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Hi! My name is Yonghai Yu and I come from China, And I am an indie game developer. Sun Wukong VS Robot is my first game that saling online. And it's a mini retro pixel metroidvania game. Mobile version gameplay GIF : Cinematic Trailer : https://www.youtube.com/watch?v=QYTicb0GhuU Gameplay Trailer : https://www.youtube.com/watch?v=VWXRwKbhXTw Store Links : Steam : https://store.steampowered.com/app/1008830/ iOS : https://itunes.apple.com/us/app/sun-wukong-vs-robot/id1451432651?mt=8 Android : https://play.google.com/store/apps/details?id=com.bitca.svr Demo can be download on Itch.io : https://bitca.itch.io/svr Develop in Construct 3.
Hi all, I am here to present Relic : Tale of the Undead Princess, a retro 2D action-adventure game. On the menu : Greenlight, trailers, playable demo and upcoming release ! OVERVIEW The princess is dead... But she is back ! The last hope against evil forces. Help her explore the realm and succeed where all heroes have failed. Relic : Tale of the Undead Princess is a retro 2D action-adventure game, with a fine blend of exploration, puzzles, secrets and challenges ! GREENLIGHT Support the Princess on Steam > Relic on Greenlight < I am not asking for "likes" it, but if you enjoy the concept and gameplay, a little help is always welcome. Thanks More resources on the Steam Greenlight page : trailer, screenshots, features and playable demos. DEVELOPMENT I work alone and I handle the programming, production, game design, level design, QA and misc art assets ; for everything else (main tilesheets, sprites, music) I license asset packs from artists and asset stores. Full detailed credits in the game. - Estimated play time : 8~12h, depending on player experience and game completion - Game size : ~200 playable screens - Team : myself ! - Development time : ~1 year, from scratch - Platforms : Windows 7/8/10, Linux (tested on Ubuntu 16.04 LTS) - Release date : TBC ~ Spring 2017 TOOLS - Tech : The game is developed in TypeScript, using VSCode and SmartGit. It is using the Phaser engine, in its latest pre-CE version, 2.6.2. On top of which I add my own gameplay framework, a json data-driven Entity-Component-System architecture. - Art & design : I'm using Pyxel for misc pixel art and Tiled for the level design. - Production : handled with Trello and Toggl, plus a collection of ad-hoc prod assets. - Shipping : The application is packaged with NW.js to deploy as a desktop executable. Thanks for reading - I hope you will enjoy Relic : Tale of the Undead Princess !
Hi all, I am here to talk about RELIC (working title, release title TBD), a project I've been working on for a few months. The game is currently in development ; a portion is fully playable but the product requires additional testing, content and beautification. OVERVIEW RELIC is an action-adventure game in line with 2D Zelda (TLoZ, ALLTP, DX, OoA, OoS). Details of the scenario are still to be defined, there is a semi-opened outdoor exploration area, interior dungeons with a mix of puzzles and challenging fights, and the need to collect items in order to progress. SCREENSHOTS Visuals are temporary, captured from the latest game build KEY FEATURES - Retro style but smooth gameplay with modern accessibility - Dynamic action including real-time combats - 4 outdoor environments with distinctive themes - 5 dungeons with their share of puzzles, monsters and exclusive boss - 16 items to collect, each granting special abilities or aptitudes (8 active, 8 passive) - Explorable "onion skin" outdoor world that unlocks progressively - Diversified bestiary with 20+ types of enemies and behaviours - Rich interactions, including traditional switches, teleporters, obstacles, secrets, etc. INFOS - Estimated play-time : ~10h, +~5h completionist - Size of the playable area : ~150 game screens - Team : me, all by myself ! - Development time : ~6 months starting from scratch (~4 done, ~2 left) - Platforms : desktop (Windows, Linux, MacOS), web (HTML5) - Release : ~summer 2016 TBC on Steam and itch.io DEVELOPPMENT I work alone and I do all the programming, game design, level design, production, QA, and I also create additional resources and art assets when I cannot find/buy what I need. The game is fully playable in terms of "flow" (player progress, items, gameplay mechanics, types of interactions, etc.) but only ~20% of the content is really completed at the moment (level design, puzzle variety, monsters balancing, beautification). The "finished" portion works as a "vertical slice" I intend to use to start focus tests as soon as possible, in order to collect player feedback and drive the upcoming iterations before moving on with the rest of the game. The work left is mostly filling and dressing, but also integrating all the secondary content : scenario, tutorial, audio, etc. ; as well as some late features : options, customisable controls, graphical filters, etc. BIO A few words about myself, in case anyone cares - I worked for almost 12 years in the game industry as lead programmer and producer for AAA PC and console titles. I've now been creating my own games and learning about game design for about ~1 year, with a first small project released on Steam a few months ago. My activity is not profitable yet, but it's a good way to gain experience with the "business" and "publication"-sides. My goal is to capitalise on my developments and reach a larger market/public with time as I progress, while finding other like-minded creators to join me in bigger productions. PARASITE on Steam TECHNOLOGY For those interested in the technical side - The game is developed in TypeScript, offering a good balance of productivity and maintainability. The underlying engine is Phaser 2.4.4 and I used Tiled for all the level design. This is a simple yet robust and efficient and tool-chain. In parallel of Phaser, I have developed my own custom ECS framework (Entity-Component-System) to maximise the reusability of all logic elements and blocks of gameplay. I intend to build on this framework and expand it with future projects, such as a dungeon-crawler and a coop-shooter, which I expect to be shorter to complete starting from this base. My ECS allows a fully data-driven approach, where all the gameplay is specified in the entity definitions (.json) and the instance data from the level file. It is therefore possible to integrate content, create new feature combinations and balance existing elements without the need to "re-program" any gameplay. It takes longer to get results than coding the gameplay directly, but in the long run it is a lot more flexible and reusable. Still in the interest of factorisation, my entity definition files (prototypes or blueprints, depending on the terminology various frameworks use) support multiple inheritance. CONTRIBUTORS Graphical resources used so far are created by 3 artists. All assets are licensed for commercial use and/or are distributed under CC0/CC-BY(-SA) Henrique "7Soul" Lazarini Environments, enemies http://7soul.tumblr.com/ Michele "Buch" Bucelli Environnements, various entities https://www.patreon.com/buch/ Carl "Surt" Olsson Additional characters http://uninhabitant.com/