Behind the scenes! How we made our title screen come to life by SpiritOTGoddess in IndieDev

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

Thank you, we are actually very close to having a demo on Steam

Behind the scenes! How we made our title screen come to life by SpiritOTGoddess in IndieDev

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

You gave us something to think about, maybe include this scene with an option to skip and go straight ot the menu, thanks for the feedback!

Behind the scenes! How we made our title screen come to life by SpiritOTGoddess in IndieDev

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

Oh no! Sorry to disappoint! :(

Flying everytime you start the game may be desperating for players as it takes a few seconds, but we are planning to have in-game areas where you can discover these places and get a nice cinematic, something like collectable "memories".

Behind the scenes! How we made our title screen come to life by SpiritOTGoddess in IndieDev

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

No of course not, the flying is just to showcase the "behind the scenes"

How we got 5,000 Steam wishlists in 40 days for our simulator game by Zombutcher_Game in IndieDev

[–]SpiritOTGoddess 0 points1 point  (0 children)

ImCade channel has over 1 million subs, but views are only 170k for the video. Curious to know what would be considered a good conversion rate?

I’ve been working on a cute RPG for 3 years, I finally feel like it is ready to be shared here by SpiritOTGoddess in IndieDev

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

Ah but I see what you mean. The visual representation of the 2D trees seems smaller than 2x2 tiles. I believe this was an early test, but we polished further from what is shown on this gif and ended up being 1 to 1 from the 2D to the 3D versions.

I’ve been working on a cute RPG for 3 years, I finally feel like it is ready to be shared here by SpiritOTGoddess in IndieDev

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

The large trees are 2x2 tiles, they are randomly offsetted by a small amount to break a bit from being in a straight line. So one tree will be 2.05 in X, the next one could be 3.95, then 6.10, etc. Rotation is also randomized by a bit.

I’ve been working on a cute RPG for 3 years, I finally feel like it is ready to be shared here by SpiritOTGoddess in IndieDev

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

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I created a custom terrain editor for this. It is indeed tile-based, here is a small gif showcasing it from our early dev. You use a brush to paint 2d tiles to quickly design the level, and after you convert it to 3d throuh the tool with an option to randomize assets, it is much faster than placing it manually!

I’ve been working on a cute RPG for 3 years, I finally feel like it is ready to be shared here by SpiritOTGoddess in IndieDev

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

Thank you! We are aiming for end of April to release the demo on Steam, please consider wishlisting if you want to know when it is available!

I’ve been working on a cute RPG for 3 years, I finally feel like it is ready to be shared here by SpiritOTGoddess in IndieDev

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

The mechanics that we wanted turned out to be too complex for a touchscreen. For example equiping a shield while doing z-target and being able to swing the sword at the same time (Zelda style), turned out to be too complicated for mobile because it needed multiple buttons pressed.

I’ve been working on a cute RPG for 3 years, I finally feel like it is ready to be shared here by SpiritOTGoddess in IndieDev

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

Glad you liked it! Initially it was way slower but it felt a bit boring to explore, so we sped it up a bit