Mythalore

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    115
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About Mythalore

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

Contact Methods

  • Website URL
    http://mythalore.com/

Profile Information

  • Gender
    Male
  • Location
    Isle of Wight/Bristol, UK

Converted

  • 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

Recent Profile Visitors

1624 profile views
  1. [Dev Log] Palpable Dreams

    @Nappi once again your use of colour is just amazing! Gameplay too, I've done boids and swarm stuff at uni but never anything spherical like that it's crazy!
  2. [Dev Log ] To Me, To Me, To Me

    Man, I love how you've brought so much attention and detail across to this pixelly style and that gameplay is really smooth well done, so far!
  3. War of the Broses

    Hey @phill! You're not too late yet! Especially with such a strong idea! I can't remember but are there enemies in katamari? Might be better to copy what they have as a base for time.
  4. Mailbag for a Tattered Nation

    I'm working on the second illustration and writing now but here's a speed paint of the first in the meantime! Music: Life Uhh Finds a Way (Rough Mix) also by Jordan Hartley!
  5. Mailbag for a Tattered Nation

    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?
  6. [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!
  7. [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!
  8. 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?
  9. 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.
  10. [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.
  11. 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.
  12. WIZARD JAM 7 // Welcome Thread

    haha @atte that is amazing, dot gobbler almost looks wistful without the eyebrows like that!
  13. 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: 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.
  14. 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!
  15. 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: