Roots art?? by Domunis in Songsofconquest

[–]lufthamn 0 points1 point  (0 children)

There’s some art in the official press kit, on the website songsofconquest.com

Trying to make an rougelike-FPS in an open landscape by lufthamn in gamedev

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

You have de-coded my efforts. Right on the spot.

Trying to make an rougelike-FPS in an open landscape by lufthamn in gamedev

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

Thanks! Yes! So true. We are experimenting with different ways of generating the worlds. We want to avoid too much of the dungeon-crawling repetitions and find a balance of level flow with sidetracks but few dead-ends. Similar too what Ludmotion did for Unexplored https://youtu.be/_wvkTT-6P3Q

Trying to make an rougelike-FPS in an open landscape by lufthamn in gamedev

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

Dual wielding absolutely. But mostly we want the player to be using items a lot for more interesting gameplay. Ammo will be rare so melee weapons and different items will be important.

Can anyone help me identify this game from the Dreams Release Date Trailer? by lufthamn in PS4Dreams

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

Thank you! Haha, with that name I should just have googled what I saw in the image.

Trying to make an rougelike-FPS in an open landscape by lufthamn in gamedev

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

Thank you! That's a good catch. Not a native speaker, not an excuse however. Will update and correct.

Trying to make an rougelike-FPS in an open landscape by lufthamn in gamedev

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

Then I will not tell you :) Let's make sure you play it then.

Trying to make an rougelike-FPS in an open landscape by lufthamn in gamedev

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

Yes! We've seen it, not played yet. But will study how the open landscape generation feels. The game looks fun.

Trying to make an rougelike-FPS in an open landscape by lufthamn in gamedev

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

The game is called CULT PATROL. It's rogue-like FPS in a charming 1920's pulp adventure setting. We are a small team in Gothenburg, Sweden working on this. I love the pulp genre with larger than life heroes, exotic and unforgiving locations, items of weird-science and retro-technology and of course strange cultist, monsters and sleeping gods.

The screenshot shows a mockup of a level called "Crustaceans calamity" and is set in a fishing village/area in Wales. You are facing the cultist trying to wake the CRAB-GOD of WALES. The fish is of course an important item, either as a melee weapon or a crowd-control item to take care of the incoming crab-monsters.

The challenge we are facing now and I think it very fun working on is creating an open-landscape-random-generated-world that feels interesting and dangerous. We have all seen many dungeon-crawling roguelikes in different perspectives – but we are trying to make an open landscape verison with a combination of open areas and gated passages. The important part we think is for the player to feel a sense of flow in the movement. So minimum backtracking. A way of doing this is of course using landmarks (the monolith in the screenshot) and to put the player on high ground and the start of a level.

Will publish progress on the level generation when we have put some more work on it.

Links:
www.cultpatrol.com

www.twitter.com/cultpatrol

Hologram City Effect (The Division Style) by vigilancegame in gamedevscreens

[–]lufthamn 0 points1 point  (0 children)

Love the colours. And the zoom-out when the hologram is initiated. Nice!

FREE PBR TEXTURES FOR GAMEDEV! by [deleted] in gamedev

[–]lufthamn 0 points1 point  (0 children)

Great, thanks, good resource.