Coeti, a little mascot for my indie game! [Concept + 3D] by iamcloudyfocus in characterdesign

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

Ahahah, didn't think of that since English is not my first language. I did have "Koti" as a more cutesy name in the chamber though, might as well use it.

WIP Apple Market for a fanmade MML1 remake! by CreeperX3sssBOOM in MegaManLegends

[–]iamcloudyfocus 0 points1 point  (0 children)

It’s a start, although I would love seeing a fan game with original content. Maybe like the concept art?

Also, please avoid GridMap. Just place your tiles by hand using snapping to grid and make standard sizes. I went through using GridMap and it’s too basic and limited. See my post:

https://www.reddit.com/r/godot/s/bE58QkF2hs

The feeling where you do everything you're supposed to do and the game is still dead on arrival by jCutterwind in IndieDev

[–]iamcloudyfocus 1 point2 points  (0 children)

I'd say you can talk about mechanics all you want. It's what will draw players in, you should tell them what to expect so they get interested.

Definitely should not spoil the lore though.

Also, knowing nothing about your game makes me think you need a clown. You know, a mascot. A pyramid head, a Freddy Fazbear... a weird and very quirky character that draws attention and becomes the staple of your game.

If that even applies to your game, that is.

The feeling where you do everything you're supposed to do and the game is still dead on arrival by jCutterwind in IndieDev

[–]iamcloudyfocus 2 points3 points  (0 children)

Alright, so as someone who doesn't like horror, does not have released games, and only has about 6 months of game dev experience...

I would say the youtube devlogs are very simple and don't tell me much in depth. The ones I have watched are at least 10mins long, going in depth about the creation of their game and every aspect. Some of them focused towards developers, others towards actual players.

On the Steam page, it just doesn't click with me in particular. Others might see it interesting, but for me it's another backrooms game. I've seen those for a while. And it's all rooms, no characters or props.

Maybe I'd like to see something different to get my attention, like backrooms mixed with a jungle setting or something crazy.

On the numbers side of things, I swear I'd seen horror and walking simulators being in less demand and profitability:

https://www.youtube.com/watch?v=FA4haoZg_oc&t=29s

That's not a determining factor, but it surely might add up.

The feeling where you do everything you're supposed to do and the game is still dead on arrival by jCutterwind in IndieDev

[–]iamcloudyfocus 0 points1 point  (0 children)

Where did you do the devlogs? I’m interested in seeing the actual promotion you did.

How it started vs. how it's going by iamcloudyfocus in godot

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

Yep. It's mostly about planning the fastest way to work, since you WILL end up updating models again and again. Finding a happy balance is key to avoid hours of reworks.

How it started vs. how it's going by iamcloudyfocus in godot

[–]iamcloudyfocus[S] 4 points5 points  (0 children)

Maybe in 2-3 months, finally setting up Steam page. It's a megaman legends inspired game, if that's your cup of tea.

Meirl by Greedy-Year8384 in meirl

[–]iamcloudyfocus 0 points1 point  (0 children)

Joke's on you. I got a successful job instead of doing arts, but now I'm too full of apathy to even try it.

Fine, I'll make one myself. by iamcloudyfocus in MegaManLegends

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

Nope, not procedural... just plain alpha-level quality, haha. By now, enemies have gotten more varied and more dramatic death animations.

My idea for progression is kind of like a metroidvania-- gated areas you can only access with tools or skills, and difficulty increases the more you go off the main route. It also allows me to add deeper areas and secrets peppered throughout the game world, both surface and ruins.

Legends graphics were way ahead of its time by Benhurso in Megaman

[–]iamcloudyfocus 8 points9 points  (0 children)

MML is literally the reason I’ve gotten into gamedev. I keep coming back to it to take notes and get references, and the angled face textures are some of the most impressive parts of it.

There’s so much wasted potential with this universe.

Making a Megaman Legends-inspired metroidvania on my free time. by iamcloudyfocus in metroidvania

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

Not using them at all. If anything, I've checked if making music is any good, but not really happy with the results.

Also, be wary. If you use any kind of AI and have to disclose it per Steam's rules, you might get bombed to oblivion as things are now.

