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Nefisto

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A member registered May 08, 2018 · View creator page →

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INSANELY good idea mate, 5 stars for sure =D congratz

Great art and sounds, but I actually didn't get the flow that you expected us to get, I mean, if I go right from the fire and them go left, I didn't get back to fire, so its kinda fell like a linear game that the dead is the only possible reason

Good memory game. The use of the theme get a little too subtle imo. Also I have a felling that you kinda forced a HUD text into the game, you really didn't need any information at all to make it undertandable

Too big collider on character make the movement kinda hard to control. Good use of the theme, good entry =D

Amazing transition shader =D great job, smart use of enemies existing on one side only and we need to move them to correct positions to unlock some parts of the stage. Fun and solid, great entry

Amazing work on level design, congratz. Really fun and solid game =D

Fun puzzle =D unecessary UI imo and its missing a little more sounds, but solid gameplay congratz ;P

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[Closed] Found someone already, thanks for reaching out. We will still sharing the work done through this channel, so check it out if you wanna to know more about it: https://discord.gg/6wfW8cG4ST



TLDR; Looking for a friendly game designer, any additional knowledge is a plus, to help me on the process to create content to my game, by content I mean, skills and enemies mechanics, balancing battle, damaging and any other numbers and testing gameplay. I open to proposals, so if you wanna money send me your rate, me your percents and if your have some other idea send it too.

Hello, Nefisto here, I'm a professional unity programmer (3 years daily experience with unity) that has been working on a small personal project on the last months (4 months +-) but only on free time and lately I didn't have much of it so I didn't have made too much progress, but from now on I'll have some extra daily hours on my belt and I want to push this forward. Lemme talk about the game first, its a fast-pace with semi-automatic battle roguelike RPG, take a look at the gif

gif -.-

The loop iteration is like, you have a specific amount of battle before the game end, you will be walking around killing some bosses to get more battle tries, trying to drop better weapons from enemies on the proccess to get as far as you can before you reach the battle limits (didn't implemented yet).

I have implemented some initial core systems: battle, skills, inventory, attribute and database, we have some partial work done on the hud side, also implementing a debug screen, the left screen, after each feature to simplify the test process. I have something like 3-4 core features to implemente before actually starting caring more about content, it represent some weeks of work.

Everything still on the barebones, but I kinda know the direction and the target that I wanna achieve, the plan was to create and validate content (make it fun) while finishing the other features on the next months, then looking for an artist and composer when the project has a more well defined shape, maybe some pauses on the middle to fund some extra money.

What I need from your side:

  • Skills design: on this game the skills come from weapons, and each of them has an specifically behavior, I want u to help to brainstorm a list of skills that synergy well with monsters
  • Monsters mechanics: design some different type of monsters, again, it should synergy with the other systems, for example, a bat the multiplies itself the could be easily countered by a weapon with an cleave attack
  • Numbers balance: Help me to balance damage, healing, regen, experience, level, attributes, etc... basically make the numbers to have some sense. I have made an attribute system to allow players to generate different builds, you will also need to help me to work around it and make it work
  • Create weapons: each weapon has a number of skills that it can have, you should help me to mix the skills in a way that makes sense
  • Play the game: this is a key to spot bugs and find boring parts, so I expect you to do it a lot
  • Someone to talk about the game: I expect that we keep in touch constantly,
  • General things: Anything else that you could do would be awesome, a lot of work requires just small knowledge on unity, so being proactive its always a plus

OBS: I think that it gets clear but just to say, we will make everything together, we will be in contact constantly to decide and sharp those features

OBS2: Each of those features has a designer-friendly approach, so will be really easy for u to understand how to start creating and tweeking new things

OBS3: When I said implement or design I'm talking on paper/head only, I will make the work of passing the ideas to code (I also think that it get clear, but just to make sure)

OBS4: I'm totally open to hear, think about and change features, but the last word will be mine

