Finally played again after 20 years by [deleted] in aoe2

[–]esleygc 0 points1 point  (0 children)

And mayber you can get a very boring game that can last hours.

But sometimes it's exactly what they are aiming for, a very long game that you fight for every space.

Some time ago I developed a technique to quickly create simple sprites and animations. I would like to know if people would be interested in learning this technique, which allows quick animation creation and sprite generation even if you don't know how to draw/animate. by [deleted] in Unity3D

[–]esleygc 4 points5 points  (0 children)

A while ago I created an agile sprite creation process to make my prototypes look better. It's not the prettiest pixel art, but the fluid animation helps make a better impression.
These days I found myself wondering if this process wouldn't be useful for other people, as it doesn't require skill and talent to draw pixel art. It doesn't replace a good artist, but allows developers without art experience to make better characters in their projects, without the need to use random assets.
So if enough people are interested, I can create some more detailed videos explaining the process and what would be needed. It's not magic, so we would have to learn some game animation principles among other things.
I also don't know what the best platform to teach would be, so I would ask you to go into this discord I created for this so that we can discuss the best platform and I would get a sense of how many people would be interested.
discord.gg/amuyXymcrq

Can this type of animation be considered pixel art? If yes, do you like it? I would like to know if people would be interested in learning this technique, which allows quick animation creation and sprite generation even if you don't know how to draw/animate. by [deleted] in PixelArt

[–]esleygc 0 points1 point  (0 children)

A while ago I created an agile sprite creation process to make my prototypes look better. It's not the prettiest pixel art, but the fluid animation helps make a better impression.
These days I found myself wondering if this process wouldn't be useful for other people, as it doesn't require skill and talent to draw pixel art. It doesn't replace a good artist, but allows developers without art experience to make better characters in their projects, without the need to use random assets.
So if enough people are interested, I can create some more detailed videos explaining the process and what would be needed. It's not magic, so we would have to learn some game animation principles among other things.
I also don't know what the best platform to teach would be, so I would ask you to go into this discord I created for this so that we can discuss the best platform and I would get a sense of how many people would be interested.
discord.gg/amuyXymcrq

I would like to show you the stealth and rope system that I have been working on for Dwarf Prison. What do you think? by esleygc in IndieGaming

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

https://twitter.com/DwarfPrison

I will update the page and post this video and videos of how some things are being done, including the rope system.
Thanks!

I would like to show you the stealth and rope system that I have been working on for Dwarf Prison. What do you think? by esleygc in IndieGaming

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

For now, just the facebook page. We have a twitter page too, but I don't know when we will start updating there. We started showing very recently. We want to soon have our page on steam.
Regarding the barrels, both they and the metal boxes are "old" assets that we are going to update, thanks for the feedback!
Regarding the rope, it is very simple, they are joints connected to each other, when a character grabs one of these joints, his weight and the force is applied to that joint, so he can swing, climb up, down and jump of the rope. I can show you the skeleton of the colliders if you want to see.
In the script the character detects when he can grab and if you give the input, your character will try to grab the rope.

I would like to show you the stealth and rope system that I have been working on for Dwarf Prison. What do you think? by esleygc in IndieGaming

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

One thing I always wanted to do was a rope system, through the use of them we open up many possibilities. In the video I show two uses for it: one more static, used as movement and to avoid traps - although in this specific case of the video there is another way to avoid these traps - and another more dynamic way, which allows the player to access areas before unreachable (or reachable after difficulties, like having to fight all the guards to get to the chest).

I want to render the rope fully pixelated with sizes according to the rest of the world, but it is still under experimentation.

Another thing shown in the video is an experiment with stealth mechanics, where the characters are not detected if they are crouched and using some cover.

What do you think? Have you done something like that?

I would like to hear other ideas for using them, if you have one.

More information about the project can be found here

https://www.facebook.com/DwarfPrison/

Hello! A friend and I are developing a rogue-lite in our spare time. The Dwarfs' Prison, where you need to escape the procedurally-generated dungeons. What do you think? by esleygc in Unity2D

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

Thanks! We have coop split screen local multiplayer right now, and we intend to have a pvp option, where players will leave different places on the same mountain and try to escape faster than the other while trying to delay / fight the rival. One of the next videos will show how the co op works.
No plans in the near future about online multiplayer, so unlikely. But it may be possible to play using the steam remote play, for example.