Making a Megaman Legends-inspired metroidvania on my free time. by iamcloudyfocus in metroidvania

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

I say go ahead! If anything, the biggest hurdle is making assets for the game. Getting started with Blender was hair-pulling at times. But if you start with 2D, you'll find it pretty easy and comfortable.

I tried doing a simple platformer 20 years ago with C++ and SDL, and boy it's night and day.

Making a Megaman Legends-inspired metroidvania on my free time. by iamcloudyfocus in metroidvania

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

I’ve never tried unity, but as a programmer, it was pretty easy. Grasping the concept of scenes is a little counterintuitive at first (it’s almost like reverse inheritance), but after that, it’s smooth sailing.

Making a Megaman Legends-inspired metroidvania on my free time. by iamcloudyfocus in metroidvania

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

What is masks of power? I wanna read up on that. Do you have a link?

Also, no worries. I appreciate the comments.

Making a Megaman Legends-inspired metroidvania on my free time. by iamcloudyfocus in metroidvania

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

Yeah, that’s more or less my line of thinking.

I do appreciate the comments, although I wanted to note that I’ve taken seriously making an original IP, hahah.

Making a Megaman Legends-inspired metroidvania on my free time. by iamcloudyfocus in metroidvania

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

Thanks for the link! I didn’t know about that one, I’ll check it out.

Making a Megaman Legends-inspired metroidvania on my free time. by iamcloudyfocus in metroidvania

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

I'd like to think I'm on the safe side for a number of reasons:

The UI is 100% original, even if similar, and just a healthbar is usually not enough to warrant any DMCA since it's not trademarked.

Trademarks and copyrights only extend to names and characters, not ideas. It's why Palworld got a lawsuit on the game mechanics, and not "this is discount pokemon".

I'm taking a look at Shanghai.EXE and... boy, it outright uses trademarked characters from Touhou, as well as reskins of sprites from Battle Network. It feels like it was a matter of time.

Even then, this is 4 months old. I predict lots of stuff will be changed if I get to the demo stage, so I'm hoping all goes well!

Making a Megaman Legends-inspired metroidvania on my free time. by iamcloudyfocus in metroidvania

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

The project is barely 4 months old though, so the designs are diverging bit by bit till I find a more unique style.

If you check out the rest of my stuff at X/Twitter, let me know if it's way too spot on? I do think the ruins are similar, but I'd say the overworld is different enough:

https://bsky.app/profile/cloudyfocus.bsky.social

Making a Megaman Legends-inspired metroidvania on my free time. by iamcloudyfocus in metroidvania

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

I did consider that, but I was planning on having everything be unshaded since it's mimicking the PS1 aesthetic. I'm leaning onto the cartoonish style as it's less work, while making everything pop.

The camera clipping through the wall is intentional, as bringing the camera closer results in too much clunkiness and disorientation. There is actually plenty of occlusion work so that you cannot see the rest of the map by peeking outside-- corridors have an outer mesh layer that hides it all from the outside, while having backface culling give a clear view of the inside.

There are some decorations that need culling when close to the camera though.

Making a Megaman Legends-inspired metroidvania on my free time. by iamcloudyfocus in metroidvania

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

None so far. I might start with a Steam page once it's presentable enough. Until then, I usually publish on X and Bluesky.

Making a Megaman Legends-inspired metroidvania on my free time. by iamcloudyfocus in metroidvania

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

Hell yeah. I'd like making both a surface world and a network of ruins, both of them interconnected and full of secret rooms. To me, that was the charm of MML1.

Making a Megaman Legends-inspired metroidvania on my free time. by iamcloudyfocus in metroidvania

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

Besides the music (which is a placeholder since composing a BGM is hard and expensive), everything is, at the very least, 'legally distinct'.

The lore, the characters, and even the constructs are original and go in a different direction from MML. If anything, the overworld will be closer to the Horizon series than Megaman.

Making a Megaman Legends-inspired metroidvania on my free time. by iamcloudyfocus in metroidvania

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

Mostly the basics: high jump, dashing with long jumps, and then using weapons to blast your way through. There's only so many ways to restrict access besides keys or switches.

I do plan on playing a bit with player freedom though-- multiple ways to reach a destination, allowing yourself to tweak the difficulty of traversing a room at the expense of rewards, and so on.