OBS5: I will be working from now on something like 3~5 hours daily, so would be great if you could collaborate on similar amounts

OBS6: I live on -3 GMT, Brazil, if you live on some near timezone is a plus

I don't have a lot of money to invest on it, but I have some, so if you get interested on it send me your proposal and if possible something about your "idea guy/design" abilities. You can contact me through DM, comments, discor: Nefisto || Nefisto#3403 or send a mail to: joao.gavron@gmail.com

OBS7: I'm also trying to start create a community around this game, so if you liked the idea and just want to talk about/accompany progress or just wanna talk bout game dev, I will be working on this project daily from now on, so just enter here: https://discord.gg/K5cghHu4Z

Thanks for reading ;P

Hey mate, this link would help u https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@16.0/manu...


Just add those pixel perfect component to the camera and set the pixel snapping settings =D

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EDIT: I've received a lot of good proposals (and some of them not so good), so I chose between one of them. Thanks to all the community to get in touch <3

Hey there.

TLDR; I'm offering my game dev programming skills (Unity) to work 4-5 hours (monday - friday) daily for your small (3~5 months) scoped project for free (revshare).

What am I offering?

Basically my time and skills. I'm willing to spend 4-5 hours daily (monday-friday) to work on your project for a piece of the cake (revshare).

About me: I've been programming for the last 6 years (before and during university), but decided to try to live from game dev for almost 2 years, it's a work in progress, today I feel very comfortable to working unity so I think that I have more than capable programming skills to implement your ideas if I can say so, but my resume is basically jams, some small freelances here and there and a published tool for unity. (I'm still working on a website portfolio)
IMPORTANT: English isn't my mother language, I think that my speaking skills are intermediate/advanced, but it's also a work in progress. But we can speak about some subjects on discord, then you can decide before we go any step further ;P

What am I looking for?

  • For a small scoped project, something that can be released in 3-6 months. Or some mid term project that plan to crowdfunding (or something similar) in some months, so we can talk again after the campaign.
  • Just want to be sure that you have a good plan and resources to publish your game, not only the idea without any skills or plan.
  • [Bonus] If I could start from a fresh project its a plus, cause them I architecture things in a way that I like and can say that I made all the mechanics when in portfolio, it's better for me.
  • [Optional] Daily I work using Jira and Plastic, so would be awesome if we could use this tools to plan and collab.

If you want to talk, you can reach me up on:

Mail: joao.gavron@gmail.com
Discord: Nefisto#3403

(3 edits)

[I don't know if this must be here or in General dev, so sorry if it does not belong here]

Hello, I have been working on a drop table solution for the last months and at moment I'm (probably) almost ready to have a beta version. I'm still working on documentation, so I don't have one to share right now, BUT I have made a sample scene with some cases that I think are common enough to cover most scenarios (that came to my mind) for an initial version. So I'm looking to get some feedback and critics about the whole thing, cases that I'm covering, the idiom that I had chosen, the code itself if you think is necessary, any kind of tip will be welcome. To be honest, I want to know if I have some public for this plugin before I go on, otherwise, I'll just finish some details and go on to the next project. I'll make a list of cases that I'm covering in the sample and if you want to know more you can watch the video in the end. This isn't a big plugin but I tried to make this with APIs that I would like to have if I got a similar system so I really appreciate any kind of help.

[TLDR] (The video will contain "almost" all this information) Video turned out to get longer than I expected, so if you intend to watch I suggest the topics N-attempts and Modifier, they're the better parts in my opinion.

Last but not least, if you can solve some problem in Known problems topic you'll automatically win an imaginary cup of coffee, so solve it and enjoy


  >>>>>>>>>>>> Video <<<<<<<<<<<<<<

Brief about architecture

I have divided the system into 5 parts:

  • Drop table: Main part, this is a scriptable object and it controls almost every aspect of your drops. It has your drops, callbacks, modifier, rules and it's from where you will (usually) request drops.
    Drop table
  • Drops: This is a plain class that should exist only inside Drop Table
    Imgur
  • Bag: When you request a drop you will get a bag as result.
  • Loot: Is similar to Drop but it contains only the entry and the amount.
  • Logic: This is the logic that will run in the background when you request a drop, you can inject this on each table or use the default one.

