Mythalore

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Everything posted by Mythalore

  1. [Release] wrong thread - a detective game

    Looks awesome @SuperBiasedMan, that rolling system is really smooth. I didn't know you could use the animation system to trigger functions!
  2. Huzzah! An update! I spent Saturday drawing up concept stuff and writing this thread and yesterday procrastinating and working on my website. However! Today I have properly started work on the game, I've got the basis for the quick-time event system built into Unity's event system. This is a good first step and should be usable for all the moves in the game. (When you press the displayed key it changes to a random new one)
  3. [Release] Bogost in the Shell

    Wow looks great already, love that pixelly art style!
  4. Nice work on that mock up really slick, are you going for that style for the actual game?
  5. Welcome to Wizard Jam 4!

    @Flay I could use an artist myself tbh people with art skills seem to be in pretty short supply this jam.
  6. WJ4 "Why I Jam" Audio Compilation

    Here's mine, might be a bit quiet. WizJam_WhyIJam_Mythalore.wav
  7. I'm up for helping out, I can art, music and idea pretty good
  8. Welcome to Wizard Jam 4!

    Game jams are a great way to learn game development whether you finish a game or not the experience and motivation is well worth it. As far as starting early goes, I don't suppose anyone will mind too much. But it might be worth if you have a spare weekend beforehand to try working on a different small game. That way you can get the basics down without mucking up the code/project for your actual jam game. Good luck with it, looking forward to playing the finished game.
  9. Welcome to Wizard Jam 4!

    I know, I was just tiredly postulating the opposite.
  10. Welcome to Wizard Jam 4!

    At least its not finishing a day after your birthday or something sbm.
  11. Welcome to Wizard Jam 4!

    Just to weight now that I'm awake, you may have already dicussed this but how about keeping the episodes theme but having special holiday themed diversifiers? Like use Christmasy or wintery colours or something?
  12. Welcome to Wizard Jam 4!

    I'd say that gives the organiser too much power over who works with whom and then of course a lot of the blame if things don't work out.
  13. Welcome to Wizard Jam 4!

    Mhm I get that but someone needs to approach someone else at some point otherwise nothing will happen. The team lottery could work if it takes skills into account, as then people can just talk to their arranged team and we wont end up with a group of artists who've never used unity before. However I don't think this should be the only option as it still requires a fair bit of upfront engagement and trust. The other thing is a spreadsheet of people's skills as Elvaq says, this is acually something sbm did when setting up roleplaying games on the forums a few weeks back and could work really well as it did then. But this still requires people to approach the people with the right skills to fit their dynamic.
  14. Welcome to Wizard Jam 4!

    Sounds good but I don't think teams should ever be out of a hat that sounds far too forced and that can just lead to disfunctional teams. I'd say the best idea is probably a formalised thread or something where people can post their ideas and what skills they need, that way people can know what they're getting into.
  15. Welcome to Wizard Jam 4!

    Looks great Elvaq! I definitely think we should have the wizard jam joint universe diversifier, although it might be a bit complex the comunication that it promotes between jammers should be worth it. What do you mean by more and better teams? I've always figured that to be a spontaneous thing between people who want to colaborate.
  16. Pen and Paper and Roll20.net Games

    I'd absolutely second Donjon.bin.sh/ it's an awesome site, even has pretty good dungeon and world gen. For NPCs in general I tend to just focus on three things, Personality, Wants and Fears and think them through, keeping the character in mind. Then for names recently I've just been making them up but if I need inspiration I tend to use seventhsanctum.com/index-name.php Seventh Sanctum as some great generators for all sorts of names, although they do tend to need tweaking.
  17. Pen and Paper and Roll20.net Games

    Dear Woob, I'd also be absolutely down for some dungeon delving. I would say I'm only really free from 7 on weekday evenings, don't finish work till 6 but I don't mind joining a bit late if it comes to it. I've used roll20 in the past and I'm more than happy to voice. Best, Myth
  18. Pen and Paper and Roll20.net Games

    I guess we need to see who wants to dm and go from there in regard to timezones etc.
  19. Pen and Paper and Roll20.net Games

