Mythalore

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Everything posted by Mythalore

  1. [Dev Log] A Palpable Dream

    @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

    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?
  5. 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!
  6. 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.
  7. [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!
  8. [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!
  9. 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?
  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:
  16. 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.
  17. [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:
  18. 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!
  19. 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.
  20. ICE Wave

    So for this jam I'm going to be revisiting the game I made for the third wizard jam, Rogue Robot Rogues. That game was originally made within a weekend and inspired entirely by me drawing two circles, one small inside the other and thinking what if the big one was some sort of wave. This expanded to the player controlling the security system (or Intrusion Countermeasures Electronics - ICE) for the mainframe of a company, armed with an EMP wave and a turret. In the intervening year and a bit, I have gotten much more into cyberpunk as a genre of sci-fi and after reading Neuromancer it got me thinking what life would be like to work for one of those companies, on the other side of the fight. "Techs down from the arcologies. [Case] supposed that meant the arena had the approval of some corporate recreational committee. He wondered briefly what it would be like, working all your life for one zaibatsu. Company housing, company hymn, company funeral." - Neuromancer The other main issue with Rogue Robot Rogues was the lack of depth in the gameplay with the only verbs available to the player being turning and shooting. For this redesign I'm focusing a lot more on the creation of the ICE itself with the finished experience hopefully closer to a real-time puzzle game, focusing on the performance of the ICE constructs that the player constructs to ice programs. The Team: Art, Design - Me, Sam (@Mythalore) Dev, Design - Harry (@HarryMcAlpine) Music - @Atlantic Sound Design - Toby So far we have the logo above and have managed to resurrect the code I had in progress for the new version of Rogue Robot Rogues, complete with a new art style that I created for NEON Shell as it was titled. Although we will most likely have to rewrite the system to support the new mechanics and update to Unity 2017.2.
  21. Concentric

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

    @coughlinjon The idea is that the player will be able to build and upgrade the system through a series of nodes, in order to give more depth to the game than just turning and firing at enemies.
  23. ICE Wave

    Progress as been made on the UI, I've got a movable window which will hold a lot of the more macro mechnics in the game like the upgrade system.
  24. [Release] Get Hoisted

    Nice progress @SuperBiasedMan! If you need a hand with the AI stuff I'd be happy to talk it through, it's about the only part of game programming I actually enjoy, well that and ui.
  25. [RELEASED] The World Begins With You

    Oooh, it's almost alternate universe firewatch... I love it!