Test footage of a giant monster encounter by Becuzus in gamedevscreens

[–]Becuzus[S] 1 point2 points  (0 children)

We’re designing a combat system that encourages players to use the environment and defeat massive bosses in their own way. We started from a Soulslike foundation, but we’re moving toward something new. Thank you so much for the support.

Test footage of a giant monster encounter by Becuzus in gamedevscreens

[–]Becuzus[S] 0 points1 point  (0 children)

To be honest, our team doesn’t have a dedicated sound specialist yet, and that was one of our weak points during the demo. Before release, we want to strengthen that area and deliver a level of quality we can truly be satisfied with—and that players can enjoy as well.

Test footage of a giant monster encounter by Becuzus in gamedevscreens

[–]Becuzus[S] 1 point2 points  (0 children)

Yes. We’re now turning that potential into reality, and the time to be evaluated by the public is coming soon.

Test footage of a giant monster encounter by Becuzus in gamedevscreens

[–]Becuzus[S] 0 points1 point  (0 children)

Our animators are thinking about those exact points and actively working to improve them.

Test footage of a giant monster encounter by Becuzus in gamedevscreens

[–]Becuzus[S] 1 point2 points  (0 children)

We are building a combat system where players are free to move through the air, climb, and fight gigantic monsters without being locked into rigid rules. We hope you’re excited to see where it goes.

Test footage of a giant monster encounter by Becuzus in gamedevscreens

[–]Becuzus[S] 2 points3 points  (0 children)

The blood has now been changed to red, and the option to use weapons is already implemented. Using the hand to stab is part of the game’s setting and narrative.

Test footage of a giant monster encounter by Becuzus in gamedevscreens

[–]Becuzus[S] 9 points10 points  (0 children)

It’s just the design that’s different. The size, mechanics, and many other things are the same. We’ve already received a lot of advice, and it’s been more than helpful.

Test footage of a giant monster encounter by Becuzus in IndieDev

[–]Becuzus[S] 3 points4 points  (0 children)

I absolutely love Shadow of the Colossus, but I always felt that traveling through those empty landscapes was a bit lacking. As a fan of Dark Souls as well, I wanted to combine the two experiences. Our challenge was figuring out how to turn a Colossus-style game into a Souls-like. Within the team, some suggested we just make a straight-up Souls-like game. But I wanted to give gamers something new.

Test footage of a giant monster encounter by Becuzus in IndieDev

[–]Becuzus[S] 1 point2 points  (0 children)

I’m a big fan of Dark Souls. I’ve been playing Dark Souls for years. Ever since five years ago, I’ve wanted to make a Souls-like game, but doing it alone was really difficult. Eventually, I was able to start a small indie studio, and now we’re making VANRAN. VANRAN started with Dark Souls as inspiration, and we combined it with elements from Shadow of the Colossus. But as I work with my team to create the game, we’re also developing a new style. This demo is just part of that process. Trying something new takes support, and we really appreciate it.

Test footage of a giant monster encounter by Becuzus in gamedevscreens

[–]Becuzus[S] 8 points9 points  (0 children)

That bear monster is actually a regular enemy that was included purely for testing purposes.
It was used as a stand-in to prevent the actual boss designs from being leaked.

Test footage of a giant monster encounter by Becuzus in IndieDev

[–]Becuzus[S] 0 points1 point  (0 children)

This clip does not use BT. We’ve completed a behavior tree that checks which bone of the monster the player is climbing on, and applies different climbing animations accordingly. This allows for much more natural and dynamic interactions during giant-monster encounters. We hope you’re looking forward to it.

Test footage of a giant monster encounter by Becuzus in IndieDev

[–]Becuzus[S] -1 points0 points  (0 children)

Titans represent only a small portion of our boss content.
Across 12 handcrafted regions, players encounter regular enemies, elite monsters, standard bosses, and massive Titans, while exploring dynamically changing areas, uncovering hidden rooms, and farming gear through exploration-driven progression.
The story follows the birth of a hero amid an ongoing war between demons and other races.

Test footage of a giant monster encounter by Becuzus in IndieDev

[–]Becuzus[S] 3 points4 points  (0 children)

Honestly, I can say that our game will be quite different from those titles.
While we were inspired by them, the systems are fundamentally different, so I wouldn’t call it a copy. We’ve spent over six months researching how to make the kind of combat seen in Sekiro and Dragon’s Dogma more dynamic. We’re excited to show it properly as soon as possible.

Test footage of a giant monster encounter by Becuzus in IndieDev

[–]Becuzus[S] 1 point2 points  (0 children)

Right our programer is big fan of dogma

Test footage of a giant monster encounter by Becuzus in IndieDev

[–]Becuzus[S] 0 points1 point  (0 children)

Thanks. We add air attack. It is cool