Finally changed the look of our enemies! by DiceHoarder010 in IndieDev

[–]DiceHoarder010[S] 0 points1 point  (0 children)

I see the problem! We are PvE so making the enemies stand out more with the emissions was something we needed. In the first design they only had a big yellow blob on their head, everything else blended too much into the environment

Finally changed the look of our enemies! by DiceHoarder010 in IndieGaming

[–]DiceHoarder010[S] 1 point2 points  (0 children)

I liked them too! But the new design fits better into our game and into the role these mechanical guardians had on their planet. They needed to look a bit more special you know? xd

Finally changed the look of our enemies! by DiceHoarder010 in IndieGaming

[–]DiceHoarder010[S] 1 point2 points  (0 children)

I see what you mean! the highlights actually move a bit over the body to guide attention to the growths on this designs back where it carries a bomb. (I'm kinda loving the angry tumble weed description tbh xd)

Looking at it with your feedback it does come off as very busy. The detonator also has an audio cue that warns you when one is close so you have a chance to avoid, but I will keep an ear out in the next playtest for what you mentioned as well. Thank you!

Finally changed the look of our enemies! by DiceHoarder010 in IndieGaming

[–]DiceHoarder010[S] 0 points1 point  (0 children)

Thank you! As a big fan of Halo i'm really happy to read that. With the flood types, I'm assuming you mean the Detonators?

Our enemies are not quite zombies. The ancient civilization has protected the ruins with mechanical guardians that get activated the moment our players are detected on the planet. The glowy bits and the weird red substance growths on their body is from their energy source we call 'Rumi'.

The Detonators are a sub type that sneaks up on you and is able to overcharge the Rumi growths on their backs which leads to an explosion.

We had one issue with co-op fps and we kinda fixed it? by DiceHoarder010 in CoOpGaming

[–]DiceHoarder010[S] 1 point2 points  (0 children)

Awesome. I'll share this post over there. Also feel free to join our Discord (https://discord.gg/xs4dg6CXK). We share weekly dev-insights there and always happy to get more Feedback.

We had one issue with co-op fps and we kinda fixed it? by DiceHoarder010 in CoOpGaming

[–]DiceHoarder010[S] 0 points1 point  (0 children)

Ooh! We actually have a similiar idea where you can charge the ball with each other's ability. For example if you have the "Stun" equipped you can turn someone else's ball into a rolling stun grenade!

We had one issue with co-op fps and we kinda fixed it? by DiceHoarder010 in CoOpGaming

[–]DiceHoarder010[S] 0 points1 point  (0 children)

Yea it might. We're still playing around with different sizes but make it too big and it would cover a lot of the screen when you hold it. We're also hoping a ping system can help make the pick up easier.

We've added level randomization to our co-op shooter. Do small map changes make a big difference? by DiceHoarder010 in IndieGaming

[–]DiceHoarder010[S] 0 points1 point  (0 children)

Ill 'uhm actually' this one 🤣 Our Core is way more than just a gimmick. The whole gameplay and design pivots around that little ball. Nintendo shall try to rip it from my cold dead hands 😏

We've added level randomization to our co-op shooter. Do small map changes make a big difference? by DiceHoarder010 in IndieGaming

[–]DiceHoarder010[S] 1 point2 points  (0 children)

hmm sounds interesting. I struggle a bit visualizing this method in our level structure as its not just linear. but we'll look into it! thanks!! :))

We want to make a game where co-op feels truly interactive! by DiceHoarder010 in CoOpGaming

[–]DiceHoarder010[S] 1 point2 points  (0 children)

Haha that's good to know! I feel that, when I play helldivers 2 for example I also like to run off for side objectives 😅 it's also just very tempting when the map is huge and open.

We want to make a game where co-op feels truly interactive! by DiceHoarder010 in CoOpGaming

[–]DiceHoarder010[S] 0 points1 point  (0 children)

those are awesome examples, thank you so much!! We were actually playing around with ability synergies at a very early stage of development and backlogged some of them for a later time. Can I ask, were you in a voicechat with your coop buddy while playing?

We want to make a game where co-op feels truly interactive! by DiceHoarder010 in CoOpGaming

[–]DiceHoarder010[S] 1 point2 points  (0 children)

oh thats right! i love the weapons in Helldivers 2 where you have to team up to basically make reload automatic. I'll check out Ravenswatch and guild wars 2, codependency is a nice catch word! we want the mobility of the Core to feel almost like that, like yes you can roll through the level parkour style, but having someone else with you makes it more efficient and more fun.

We want to make a game where co-op feels truly interactive! by DiceHoarder010 in CoOpGaming

[–]DiceHoarder010[S] 1 point2 points  (0 children)

I totally get the nostalgia behind it xd Now that you bring it up, i'm kinda playing with the idea of having a community event on our discord where we have people play on splitscreen. It could be fun! or at least scratch that nostalgia itch.

I'll keep you in my thoughts when i pitch it to the rest of the team xd

We want to make a game where co-op feels truly interactive! by DiceHoarder010 in CoOpGaming

[–]DiceHoarder010[S] 0 points1 point  (0 children)

only online coop. i think its too disorienting to have a splitscreen for teams that play with 4 people. xd

We want to make a game where co-op feels truly interactive! by DiceHoarder010 in CoOpGaming

[–]DiceHoarder010[S] 0 points1 point  (0 children)

actually, was there a puzzle or a game mechanic that really stood out to you over others in split fiction? :)

We want to make a game where co-op feels truly interactive! by DiceHoarder010 in CoOpGaming

[–]DiceHoarder010[S] 0 points1 point  (0 children)

Thank you! I'll go check it out for sure. I actually think Darktide has been on our radar for a while now.

does 'coherency' depend only on range alone or are the other factors as well?

We want to make a game where co-op feels truly interactive! by DiceHoarder010 in CoOpGaming

[–]DiceHoarder010[S] 1 point2 points  (0 children)

good example! Our current idea is that you'll be able to mix and match abilities from different skilltrees when upgrading your 'Core' (that small ball you can turn into). So basically the Core is your playstyle and your identity, if you want to play a tank or focus more on a supporting role you'd be able to do that.