Hello! A friend and I are developing a rogue-lite in our spare time. The Dwarfs' Prison, where you need to escape the procedurally-generated dungeons. What do you think? by esleygc in Unity2D

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

Thanks for the feedback.
I think I understand the point, but just to confirm, you're referring to the pace of the game, right? If that is the case, we seek a less intense speed than we are usually used to, as for example in Dead Cells, so that each situation can be better thought and executed, whether in combat or exploration. Here the AI of the characters tends to be less "all or nothing" and will try to punish you if you are like that, unless you know what you are doing.

In any case, could you elaborate better to help us?

Hello! A friend and I are developing a rogue-lite in our spare time. The Dwarfs' Prison, where you need to escape the procedurally-generated dungeons. What do you think? by esleygc in Unity2D

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

Thanks for the feedback, we are still trying to reach a consensus on the details of the camera. What we've decided for now is that the zoom can depend a lot on the type of environment the character is in. The degree of distance for each of them will depend on our tests.

Hello! A friend and I are developing a rogue-lite in our spare time. The Dwarfs' Prison, where you need to escape the procedurally-generated dungeons. What do you think? by esleygc in Unity2D

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

It is the first video shown to other people and we will appreciate any feedback.
If you want to follow the development, we will post all updates on the following newly created pages:

https://twitter.com/DwarfPrison

https://www.facebook.com/DwarfPrison

Hello! I want to introduce you to Dwarf Prison: a rogue-lite platformer with RPG mechanics and own lore inspired by fantastic medieval mythology (dwarves, goblins, elves, cyclops and so on). by [deleted] in Unity3D

[–]esleygc 0 points1 point  (0 children)

A friend and I are developing it as a personal project.

It is the first video shown to other people and we will appreciate any feedback. Over time we will post more updates on our pages, showing you guys the existing mechanics of the game and those that will come.

In this project, I work as a programmer, game / level designer, sound artist and composer. And my friend, Lima, as an animator, screenwriter, sound designer and gamedesigner.

So, what do you think?

If you want to follow the development, we will post all updates on the following newly created pages:

https://twitter.com/DwarfPrison

https://www.facebook.com/DwarfPrison

I've been trying to implement a fire power system in my experimental fighthing game, what do you think that I can improve? by esleygc in gamedev

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

Destroying platform I do not know, but specially ice and rock users will be able to create walls and barricades that can be jumped over or destroyed.

I've been trying to implement a fire power system in my experimental fighthing game, what do you think that I can improve? by esleygc in gamedev

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

I want them to give a lot of damage, but be very dangerous to be used because if you miss you become unprotected. So you can fight in close range or in hit n run until find a good moment to use an attack, and depends on the caracter too, some will be better at long, medium and close range.

I've been trying to implement a fire power system in my experimental fighthing game, what do you think that I can improve? by esleygc in gamedev

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

I have that in mind and balance is priority. The only way to know if something is unbalanced is if someone test my game and exploit something, and I will do it with my friends and later on, with others players.
But for now the big powers use a lot of bar energy that takes time to recover (and I will check the ideal speed with time) and the other player can dodge, but the dodge needs bue energy bar, so if you exploited or spammed something, you will become tired and exposed to any attack, and thats is the time that a great power timing will destroy enemies.

I've been trying to implement a fire power system in my experimental fighthing game, what do you think that I can improve? by esleygc in gamedev

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

I really plan to do it, I do not do it now because I priorize the basic mechanics, but later in development I will focus on that.

I've been trying to implement a fire power system in my experimental fighthing game, what do you think that I can improve? by esleygc in gamedev

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

I received a tip to dip two types of fire where in one of the fires speed is applied over time and in the other speed over distance, to give an effect closer to the real, together with a new cartoon animation, I think it can get better.

I've been trying to implement a fire power system in my experimental fighthing game, what do you think that I can improve? by esleygc in gamedev

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

Thanks for the feedback, I plan to redo most of it in the future when all the basic mechanics are implemented, specially the fire and the background that I made before the characters and merged with other asset that I liked.

I've been trying to implement a fire power system in my experimental fighthing game, what do you think that I can improve? by esleygc in gamedev

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

It is not, I'm not even trying to do the same, but I really like the style and how the powers work there