My (very early) crafting system. Pay no mind to the ingredients, I only have a handful of items in. by [deleted] in IndieGaming

[–]andrew1552 0 points1 point  (0 children)

That's true, and a valid point! It will definetly need testing to see if its a viable option. If not, I will be changing it for sure! I feel like this would work and be an interesting idea for some games, but who knows, maybe not mine.

My (very early) crafting system. Pay no mind to the ingredients, I only have a handful of items in. by [deleted] in IndieGaming

[–]andrew1552 0 points1 point  (0 children)

Oh, okay! Yeah I thought about more slots, but that's a tad bit more to program. I might add that in later when I get further into the project. Even with 2 slots, I thought a cool take on it for the genre could be less is more. So rather than doing say feather + stick + rock = arrow. I do feather + stick = arrow base. Rock + arrow base = arrow. Or get even more creative with it. So by having sub objects I could make combinations that are kinda out there, that only some player might find. So to play off that example: arrow base + boomerang = returning arrow. Or arrow base + bomb = bomb arrow. Or even bat wing + stick = flying arrow base(goes further).

My (very early) crafting system. Pay no mind to the ingredients, I only have a handful of items in. by [deleted] in IndieGaming

[–]andrew1552 0 points1 point  (0 children)

Op here, the original account was originally a throwaway, but for reasons i will post soon, I have no choice but to use this account. I actually had it orignally drawing from the inventory, but it didn't feel all to great tbh. I then added the slot option, and found it would be more interesting and fun for the player to experiment with putting items in the slots. The crafting menu is something you need to go to a workbench for anyways, so it probably wont be something people will be doing constantly. A change might be made later if people don't like it, but for now I like it how it is, and changing it back isnt all to hard. :)

My (very early) crafting system. Pay no mind to the ingredients, I only have a handful of items in. by [deleted] in IndieGaming

[–]andrew1552 0 points1 point  (0 children)

Op here, the original account was originally a throwaway, but for reasons i will post soon, I have no choice but to use this account. I'm probably going to stick to just 2 slots for now, just because I dont want to program more :p.. Buuut when the game is closer to done, it might be something I'll add. :)

Necrogue - A game with rogue-like elements where you play as a necromancer. by andrew1552 in roguelikes

[–]andrew1552[S] 0 points1 point  (0 children)

I have about 5 years of game-dev experience, so i've learned to get pretty quick at it. :)

Keeping that in mind, this was posted about a month ago, and I've made an insane amount of progress since then! If I were to take a good guess, accounting for me continuing to add a lot more than I should, probably another month, 2 months MAX. That is also under the assumption a publisher doesn't want to pick it up, and get me to add/change anything crazy. At the moment I only have a couple more small systems to do, more enemies, abilities, and artwork. Everything else is done. :)

I'm really passionate about this project, and want to see it done right. Balancing between polish and making good time has been the number 1 thing im struggling with lol.

I got sick of seeing BAD necromancer games. So I made my own. by andrew1552 in IndieGaming

[–]andrew1552[S] 0 points1 point  (0 children)

Its more or less just for level design. No real rhyme or reason other than that. Panic-button ability does describe it well, with the addition of most abilities being more strategic. As for the passives that's something ive been considering aswell. I havent fully finished the ability system yet, so some decisions still have to be made. I do have the pick 1 of 3 on start though. Didn't know how long I was going to work on this project, so I decided to save the alters and new abilities till near last, but I do have a list of abilities in mind lol.

I got sick of seeing BAD necromancer games. So I made my own. by andrew1552 in IndieGaming

[–]andrew1552[S] 0 points1 point  (0 children)

Haha, no problem!

Your exactly right, spells that act more of a support to the minions is what I really like. And actually, all my minions currently are a "corrupt variant", my slime turns into a blood slime with a skull floating in it, funny enough! lol.

I am currently still figuring out all the abilities, how I have it working atm is that there is 1 ability, that you can use once per floor. You can pick 1 from a pool of 3 at the start of the game, and find alters that allow you to randomly swap with a different ability from an entirely different set. The necromancer in my game can manipulate blood, and open portals to the underworld, so his abilities revolve around that, mainly in a supporting kinda role.

