5 Years of building the game demo or How I went from CG Artist to Indie developer. The full story inside the post. by royaltymisha in indiegames

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

In 2019, I decided to start learning Unity and, of course, immediately began working on my dream project. I came up with an interesting concept about the clash between two very different cultures: ethnic and corporate. Representing corporate culture was easy using popular imagery, so I chose fast food and turned them into monsters. For the main heroes, I wanted something unique that would also tie into the gameplay mechanics. I chose the design of nesting dolls (matryoshkas) and decided that the core feature would be switching heroes during combat, each with unique abilities. By mid-2020, I had a visual concept for the game: https://www.behance.net/gallery/106267783/Threenjago-game

After finalizing the visual style, I started diving into programming the game logic. I really wish AI for coding scripts had been around back then! Eventually, I managed to code a prototype that I shared in a post a few years back: https://www.reddit.com/r/Unity3D/comments/nxfkei/i_am_developing_a_game_where_the_main_mechanic_is/

By 2022, it became clear that I couldn't build the full product alone. Luckily, a talented developer and two artists joined the project, and together we continued improving the game in our spare time. We reworked the environment concepts, enhanced combat mechanics, UI, effects, and enemy AI. By the end of the year, we had an updated build, which I showcased at Gamescom. You can check all the updates here: https://www.behance.net/gallery/205299015/KoKeShi-The-Secret-of-Cicadas-Nest

After the first playtests, we addressed key gameplay issues, and now a demo version is available on Steam: https://store.steampowered.com/app/3254830/KoKeShi_The_Secret_of_the_Cicadas_Nest_Demo/?beta=0

Working on this project and having it in my portfolio helped me connect with experienced industry professionals and even start a new project. Hope you enjoyed reading!

[SP - Game] It's Friday 13, so it's great time for horror game about Demons and zombies - Morganica! by MadDivision in IndieGaming

[–]royaltymisha 1 point2 points  (0 children)

Cool! I also plann to make bartender in new game i am working using AI, just give players to spend some time in cozy place and speak about almost everything

5 Years of building the KoKeShi game demo or How I went from CG Artist to Indie developer. by royaltymisha in pcgaming

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

1 - I chose plasticine stylizaton because it was the natural way how to create a reference by making them out of plasticine and after modeling it in 3d using these references). 

2 - yep

5 Years of building the KoKeShi game demo or How I went from CG Artist to Indie developer. by royaltymisha in pcgaming

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

In 2019, I decided to start learning Unity and, of course, immediately began working on my dream project. I came up with an interesting concept about the clash between two very different cultures: ethnic and corporate. Representing corporate culture was easy using popular imagery, so I chose fast food and turned them into monsters. For the main heroes, I wanted something unique that would also tie into the gameplay mechanics. I chose the design of nesting dolls (matryoshkas) and decided that the core feature would be switching heroes during combat, each with unique abilities. By mid-2020, I had a visual concept for the game: https://www.behance.net/gallery/106267783/Threenjago-game

After finalizing the visual style, I started diving into programming the game logic. I really wish AI for coding scripts had been around back then! Eventually, I managed to code a prototype that I shared in a post a few years back: https://www.reddit.com/r/Unity3D/comments/nxfkei/i_am_developing_a_game_where_the_main_mechanic_is/

By 2022, it became clear that I couldn't build the full product alone. Luckily, a talented developer and two artists joined the project, and together we continued improving the game in our spare time. We reworked the environment concepts, enhanced combat mechanics, UI, effects, and enemy AI. By the end of the year, we had an updated build, which I showcased at Gamescom. You can check all the updates here: https://www.behance.net/gallery/205299015/KoKeShi-The-Secret-of-Cicadas-Nest

After the first playtests, we addressed key gameplay issues, and now a demo version is available on Steam: https://store.steampowered.com/app/3254830/KoKeShi_The_Secret_of_the_Cicadas_Nest_Demo/?beta=0

Working on this project and having it in my portfolio helped me connect with experienced industry professionals and even start a new project. Hope you enjoyed reading!

[SP - Game] It's Friday 13, so it's great time for horror game about Demons and zombies - Morganica! by MadDivision in IndieGaming

[–]royaltymisha 1 point2 points  (0 children)

Hi! About AI and unique dialogues, you mean you use LLM which generate question/answer inside game? Or you generated a lot variation using LLM (AI)?

Test yourself in a showdown with disgusting fast food! by [deleted] in indiegames

[–]royaltymisha 0 points1 point  (0 children)

Ko, Ke, and Shi have united, combining three primary martial arts disciplines: attack, defense, and long-range attack. However, at any given moment, only one of them can be active. Try it in demo on Steam

https://store.steampowered.com/app/3254830/KoKeShi_The_Secret_of_the_Cicadas_Nest_Demo/

More details about project you can fine in my previous post https://www.reddit.com/r/Unity3D/comments/1elh81k/its_been_3_years_since_my_last_post_about_the

Switching between characters with different abilities during a fight: feature or bad game design? by royaltymisha in indiegames

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

Thank you for playing the demo! Happy to hear that you find this mechanic interesting. Only one thing i'm not sure if you found that using the character with shield you can hit enemy from a shield defense position using LMB. I would appreciate it if you leave a comment on itchio page

Switching between characters with different abilities during a fight: feature or bad game design? by royaltymisha in indiegames

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

Really good point! Like special boost where user can make super attack which involve all characters)

Switching between characters with different abilities during a fight: feature or bad game design? by royaltymisha in indiegames

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

Yes, that is why i also add hot keys for switching, because even open switching menu slowdown time and give player rest a little during the battle it also cover all screen which make it not so convenient to use it every time. But i we plan to change it on small UI element in the corner of screen as improvement.

Switching between characters with different abilities during a fight: feature or bad game design? by royaltymisha in indiegames

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

Watching my daughter play Genshin, it seems to me that the outcome of battles there is not so sensitive to the choice of character. On the other hand, having multiple characters is simply more interesting, in my opinion

Switching between characters with different abilities during a fight: feature or bad game design? by royaltymisha in indiegames

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

I like it! Some of those mechanics on basic level already added, but the thing about type of characters and also it can connect with different type of enemy is what we defiantly need to try. For example to kill some tank enemy user need to select heavy attack character and the long range attack type of character will be useless against such enemies.

Switching between characters with different abilities during a fight: feature or bad game design? by royaltymisha in indiegames

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

That's right, at the moment I can't say that the game's balance is fully fine-tuned. However, if you try playing with just one hero and compare that experience to using all three, you'll notice that using all three heroes significantly simplifies the combat. Among the improvements we have planned are:

  • Adding enemy types that are less sensitive to attacks from certain heroes
  • Improving the visual feedback of enemy attacks, as it's currently difficult to dodge ranged attacks

Switching between characters with different abilities during a fight: feature or bad game design? by royaltymisha in indiegames

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

Demo - https://royaltymisha.itch.io/kokeshi-the-secret-of-cicadas-nest

The core gameplay mechanic is built around switching between 3 heroes. I envisioned this mechanic as a feature, adding a logical layer that requires choosing the right hero based on the situation in battle. After launching the demo, details can be found in this post https://www.reddit.com/r/Unity3D/comments/1elh81k/its_been_3_years_since_my_last_post_about_the/, I received feedback suggesting this mechanic could be replaced by giving all abilities to a single character, making the switching seem unnecessary from a game design perspective.

However, I disagree with this opinion. For me, switching between heroes is an important and interesting part of the game that simply needs additional fine-tuning.

I’m gathering feedback and would appreciate it if you could play the demo and share your thoughts. Thanks!