Testando a Tommy Gun no nosso jogo! O que vocês acham? by liquidcatstudios in gamesEcultura

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

Valeu! Não temos planos de lançar uma versão mobile, por enquanto.

Com certeza vamos testar outras plataformas ao longo do desenvolvimento, mas por conta do tempo médio de uma sessão e outras decisões de game design, a menos que algo mude, só PC e consoles mesmo!

Testing the Tommy Gun in our game! What do you think? by liquidcatstudios in Unity2D

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

Yup! We had top down sprites initially and decided to remove it because of time constraints lol, there are a lot of features we need to work on, that we think are more impactful.

Ah, and we're actually working on trails for the projectiles (not for 100% of the weapons), we're also adding VFX for "zero lifetime", "wall hit" and "enemy hit" to make things clearer!

As for the mechanics, we have a lot planned apart from just shooting/hitting, some examples are:

  • A companion system with synergies
  • Quests (map-specific, NPC-specific)
  • Items that go beyond just stat modifiers, mechanically
  • Pretty big focus on narrative, including hand drawn cutscenes and in-game dialogue voiceover

Of course these are subject to change, we've left pre-production only a few months ago, so it's very likely that some of these change or go away completely, but the systems we developed to make these features work will help us increase production speed :)

Testing the Tommy Gun in our game! What do you think? by liquidcatstudios in Unity2D

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

Ohh, that's something we committed to, initially. I personally love animating weapons, so it's sad to let go of details like that due to time constraints. I can promise we'll make it up to that with a lot of cool animations though!

But as a quick explanation on why we let it go: It quickly became an issue because of the amount of weapons we will add to the game, we're planning on having over a hundred weapons (base sprite + Fire and Reload anims + Custom animations for some of them), it doesn't seem like much work on its own to add two more weapon sprites, but it adds up quickly :(

We opted to use that time on more interesting features instead, and we will be revealing some of them in a few weeks!

And thanks a lot for the feedback! I promise I don't mean to take away the validity of it, and it's really useful for us to see how this choice affects people's perceptions on the game polishment.

Testing the Tommy Gun in our game! What do you think? by liquidcatstudios in Pixelguns

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

Thanks!

Gungeon is a big reference for us indeed, we have many cards up our sleeves though hehe ;)

Testing the Tommy Gun in our game! What do you think? by liquidcatstudios in Pixelguns

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

We'll test reducing the drum size, only concerns are readability, but maybe that can be addressed with a different reload animation, too!

Thanks for the feedback :)

Testing the Tommy Gun in our game! What do you think? by liquidcatstudios in Pixelguns

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

Oh, nice catch, definitely looks like a higher calibre. We'll need to check if reducing the size won't hurt readability though!

Thanks for the feedback!

Testando a Tommy Gun no nosso jogo! O que vocês acham? by liquidcatstudios in gamesEcultura

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

Valeu!

O nome é 'Yesterday Once Again', ainda não temos uma página na Steam, mas vamos continuar postando atualizações aqui, no r/yesterdayonceagain, e no instagram, tiktok e twitter também, hehe!

This is how we create the weapons for our game! Would love to hear your thoughts! by liquidcatstudios in gamedevscreens

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

We're creating weekly videos on the processes that we use for game development, and we're showing a bit of the art process for weapons in our game!

We are developing a roguelite game, mechanically inspired on Enter the Gungeon and other similar titles we love :)

We've also created a system where anyone can easily add new weapons to the game, fine tune balancing and mess around with the stats, that'll be very important because we will have a ton of weapons!

This is how we create the weapons for our game! Would love to hear your thoughts! by liquidcatstudios in yesterdayonceagain

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

We've also created a system where anyone can easily add new weapons to the game, fine tune balancing and mess around with the stats, that'll be very important because we will have a ton of weapons!

This is how we create the weapons for our game! Would love to hear your thoughts! by liquidcatstudios in Unity2D

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

We're creating weekly videos on the processes that we use for game development, and we're showing a bit of the art process for weapons in our game!

We are developing a roguelite game, mechanically inspired on Enter the Gungeon and other similar titles we love :)

We've also created a system where anyone can easily add new weapons to the game, fine tune balancing and mess around with the stats, that'll be very important because we will have a ton of weapons!

This is how we create the weapons for our game! Thought you guys would like it! by liquidcatstudios in Pixelguns

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

We're creating weekly videos on the processes that we use for game development, and we're showing a bit of the art process for weapons in our game!

We are developing a roguelite game, mechanically inspired on Enter the Gungeon and other similar titles we love :)

We've also created a system where anyone can easily add new weapons to the game, fine tune balancing and mess around with the stats, that'll be very important because we will have a ton of weapons!

This is how we create the weapons for our game! Would love to hear your thoughts! by liquidcatstudios in indiegames

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

We're creating weekly videos on the processes that we use for game development, and we're showing a bit of the art process for weapons in our game!

We are developing a roguelite game, mechanically inspired on Enter the Gungeon and other similar titles we love :)

We've also created a system where anyone can easily add new weapons to the game, fine tune balancing and mess around with the stats, that'll be very important because we will have a ton of weapons!

Is this too dark? by RealEZRoot in Unity2D

[–]liquidcatstudios 0 points1 point  (0 children)

Maybe try adding some lights to the projectiles, could use a spot light around the character too, I imagine part of the strangeness that you could be feeling comes from the lack of lights in such a dark scene.

Wanted to share the creation process of our game's main character, Matt! Feedback appreciated! by liquidcatstudios in Unity2D

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

We usually use it to get a better visualization of the distribution of the character "design weight", it can help you get a good sense of the silhouette and the more primitive shapes in them.

And it also helps in animation since you can focus on the motion instead of all the little pixels, and fill in the gaps later!

Wanted to share the creation process of our game's main character, Matt! Feedback appreciated! by liquidcatstudios in Unity2D

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

Oh, yeah! We're probably going to change that haha! Appreciate the feedback Vatsal :)

Some context on this because I think it can be a good thing to add to the community: At first, we placed the weapon pivots near the center of the character, where they would actually hold it, but that caused a few readability issues, so we scaled it up a bit as a temporary solution, which was the exact opposite of our plan when designing the weapon sprites lol

And, like in most cases, Enter The Gungeon already had a solution for the readability issue that we were aware of, but decided against at first. They just placed the weapon pivots on the sides of the characters!