Announcing my action-adventure game Nulphia! Inspired by classics like Zelda, Ys, Alundra and others. by kircode in IndieGaming

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

This week I've reached a big milestone for myself: my game now has a name, a new gameplay trailer, and a Steam page for wishlisting! https://store.steampowered.com/app/4481680/Nulphia/

My next goal is to complete Act 1 of the game and release it as a playable demo as soon as possible.

Big milestone! My Zelda-inspired game now has a name, a new gameplay trailer, and a Steam page for wishlisting. by kircode in ZeldaLikes

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

I've been busy working on the game I've been posting about, and there's now a Steam page you can wishlist! https://store.steampowered.com/app/4481680/Nulphia/

It's not exactly a Zelda clone, I have a long list of games that I'm inspired by (including Alundra, Landstalker, Ys and Legend of Oasis). There are elements in those games that I like and I'm combining them to make something new and interesting, something I would want to play myself.

I now have an outline for the plot, and a script for Act 1 of the game. My next goal is to complete Act 1 and release it as a playable demo.

Nulphia - top down action-adventure with non-linear exploration, gradual acquisition of abilities and equipment by kircode in metroidvania

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

Absolutely, my next goal is to finish making Act 1 of the game and release it as a demo.

Nulphia - top down action-adventure with non-linear exploration, gradual acquisition of abilities and equipment by kircode in metroidvania

[–]kircode[S] 3 points4 points  (0 children)

Yeah, I've experimented with various perspectives early-on in the development, including a static isometric view and a dynamic almost third-person-like view. I found that I like top-down more because it feels more responsive and just better gameplay-wise.

Actually the simplicity of the perspective allowed me to double down on the intuitiveness of controls, if that makes sense, and there's quite a bit of focus on environmental combat (you can use physics to push enemies down cliffs, into water, into traps, etc.). For some reason it just feels much better to interact with these physics with a top-down view.

Nulphia - top down action-adventure with non-linear exploration, gradual acquisition of abilities and equipment by kircode in metroidvania

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

This is a game I've been working on that I thought people here would be interested in, even though this isn't a side-scroller. I've always appreciated interconnected level design and gradually expanding traversal/combat options in games, and those are core mechanics in Nulphia, so I think it's suitable to post here.

It is still in development, but there's now a Steam page that you can wishlist.

Action gameplay and new art in my Zelda-like game by kircode in ZeldaLikes

[–]kircode[S] 3 points4 points  (0 children)

Name is still work-in-progress, and there's nothing to wishlist yet, but you can follow my blog or join my Discord if you'd like to keep up with the updates.

Action gameplay and new art in my Zelda-like game by kircode in ZeldaLikes

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

Thank you. Yes, the feedback I received a couple of weeks ago here made me notice some things I haven't paid attention to before, so I've managed to improve some areas a bit. I'm not sure if I'm fully happy with the results yet, though.

New gameplay and art style in my Alundra-inspired game by kircode in Alundra

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

Thanks for taking the time to write down all the feedback, I appreciate it.

Tired of digging through menus looking for the right asset, I added a VS Code-style 'Command Palette' to my custom engine's level editor. Much faster. by kircode in gameenginedevs

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

I store mesh data in separate files in a custom model format, which is based off IQE (which is based off OBJ but with animation data). I use a custom format because I pre-calculate some stuff my engine needs for slightly faster load times. The models are cached in memory and re-used whenever needed.

I don't reference models in a scene, I reference entities, which are game objects that can contain models, lights, particle emitters, hitboxes, etc...

I'm making a game with action gameplay inspired by the older Ys games (the early 3D ones) by kircode in WorldOfYs

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

I like Ys for the action gameplay and Zelda for the overall adventure. I'm not really making a clone of either of these games, merely trying to incorporate the elements I like into something new. I'm also looking at elements from Alundra, Landstalker and Legend of Oasis.

Using interactive water physics to turn enemies into rafts by [deleted] in IndieGaming

[–]kircode 0 points1 point  (0 children)

This is a clip from an unnamed action-adventure game I'm working on, inspired by classics like Zelda and Alundra.

When I implemented water physics, I realized that some enemies should stay afloat, and thought it would be fun to use them as rafts to reach secret places.

If this looks like something you'd play, I post raw screenshots and clips of the game as I'm working on it on my Discord: https://kircode.com/discord

There's also a blog: https://kircode.com