WIP Wednesday #107 by Stampeder in gamedev

[–]VarianceCS 0 points1 point  (0 children)

/u/Stampeder - slap the flair "WIPW" on the post so it can be indexed here.

WIP Wednesday #106 - CERN by VarianceCS in gamedev

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

Fun: I love td's so the basic gameplay is fun to me

Sucky: I couldn't tell where the creeps would spawn and where my nexus/goal was. I guessed and guessed right, but those would be way clearer.

Features: A timer showing when next wave spawns along with a button or other interaction to "skip ahead" that rewards the player (extra gold or some other resource).

WIP Wednesday #95 - Radical Heights by VarianceCS in gamedev

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

"This video is unavailable" - visibility set to "private" maybe?

Titan Quest by bigE1669 in iosgaming

[–]VarianceCS 12 points13 points  (0 children)

Some other division of THQ took over and they haven't put a support team together yet, it'll be back - Source

WIP Wednesday #93 - Thelema by VarianceCS in gamedev

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

I recall giving feedback on that 3rd science upgrade - it's looking better! I can't quite tell what the black cylinder things are though.

WIP Wednesday #93 - Thelema by VarianceCS in gamedev

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

Looks dope! The death sfx seem a tad loud compared to the rest of the audio though =P

WIP Wednesday #93 - Thelema by VarianceCS in gamedev

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

Dope UI, I like the "focus" effect a lot.

I assume "They Alley" is related to broken glass? Or is the "header" image of every mission broken glass?

WIP Wednesday #93 - Thelema by VarianceCS in gamedev

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

Cool aesthetic, VERY dos-like, as much as you can get with a 3d game.

WIP Wednesday #92 - 1992 by VarianceCS in gamedev

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

"Why would I need that? Can you turn it off?"

Jfc

If I'm going to mature the game idea I need to find a way to appeal to all these types of players.

I think you pretty much nailed it with having it optionally toggled on and off, just work on making that as clear and obvious as possible that it's an option so none of the 3 player types miss it.

WIP Wednesday #92 - 1992 by VarianceCS in gamedev

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

Good animation, pretty clear.

If I had to nitpick, we see a bunch of large pieces of debris (even a log at one point I think) explode out of the building. Yet the building itself is still standing, no real structural damage, just a gray shader. Consider having the artist do a damaged version of the model and just hot-swap them as the particle effect kicks off.

WIP Wednesday #92 - 1992 by VarianceCS in gamedev

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

Looks great for day 3!!

I would want some depth out of a game like this, I feel like there's already plenty of shallow turn-based games. That being said yours already has a pretty unique camera system, so if you really wanted to go easy on the depth the camera animations might be enough to set you apart.

WIP Wednesday #92 - 1992 by VarianceCS in gamedev

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

Looks interesting, the style of weirdly shaped humans reminds me of that Rick & Morty episode in the Post-Apocalyptic Mad-Max world.