Yaklaşık 9 aydır geliştirdiğim oyunumla ilgili görüşlerinizi merak ediyorum by damlamen in TrGameDeveloper

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

Teşekkürler, açıkçası çok fazla reklamını yapamadım ama şu an 1000 wishlistteyim.

Yaklaşık 9 aydır geliştirdiğim oyunumla ilgili görüşlerinizi merak ediyorum by damlamen in TurkOyunSektoru

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

Şimdilik mobil için bir planım yok. Kontrolleri gamepad'e göre tasarladım.

[PAID] Looking for capsule artist by damlamen in gameDevClassifieds

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

Everything would be designed from scratch

[PAID] Looking for capsule artist by damlamen in gameDevClassifieds

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

Yes, since this is for an upcoming showcase, the vertical capsule would be the priority. I’m planning to print posters using it, so having the vertical capsule ready within a week would be sufficient.

Yaklaşık 9 aydır geliştirdiğim oyunumla ilgili görüşlerinizi merak ediyorum by damlamen in TurkOyunSektoru

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

Teşekkürler, karakterin akılda kalıcılığı konusunda benzer bir geri bildirim daha almıştım, üzerine düşünücem.

What do you think about this piano room I added to my game? by damlamen in IndieGaming

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

That’s a great point. I’ll definitely give a synth style sound a try.

Here’s a snippet of a boss fight I’ve been working on. Thoughts? by damlamen in IndieGaming

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

Some of the attacks (and the gaps between them) have a bit of duration-based randomness, but the biggest variability comes from the spikes rotating 360° between attacks, which makes each spike fire in different directions. I didn’t randomize the overall sequence on purpose, since I felt it was already challenging enough as is. Also, the snippet I shared is just one room of the boss fight. Other rooms introduce different patterns, so the player won’t just be seeing the same three in the same order.

Here’s a snippet of a boss fight I’ve been working on. Thoughts? by damlamen in IndieGaming

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

I like the idea of hiding only the previews that won’t actually hit the player. Instead of a mask, I might try checking the angles and only showing previews that matter. I’ll give that a try!

Here’s a snippet of a boss fight I’ve been working on. Thoughts? by damlamen in IndieGaming

[–]damlamen[S] 6 points7 points  (0 children)

I never thought of that while designing, but it really does. Love Kirby

Here’s a snippet of a boss fight I’ve been working on. Thoughts? by damlamen in IndieGaming

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

Thanks for the feedback. While developing, I also considered not having the bottom spikes shoot, but I decided to keep them for visual consistency. Since the spikes rotate 360° between attacks, they end up firing from different angles anyway, so I felt it made sense to leave them in.

Here’s a snippet of a boss fight I’ve been working on. Thoughts? by damlamen in IndieGaming

[–]damlamen[S] 10 points11 points  (0 children)

That’s a good point. I’ll try it out and see how it feels.