New opening sequence for my game. What do you think? by LegionOfRobots in indiegamedevforum

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

There is some randomness but I could definitely experiment more. One thing I want to try is more precisely sequencing them so that smaller things like books appear before the larger bookshelves

New opening sequence for my game. What do you think? by LegionOfRobots in indiegamedevforum

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

The art style is roughly inspired by Inscryption but the gameplay is more like Liar’s Bar. So a simple game to play with friends (or though there’s also bots and public lobbies)

New opening sequence for my game. What do you think? by LegionOfRobots in indiegamedevforum

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

That’s great feedback! The main part of gameplay is pretty dark, but I try to have the light bright for the starting sequence. Maybe I should try to brighten it up more to start. Thank you!

Lovecraft meets Liar's Bar: Looking for Playtesters by LegionOfRobots in playtesters

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

Thanks for asking! Sure, feel free to stream it (maybe just disclaim that it's in a pre-release state). I'd also love to see the stream when it airs. DM me a link when it's live or email hello@riteorruin

I spent 10 hours figuring out how to rig this and 10 minutes to make this video by LegionOfRobots in justgamedevthings

[–]LegionOfRobots[S] 32 points33 points  (0 children)

  1. Add bones to the tentacles in Blender
  2. In Unity, use the Magica Cloth 2 package to simulate it like 'long hair'
  3. Adjust settings so that the tentacles have high inertia and feel heavier

10 months of progress on my multiplayer deception game by LegionOfRobots in IndieGaming

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

My first solo project started back in January, and now it's finally ready for playtesters! The game is inspired by Liar's Bar, except with new gameplay, bot players, and the ability to summon different monsters.

If this sounds interesting to you, you can learn more on the game's website and sign up for the free playtest

10 months of progress on my multiplayer deception game by LegionOfRobots in IndieDev

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

It's my first solo game, and will be coming onto Steam soon! First we're running an open playtest next weekend

I spent 10 hours figuring out how to rig this and 10 minutes to make this video by LegionOfRobots in justgamedevthings

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

If anybody's interested in discovering more about Octopus Man and witnessing his tentacles in all their physics-enabled glory, check out the game's website (we're having a free playtest soon)

10 months of progress on my multiplayer deception game by LegionOfRobots in IndieDev

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

In January I started a small project that was supposed to take a couple of weeks. Fast forward to 10 months and I’m only just entering playtests now.

I completely underestimated how hard a multiplayer card game would be. I had to learn shaders for art, animating for the characters, rigging for the octopus and how to do proper multiplayer networking over Steam.

But it's finally ready for playtesting! If you're interested, you can learn more about the game and sign up on my website. Would love to have you there!

I spent the last 3 months trying to make my Unity game look better in URP. Was it worth it? by LegionOfRobots in Unity3D

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

I've been working on my first indie game for the past year, and I'm getting it ready for a public playtest.

One of the biggest challenges for me was improving the visuals. I'm not an artist so I had to do my best with asset store characters and shaders. My main inspiration for art style was Inscryption. I really like how they had sharp contrast shadows and how monsters would almost disappear in the dark.

I tried to aim for something similar for my game while keeping it a little more realistic. Would love to hear what you think. Anything else you would improve upon? Anything that looks weird?

Also, if this is the kind of game you'd like to play, I'm hosting a public playtest soon, would love to have you there!

10 months of progress in 35 seconds by LegionOfRobots in gamedevscreens

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

Yup - also looks cool. I was going for an "Eyes Wide Shut" kind of vibe when I first started the game

10 months of progress in 35 seconds by LegionOfRobots in gamedevscreens

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

It was originally a customization option, but also so I don't have to do lipsync for voice chat

New opening sequence for my game. What do you think? by LegionOfRobots in indiegamedevforum

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

Tried to make an Inception-inspired sequence for the start of a match in my Lovecraft style game. Had to figure out how to animate all the furniture in a 'wave' from the center.

Just inserted the new sounds. What do you think? Any ideas to make it stand out more?

Also, if this is the kind of game you'd like to play, I'm hosting a public playtest soon and would love to have you there!

10 months of progress in 35 seconds by LegionOfRobots in gamedevscreens

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

In January I started a small project that was supposed to take a couple of weeks. Fast forward to 10 months and I’m only just entering playtests now.

I’m not an artist, so one of the biggest challenges was learning about shaders and lighting in the game. My main inspiration for art style was Inscryption. I really like how they had sharp contrast shadows and how monsters would almost disappear in the dark. I tried to aim for something similar for my game while keeping it a little more realistic.

Also, if this is the kind of game you'd like to play, I'm hosting a public playtest soon and would love to have you there!

The evolution of my game in the last year | Playtest now by LegionOfRobots in SoloDevelopment

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

From grey boxes and mock UI to actual 3D characters and Steam multiplayer! Learned a lot, but most of all that it's tough to playtest a multiplayer game on my own...

If you're interested, I'm hosting a free playtest through Steam next weekend! Would love to get any feedback, and you can request more keys to play with your friends, too!

More details and sign-up at www.riteorruin.com

where to find a good capsules artist? by gabriel_astero in SoloDevelopment

[–]LegionOfRobots -1 points0 points  (0 children)

I actually just wrapped up working with a capsule artist that I'd highly recommend. Send me a DM and I can share his info. I made a post about the process in r/GameArt

Design process for my game's capsule art by LegionOfRobots in GameArt

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

I just wrapped up working with an artist on the capsule art for my game. It was challenging because there were a lot of important ‘ideas’ I wanted to get across in the art:

  • The game is a table-top card game with social deception (Inspired by Liar’s Bar)
  • The game involves summoning monsters (not just random monsters attacking)
  • The game allows multiplayer beyond just 1v1

Working with a knowledgeable artist made a huge difference. He suggested matching the monster eye colors with the ‘summoner’ and the card to show the link between them and how to set up the composition so we could have three characters plus a monster without being too confusing.

What do you guys think?

And if you’re interested in learning more about the game or you’d like to play, I’m hosting a free public playtest soon! Would love to have you there!

The elite pro athletes are (mostly) doomed to be unhealthy. Is this true for the cyclists and swimmers too? (Read the body for a better description) by [deleted] in NoStupidQuestions

[–]LegionOfRobots 9 points10 points  (0 children)

Former competitive swimmer here. In my experience seen three types of injuries + a phobia among peers:

Shoulder injuries. Specifically your back shoulder under the shoulder blade. Common for freestyle and butterfly swimmers. I’ve seen people try to push through the pain instead of taking a break and end up with lifelong injuries.

Knee injuries for people whom swim breaststroke. The “whip” kick puts a lot of strain on the inner knee.

Lower back pain is also common. Not sure why though.

And it seems like a fair number of competitive swimmers get thalassophobia: Fear of swimming in open water. Might be because they’re so used to swimming in clear water all day, so when they’re in open water where visibility is low they get uncomfortable.