and development has been very active. In any case, this is alpha software, which means you can expect two things: it may lack some features, and it may break.

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Hi folks!

A few days ago I released a short atmospheric game about the meaning of life, adapted from Andy Weir's short story. It tries to be as close to the original material as possible, with minimal 3D visuals and a dynamic ambient soundtrack. It was made with RPG in a Box (still in alpha). I've been slightly obsessed with this story since I've read it many years ago, and finally found the inspiration to make a game after it. The gameplay is very simple, with a linear progression, in order to stick to the original message. Think of it as an experiment in translating a short story into a game. I hope you'll like it, any feedback is welcome.



The Egg is a short atmospheric game about the meaning of life, adapted from Andy Weir's short story, with permission of the author. It tries to be as close to the original material as possible, while offering an immersive interactive experience, with minimal 3D visuals and a dynamic ambient soundtrack.

The original short story was translated in many languages, and I'd like the game to offer the same diversity, but it's difficult to get in touch with each translator individually. Feel free to contact me on Twitter or with this contact form if you want to provide a translation in your language (or here on this forum, indeed).

You can read the original story here (SPOILERS!)