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About Mythalore

  • Rank
    The #1 source for Mytha lore
  • Birthday 07/21/1996

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  • Gender
  • Location
    Isle of Wight/Bristol, UK


  • Biography
    Sam Richards, Technical Game Designer.
  • Location
    Isle of Wight/Bristol, UK
  • Interests
    Game dev, Photography, Books
  • Occupation
    Student of Games Technology
  • Favorite Games
    Star Wars: BFII, Firewatch, Life Is Strange, Gone Home, League of Legends

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  1. [Dev Log] Mystery of the Ravens

    @zerofiftyone Me too! Hopefully it will get even cooler as we go! @fabian I'm thinking we should give one raven a blue eye, the other a purple eye and leaving the gold for when one of them is selected. @Nappi Thanks! Been meaning to post this for a couple of days, but life... got in the way. Here's a timelapse of me creating the raven!
  2. [Dev Log] Everything I Never Told You

    I really like that map effect! Only got a little way into KR0, but the sense of mystery is palpable right from the go, it's a wonderful thing to aspired to!
  3. [Released] They Came Through the Floor

    Ooh this looks very nice as usual! I've played quite a bit of super crate box and I'm pretty interested in a successor to that genre. What sort of combat, if any, are you thinking of?
  4. [Dev Log] Mystery of the Ravens

    Hello! So this wizard jam me and @Synnah have decided to team up and work on an Unreal game together. Unreal both in terms of the engine we're using and our idea's basis in Norse mythology. We've been inspired by the recent God of War game as well as the prevalence of Marvel films which both draw heavily from Norse myth. Specifically there is a mechanic in the new God of War where you have ten seconds to move a *thing* between different nodes, which node the thing is currently in then has a specific effect on the level. For example opening a specific door. Which then closes again once the *thing* is removed. Here's a video if you've either played/watched GoW or don't care about spoilers. Our plan is to use this as a basis for a 2.5D platform puzzle game. We'll post more once we getting going but for now here's a wip logo.
  5. [dev log] A Wish Upon A Star

    This looks lovely so far, reminds me a lot of the simplistic art style of Tokyo 42 (which also had a flip-able camera)! Regarding dynamic nav meshes you can fake it with obstacles pretty well you might be able to just stick a big invisible object over the platforms that the player can't reach (not really sure on how you're want to do movement mind). Here's quick video on the subject, and the next one covers linking nav meshes which can be used for jumping between them, if that's in anyway helpful for what you want to do.
  6. WIZARD JAM 7 // Welcome Thread

    @Salacious Snake ah well if you need any unity help, let me know! There's also the #game-dev channel in the thumbs slack for quick responses to game dev related issues.
  7. WIZARD JAM 7 // Welcome Thread

    haha @atte that is amazing, dot gobbler almost looks wistful without the eyebrows like that!
  8. Text based game - Virus Universal

    Hi there! I'd certainly be happy to help test, we do have a playtest mailing list here - Sign-up Form: and Spreadsheet: I'd say it's definitely worth making a text-based game as a learning project and I'd like to think it's still commercially viable provided you have a good presentation beyond say just black text on a white background. Best of luck and keep at it.
  9. Love the presentation of this, the art and music is both really nice. Gameplay wise I got all the upgrades and enjoyed the platforming around but I feel it's missing the sort of underground hidden cave content you can find in Terraria and Spelunky that can drive the need to explore beyond resources. Also the danger layer implementation is a little weird since there's no really reason for it in fiction, just sort of happens and at the end I just got stuck underground since all the blocks at the top had been destroyed. Have you thought about presenting it as more of a dangerous corruption which could change the terrain but keep the geometry for navigation, like the corruption in Terraria? Great stuff tho, hope you keep working on it!
  10. PING

    Got the hang of the game now and got through to the end, love the atmosphere and the story, the voice acting not so much. Presentation-wise: I found the windows pretty hard to see through, I rarely saw any of the ships through them and when I did they where very similar to the background. Gameplay-wise:
  11. Really love the presentation, the interstitial text and the music work really well to set an interesting tone! The gameplay is a really interesting concept and initial really fun, I love the constellation review and actually discovered that I'd made the big dipper only after finishing the level! However I did find the solar winds (I think?) pretty annoying since they seem, to me at least (I have no physics background) to just have a random effect, sometimes speeding up, sometimes slowing down and just wrecking the orbit I set with no explanation. For me it would be nice if they had a set effect that was explained and you could then play with, like the ship can't turn in it so you have to time your orbit so the ship can just go straight for a bit or something similarly simple.
  12. [Release] Phaedrus 2010

    Wonderfully simple, and really nicely done @atte! Most of all I just really like seeing the episode names realised, especially in your whimsical artstyle. One thing though:
  13. Concentric

    Great stuff @zerofiftyone! Major props for following through on this idea, I've definitely regretted giving up on ideas in the past. I've only been able to get to a couple of levels so far. But when I'm home and have my controller, I'll be gunning for that highscore table. I've already beaten one of your test scores!
  14. ICE Wave

    Post Christmas Update! I've got a working node system in now, just need to figure out the best ui/controls for it. I'm going to take time tomorrow to do a proper mock up of the ui/graphics for ICE Wave, which should help keep things on track.
  15. Concentric

    I should say I love the slight 3D shading you have on the game elements, it's a really nice effect.