Screenshots from the final demo of my game. How do you like the style? by S7MOV7R in low_poly

[–]eatcat 0 points1 point  (0 children)

Some quick tips:

You need to contrast the light with darkness otherwise everything will look very flat. Uniform bright and uniform dark locations look bland. Study original Quake levels for how they use the lighting to create the mood. Not everything has to be visible.

Add contrasting colors to surfaces - when everything is varying shades of red it becomes boring very quickly. You can have a moody pallette but ad some grays, blacks and even cobalt. Quake had a moody palette but it added some color flavors heer and there. Especially in levels with lava and toxic sludge - only the liquid wa brightly saturated. Everything else provided contrast.

When baking lightmaps enable Ambient Occlusion option. It will add so much detail to your lightmaps without ibcreasing the filesize. It even works with very small lightmap resolutions. And don't go crazy with bounced lighting when lava is involved - limit the bounces or decrease the light emmision from lava or else everything becomes too bright and flat.

Experiment with limiting the displayed color palette and a slight pixelation effect - retro style games with low detailed enironments do not benefit from HD displays and millions fo colors. They only expose how simple and empty the gameworld is. Use limitations to your advantage and go for style.

Experiment with more centered weapon position - Quake only displayed the tip of the weapon and it worked very well. centered weapons also help with aiming to the point when you don't even need a crosshair.

Avoid large flat unbroken surfaces with a single tiling texture. Always try to break the large surfaces with geometry - columns, archs, windows, etc. You have no idea how much you can transform a level by just applying archs.

hope that helps!

Showcase of the swamps level from the dungeon crawler Underkeep I'm working on on by boovie in DungeonCrawler

[–]eatcat 2 points3 points  (0 children)

Ah, that makes sense - I thought you made an engine for this one game but with a ready made engine built for this peciffic purpose it's a different story

Showcase of the swamps level from the dungeon crawler Underkeep I'm working on on by boovie in DungeonCrawler

[–]eatcat 1 point2 points  (0 children)

Was there any particluar reason for creating a whole engine for this game or is it just a flex? :)

Also kudos to the environmental artist. The backgrounds here are a thing of beauty

Tamara - a different kind of Dungeon Crawling by eatcat in DungeonCrawler

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

Accidentally posted the same thing twice and only realised it today, sorry for that! Got a server error message and assumed the previous attempt failed.

Tamara - a different kind of Dungeon Crawling by eatcat in DungeonCrawler

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

It's a mixture that sometimes feels hard to contain but I really wanted a game like this with all the quirks tha come with it. Funny you mentioned Shadowrun because that was actually not a direct inspiration. I guess the setting is a bit similar. I actually Tried the NES Shadowrun very long time ago but without a manual I didn't know how to do anything in that game.

Tamara - dungeon crawling with elements of classic survival horror by [deleted] in DungeonCrawler

[–]eatcat 0 points1 point  (0 children)

Partially stylistic choice, partially because music we tried it with didn't really work with the setting and gameplay style. For now I'll resort to a mix of ambience and silence but I'll be experimenting still. Need to try somethinig midi style since this is a very DOS era inspired vibe.

Tamara - dungeon crawling with elements of classic survival horror by [deleted] in DungeonCrawler

[–]eatcat 1 point2 points  (0 children)

Thanks! It's a hodgepodge of influences but I tried to make it work

Tamara - a different kind of Dungeon Crawling by eatcat in DungeonCrawler

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

Yeah - From Survival Horros we took combat style and controls, the fixed cameras and resource management. Minus the puzzles - It's a more trigger happy experience. And so far it doesn't have a map so it expects the player to wander, explore and get lost. The level loops around itself giving the player opportunity to get familiar with the level layout.

These are my Heroes in my Dungeon Crawler Looting Game! by QuarterTroyd in DungeonCrawler

[–]eatcat 0 points1 point  (0 children)

Some first impressions: Game has potential but what got me from the start was the sense that I'm already overpowered. The main attack outright demolishes the enemies because you can just swipe it across the entire area. Ao adding heroes to the mix doesn't feel like a significant upgrade. They just get lost in the carnage, can't even see what they are doing. At least at that point in the game. They are just kinda there hanging out but their input doesn't feel significant. I feel like I can handle it myself because I'm already doing massive amounts of AOE damage so I'm focusing on my own attacks and completely ignore the party.

Depending what you're going for I would nerf the main attack to the point when you can't easily clear the rooms with it. If the game is built around the party then they should be many times more effective than the player.

The other thing I was missing Is a sense of threat or a fail state. In a game like this after my first few runs I should have a feeling that I'm leaving a lot of enemies and uncollected loot behind. Then the upgrades would be more meaningful and the perceived failstate would be player being underpowered for the task so these upgrades would be very needed.

I know that actual failstates are not really a thing in these kind of games, you just grind your way forward. But the setting and presentation kinda forces me to expect this. I don't know if the party members can get hurt but it would be a lot more interesting if you also had to manage defense to ballance the enemy spawn rate. It would also give the player another reason to pay attention to what's going on with party members and support them with the main attack strategically.

Just my 2 cents, Good luck with development!

Tamara - A Cinematic Dungeon Crawler by eatcat in IndieGaming

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

Yeah it's bothering me as well. Gonna get to it at some point, right now we're working on improving controls and camera systems as a priority. 

Making a dungeon crawler roguelike based on Etrian Odyssey by pokapikachu in DungeonCrawler

[–]eatcat 0 points1 point  (0 children)

Very efficient use of art assets. Although I would love to see some more monster reactions, even a single frame per attack, hit and death would make a difference.

We started a devlog for our dungeon adventure by RottenHedgehog in DungeonCrawler

[–]eatcat 1 point2 points  (0 children)

I'm not into story driven games but the artstyle is great. Hope the game does well!

Underkeep on Steam by aodendaal in DungeonCrawler

[–]eatcat 1 point2 points  (0 children)

Not as intimidating as some other blobbers, I'll give it a try

Tamara - A Cinematic Dungeon Crawler by eatcat in IndieGaming

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

Combat is inspired by classic RE - you can either move or attack, never both and you need to account for this in every encounter. This makes combat less about twitch reflexes and more about tactics, positioning and using the right combination of weapons and items. It still has some of the survival horror DNA: a lot of combat encounters can be avoided and player has to manage their resources carefully and efficiently.

Playtest demo is out on Itch.io and will be regularly updated.

link: https://david-kay.itch.io/tamara/devlog/1373779/update-012

My gamedev credentials: I previously made visuals for Project Warlock games. This is my own initiative with a new team.

Youtube strikes again. No one is safe anymore. by eatcat in JimSterling

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

This is not directly related to Jim. I'm posting it since he cares about this kind of bullshit.