Mythalore

Members
  • Content count

    117
  • Joined

  • Last visited

Posts posted by Mythalore


  1. Playable here: https://mythalore.itch.io/mailbag-for-a-tattered-nation

     

    I had a bit of trouble getting the music in but it's fully working now.

     

    Currently there's only the one main illustration, I started this as motivation to get me drawing more but I think it was too much at once and I got distracted with other muses.

    But I'm planning to go back to this as and when I'm motivated to illustrate a scene since it's a lot easier to draw now that I know what I'm drawing.

    I'll update as I got with the new drawings.

     


  2. Hi folks!

    I'm going to be writing and illustrating an interactive story for this wizard jam.

    Took a little bit to find myself again after finishing uni but now I'm working as an artist/illustrator and loving it.

     

    I'm teaming up with Jordan Hartley on this, he's composing a lovely score to go along with the story!

     

    ------------------------------------------------------------------------

     

    Mailbag for a Tattered Nation, an interactive short story

     

    This nation is torn, tattered, and bereft. Resources are scarce; hope, long forgotten.

    This is it, all there is.

     

    You find three letters in an old mailbag on the street. You haven't been warm in weeks, this is your chance.

    Which letter do you want to burn? Whose unfinished story is it time for the world to move on from and forget?

     

    sam-richards-5-mailbag-for-a-tattered-na

     


  3. 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. :)

    https://www.youtube.com/watch?v=sJnQOfk_JY8

     

    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.

    tRDH5J5.png 


  4. This looks lovely so far, reminds me a lot of the simplistic art style of Tokyo 42 (which also had a flip-able camera)!

    image.jpeg.ea4baef3477d676d6bf1154a857c01e6.jpeg

     

    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. :D

     


  5. Hi there!

     

    I'd certainly be happy to help test, we do have a playtest mailing list here - Sign-up Form: https://goo.gl/forms/tRnDPoRX9PDLofN63 and Spreadsheet: https://goo.gl/tePLX2

     

    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. :)


  6. 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!


  7. 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: 

    Spoiler

    I think it'd be good if you made it so the x automatically targets as soon as you click the two pings in the right direction. As it is if you leave it or don't know to change it it seems to just miss, but when you click, it automatically hits which feels much better and fine to me.

     


  8. 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.

    2018-01-06_15-58-30.gif.1df543208df655ccad5785f10d091f64.gif


  9. 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:

    Spoiler

    It might help to name the exhibition "This is Phaedrus" instead of "Pheadrus 2010" at the start, just to seed it into the player's mind. Might be too easy then but if it's there from the get go there'll still be the initial work to decipher the numbers and then link it back.

     


  10. 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! :D

     


  11. 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.

     

    Nodes.gif