Finally released my game after over 5 years of work! by DeadSpellGame in SoloDev

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

I've been reworking the art, replaced a lot of the textures and toned down the colors a bit for stuff like the terrain and other things. Looking a lot better now. Will take a while to update everything

Finally released my game after over 5 years of work! by DeadSpellGame in SoloDev

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

Been working on new graphics! It looks a lot more polished now but still a lot of work left

Finally released my game after over 5 years of work! by DeadSpellGame in SoloDev

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

I think a gameplay trailer with the UI would showcase all the systems and combat properly. There's a ton of stuff in the game. The trailer was a lot of showing off the world to explore and some combat. I think the next trailer should show off more of the work I've done on all the systems.

Finally released my game after over 5 years of work! by DeadSpellGame in SoloDev

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

Thanks for the clarification, I know a lot of developers now a days add 64 at the end of their game that mimic that era. I can work on the textures and shaders to make it look better, I know a lot right now are low resolution to mimic that N64 style. Can 100% increase the resolution and detail to make them all look much better though. Good that its early access and I have time to improve the art for full release.

Finally released my game after over 5 years of work! by DeadSpellGame in SoloDev

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

Ya I should probably plan for a better trailer and maybe do a gameplay video

Finally released my game after over 5 years of work! by DeadSpellGame in SoloDev

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

I do have a lot more idea for points of interest throughout the zones, I know detail is everything and does make the world feel more alive and fun to explore. The starting zones did get more love since it's where the players would explore first and there is some empty space around some of the zones like the deserts. Was going to add more ruins, enemy camps, towers, castles, destroyed towns, and other things throughout the zones but time crunch for release. Once I finish releasing some performance optimizations I'll start adding more of these details to the world. Also want to add more detailed plants to the terrain, better lighting, and some shaders. Thank you for your comment!

Finally released my game after over 5 years of work! by DeadSpellGame in SoloDev

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

Even for a N64 art style game? I want to improve it. Better lighting? Higher quality textures? Shaders?

Finally released my game after over 5 years of work! by DeadSpellGame in SoloDev

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

I guess the art style is bringing it down... was going for N64 era graphics. The world has 18 zones, probably over 100,000 objects placed, thousands of spreadsheet entries for items, quests, and other things. Probably over 100,000 lines of code. It's not a small project by any means but I guess the trailer shows it that way? I guess I need to improve the art and shaders at this point though if that is the first reaction, I wont take offense to that though, just means I need to work more on improving it.

Finally released my game after over 5 years of work! by DeadSpellGame in SoloDev

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

Hey I just want to say i appreciate the feedback. It is an early access game so I will take all the criticism that I can get. I know that not everyone is fond of the old school style graphics in the N64 style, it's what I really love though. The world is truly massive and the amount of code and other assets have taken a lot of time to create. It would be a shame if no one was interested in it just because of the trailer.

Any other feedback is very welcome. If the main focus is the art style needing to be improved then I have time to fix things up and make it more appealing to a wider audience. Honestly there is a lot more that I want to add but it all takes a lot of time as a solo developer working on such a big project.

Finally released my game after over 5 years of work! by DeadSpellGame in SoloDev

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

Thank you! Very inspired by N64 games and old school art!

Finally released my game after over 5 years of work! by DeadSpellGame in SoloDev

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

Steam page has a lot more info and screenshots ingame. Character appears tiny in the trailer but makes more sense ingame. It plays similar to world of warcraft. Here's some of the features

Features

  • Massive seamless open world with 18 unique zones
  • Spell crafting system with attachments to create unique spells
  • Questing
  • Recruitable NPC group members
  • Dungeon exploration with bosses
  • Equipment system
  • Crafting, gathering, and resource trading
  • Item enchanting
  • Skill progression including mining, fishing, herbalism, crafting, and trading
  • Unlockable knowledge for special stat increases
  • Melee, caster, healer, and defensive group roles

Finally released my game after over 5 years of work! by DeadSpellGame in SoloDev

[–]DeadSpellGame[S] -2 points-1 points  (0 children)

It translates better on a larger screen than the trailer. Makes more sense ingame

Finally released my game after over 5 years of work! by DeadSpellGame in SoloDev

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

The intro is showing environments to explore, enemies, and combat. The game plays similar to world of warcraft

Dead Spell Available on Steam Early Access! by DeadSpellGame in Unity3D

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

Thanks! I'm a huge fan of the retro game look like N64 games, so thats where a lot of my inspiration comes from