And we have some concepts to be aware of, by default both the modifiers and the rules are applied each time that you enumerate over the table in the following order - Global modifier -> Local modifier -> Temp modifier (when it exists) -> Rules.

  • Modifier: Modifiers has been divided into layers, inner layers override outer layers, so Temporary modifiers override Local modifiers that override Global modifiers, modifiers are based on an Func<Drop, bool> as a filter, and an Action<Drop> as the proper action that will be applied to each drop.
  • Rules: Can only be applied locally and it will work as a drop list filter.

Cases

In some cases where I don't think they're really necessary, some of them are really simple and sometimes more a guideline than a sample by itself, but as my girlfriend has said "nobody will complain about it being too documented", so I have kept it in.

  1. Simple: Illustrate the base case, it's a simple table with N items where each item have K chance to drop at each call
  2. Weighted: Also a base case, but now we get only one drop each time, the chance of each item is based on the total weight of all items in table, so increasing the chance of one will decrease the chance for other as the total sum of percentage must be 100%. Also, you can have some guaranteed drops set in the table which, in this case, means that you will have more than one drop (the one dropped by the table, and the ones you set as guaranteed).
  3. Tables containing tables: Here we demonstrate how to work with tables that can drop other tables with two examples, one showing to user their drop after each attempt and the other goes through each possible table and only getting final items in our result bag, it also shows how the system works with edge cases as an infinite loop between tables calling each other infinitely. EX 1: We drop items and other tables, every time the players drop a table they will be notified about it before the table was rerolled into another drop. EX 2: Tables are being used to simplify my design and I don't want to notify the player about this so the player will receive only final items
  4. Game Object: Here I'm only illustrating that the solution only works with scriptable objects, so if you want to instantiate something you will need to have a layer of scriptable objects where your game objects are contained. EX: I will randomize the goblin status based on a template before instantiate.
  5. N attempt: This will present us the concept of rules and use it to illustrate some custom approaches. EX: Drop a specific item after N drops OR guarantee at least one item for some quality in a pack with N drops.
  6. Instance Table: Sometimes we want to do something definitive to the table, eg. remove some drop or set some drop to null. Here we show how to create tables instances to work with. EX 1: We want to remove a drop after each attempt and refill the table based on a template when the table is empty.
  7. Repeatable: This is more a guideline of how to control your table to repeat some drops. EX: To avoid this scenario: the players didn't like the dropped items, so they reopen the game to try their luck again
  8. Modifiers: Here we have two examples, both show how to apply custom modifiers to some table, and how to add modifiers that CAN or CAN'T be removed. EX: This table will get a bonus percentage of drop based on player gathering skill OR this table will take in count the monster rage level when he dies to apply modifiers to drop.
  9. Custom logic: An example of how to create your own logic and make the table run based on it
  10. Global modifier: Similar to local modifier but is globally applied, so this rule will be applied to every table in the project when you call for a drop. eg. you want to double the chance of everything for some time.

Known problems:

  1. Modifiers will be applied when enumerate drops that should be validated verifying some conditions iterating over drops. This is recursive and will cause an stack overflow exception

Problem

In this case we can just iterate over original drops instead of custom drops, but and if I want to validate based on some custom value?

  1. Modifiers aren't being serialized what means that it need to be reinserted when some tables are loaded

Thanks for the feedback. These ideas are really great, multi-ball will add a lot of fun ;P wish had that idea before hehe

Thanks for the feedback and sorry for this game over screen, we've made it in the last hour of jam and forgot to anchor so things messed up ;P

Thanks for the feedback ;P