    I'd absolutely be up for playing something, dungeon world sounds really cool. I'd also be up for dming D&D 5e if anyone wants to play that.
  20. Rogue robotic ninjas from a rival company are trying to steal the data on your company's mainframe. You are the mainframe's automated defence system, and its last hope... I had my last exam for the year on Monday and after that I didn't really feel like continuing with my first wizard jam game. However, after seeing the title for yesterday's Idle Thumbs, I had this idea and now I can't stop thinking about it so I'm going to see what I can get done. In the game you play as a turret fighting off robotic ninjas armed with cloaking devices, which renders them completely invisible, so you have to use an EMP to disable them in order to reveal their locations. I started development yesterday, so far I've got the turret in along with bullets and the EMP wave, next I'm going to work on the enemies.
  21. Hi all, I've been working on updating my Wizard Jam game, Rogue Robot Rogues. The plan is to get it to a somewhat final version ready for exhibiting at EGX in September, so as part of this I'm going to be releasing the odd update building up to the conference. Starting with a playable build for the leftfield collection submission at the end of the month, any feedback on this new version is very welcome as I've made a number of changes that I hope improve the pace and playability of the game. Rogue Robot Rogues, Version 4 - Power Ups and Polish The main focus of this new version is a power up system. The power ups have a chance of being dropped by shielded enemies, after which they need to be shot and then they will activate an effect. Currently there are three power ups, a green health drop which gives back one data orb when collected, a yellow pick up which grants super fast EMP cooldown and a purple power up which removes the need to reload. Both the yellow and purple power ups last for a limited time. The idea with this system is to add longevity to each run of the game, so it's not just entirely downhill from the first loss of an orb. The secondary aim of this update has been to improve the overall player experience and increase replayability. As part of this I have added in a death sequence to the end of each run which allows a couple of seconds to actually comprehend each loss, as well as working much better narratively. I've also added a local highscore system which keeps track of your highest score as you play providing a constant target to aim for. Along with this I've fixed a large number of bugs with earlier versions and polished up a number of features to make them more intuitive/functional/less-buggy-in-general. Below is a link to the game's itch.io page and a current playable build of the game, any and all feedback is greatly appreciated especially with the submission deadline approaching. It's an Itch.io link: https://mythalore.itch.io/rogue-robot-rogues
  22. [Dev Log] Rogue Robot Rogues

    Hi all, I'm going to be working on updating my Wizard Jam game, Rogue Robot Rogues. The plan is to get it to a somewhat final version ready for exhibiting to EGX in September, so as part of this I'm going to be releasing regular updates building up to the leftfield submission at the end of the month and then after that until the conference. So without further ado here is the first update. Rogue Robot Rogues, Version 4.1 - Health Up The main focus of this new version is a power up system. The power ups have a chance to be dropped by shielded enemies, after which they need to be shot and then they will activate an effect. Currently there's only one power up, a health drop which gives back one data orb when collected. The idea with this system is to add longevity to each run of the game, so it's not just entirely downhill from the first loss of an orb. I've got plans for two other power ups at the moment that I'll be working on over the next week. Link: https://mythalore.itch.io/rogue-robot-rogues Wizard Jam Post: https://www.idlethumbs.net/forums/topic/10913-release-vers-3-now-up-rogue-robot-rogues-or-disable-enemies-to-reveal-enemies/
  23. Thanks for all the feedback, I'm really glad you all seem to like the main mechanic of the game. I really like how it reminds me of the way ominous blips always seem to appear on radars in old WWII movies, scary stuff that. Post Jam Update 2, Version 3 I've been playing the game quite a bit myself and I feel that version 2 is still a bit to stale. Since the difficulty curve in version 2 is based on the amount of health you have left, if you never lose any health the game never gets harder which can get pretty boring after awhile. I've updated the game to try and combat this, I've changed the difficulty so it increases over time and I've made it so the game area shrinks as you lose health making it easier for the robots to escape. I've also limited the bullets to a burst of three before needing to reload, I feel this makes the experience on the whole a lot more tense as the game progresses, although it's still possible to survive for awhile (I've gotten to 516) it's now more difficult then simply holding the mouse down. This update also pulls the game much closer to how it was originally envisioned as I had the fading of the light in from the get go but I had to cut it for the jam due to time constraints. Link: https://mythalore.itch.io/rogue-robot-rogues
  24. Nineties Cockpit Freakout - Feedback Request

    This certainly looks awesome, although I've haven't had a chance to play it yet I'll report back once I do. I was at Rezzed this year, but sadly didn't see the game about, was it in the left-field collection or the main indie zone? One thing that might be worth a look for a game like this is Alex Bruce's talk on the iterative design process he went through while making Antichamber. ( )Antichamber is at it's heart is a very confusing, even alienating puzzle game, but through testing Bruce designed the game not to lead the player but to account for their mistakes, which has meant that the final version of Antichamber is actually quite easy to fumble through while you end up learning it's mechanics as you play. I don't know how much of this is helpful, I haven't played the game but it's clearly not a puzzle game. However game design is all about lateral thinking after all, so I though you might still be able to get something out of it. All the same good luck with development and I'll be sure to report back with my thoughts on the game itself.
  25. Post Jam Update 1, Version 2 I've mainly been focusing on balancing the game and adding more variation to the gameplay. There's now a second enemy type which can be seen but is immune to the EMP until shot. The game gets steadily harder as you lose data cells, that now spin slowly around you which should help fix some of the pathfinding issues. I've also made a few minor fixes, locked the resolution to 16:9 for better support, cleaned up the menu and removed the dependency on frame rate for some things. You can play the updated version here: https://mythalore.itch.io/rogue-robot-rogues