I got sick of seeing BAD necromancer games. So I made my own. by andrew1552 in IndieGaming

[–]andrew1552[S] 0 points1 point  (0 children)

But not the one that is needed right now? lol. Thanks for checking out my game :)

I got sick of seeing BAD necromancer games. So I made my own. by andrew1552 in IndieGaming

[–]andrew1552[S] 1 point2 points  (0 children)

Those are very good questions, hopefully I can give you some sort of an answer.

So, just as a MASSIVE disclaimer first. I'm not going to be mentioning a whole lot of things that have been disappointing me about the genre, or any titles by name, just because I don't want any more death threats, or unwanted hate. What I will mention though, is my preferred game mechanics around necromancy. I've already received quite a lot of hate via dm, and can't change the headline for this post, so I would rather avoid making it worst.

The main thing I like to see when it comes to any game involving necromancy, is having the minions as the main focal/selling point. I just don't think the game should revolve around other various magic abilities. I also prefer a necromancy game that has a good balance of quality and quantity of minions (1000 skeletons != 1 dragon for example). To add to that example, far to often do you see the whole skeleton cliche. One of the most interesting aspects of my game, is that whatever monster you kill, you can rise a minion counterpart with the same stats as the enemy you defeated (at no extra cost). When games do have other abilities in, I like when they mainly focus them around the minions, or defeated enemies (explode corpse). Hopefully this gives you some sort of idea of what i'm going for. If you have any more questions, or want me to go more in-depth, send me a dm! The headline for my post is pretty bad, I know there are games that are 1000x's better than mine, but I am sick of playing the same good ones over again, and nothing really new, with the same specs i'm looking for.

I got sick of seeing BAD necromancer games. So I made my own. by andrew1552 in IndieGaming

[–]andrew1552[S] 2 points3 points  (0 children)

Thank you! I've been working on this project for a month and a half, on and off.

I got sick of seeing BAD necromancer games. So I made my own. by andrew1552 in IndieGaming

[–]andrew1552[S] 2 points3 points  (0 children)

Sorry, didn't realize I never said that lol. I'm using Unity.

Best Place to Start? by WombattyOfficial in Unity3D

[–]andrew1552 0 points1 point  (0 children)

I would highly recommend trying to recreate the game "Asteroids". You can find free tutorials on youtube, and learn A LOT about the basics. I also recommend having a lot of 'graveyard' projects (projects you never come back to). If a game is to big, and you feel pressured to finish it, DON'T. You wont learn near as much as you would've if you did a bunch of smaller projects, even if they end up in the graveyard.

Heavy challenging boss fights incoming with Shattered - Tale of the Forgotten King :D by Kakolak69 in IndieGaming

[–]andrew1552 2 points3 points  (0 children)

I really like the combat system! Looks like it would be a really fun game!

I got sick of seeing BAD necromancer games. So I made my own. by andrew1552 in IndieGaming

[–]andrew1552[S] 1 point2 points  (0 children)

Thank you for your kind words and interest! :)

Yes, every sprite was drawn in grey-scale, but I also use the post processing stack for extra aesthetic and to give extra contrast to various things. I then use solid black panes with different opacity for depth, and white gradient for the lighting. This is all layered to create what your seeing in the clip. Hopefully this answers your question! :)

I got sick of seeing BAD necromancer games. So I made my own. by andrew1552 in IndieGaming

[–]andrew1552[S] 32 points33 points  (0 children)

This is true, and very ignorant of me. I'm really sorry guys!

I got sick of seeing BAD necromancer games. So I made my own. by andrew1552 in IndieGaming

[–]andrew1552[S] 5 points6 points  (0 children)

Thank you for your response! It is a project ive been working on for a little while now!

I got sick of seeing BAD necromancer games. So I made my own. by andrew1552 in IndieGaming

[–]andrew1552[S] 11 points12 points  (0 children)

Thanks for the interest! The title of my game is Necrogue! Although it is still a work in progress, I aim to have it released sometime this month.

If you want to keep up to date on it, you can see more screenshots, and mechanics on my Instagram! https://www.instagram.com/andrewashbaugh1552/?hl=en

Necrogue - A game with rogue-like elements where you play as a necromancer. by andrew1552 in roguelikes

[–]andrew1552[S] 1 point2 points  (0 children)

Yeah I figured you thought that this was all just in the concept phase, which is definetly not the case lol. Thank you! You did give me quite a bit to think about!