TRTWNT is a board game with elements of FPShooters and RPG's. It relies on procedural generation in order to generate new experiences every time you play the game. Stats determine how the world and it's entities interact with the player.

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So I've been working on gameplay for about the past 2 days or so, and I've made a bit of progress. I'm currently working on multiplayer, and I'm adding 3D versions of the characters that I've already made to the game. Pixeling in 3D is way different than pixeling in 2D, so I'm currently experimenting around with adding depth to the 3D sprites...

Posted by Code_Assassin on Sep 8th, 2013

So I've been working on gameplay for about the past 2 days or so, and I've made a bit of progress. I'm currently working on multiplayer, and I'm adding 3D versions of the characters that I've already made to the game. Pixeling in 3D is way different than pixeling in 2D, so I'm currently experimenting around with adding depth to the 3D sprites.

Here's one of the characters moving around in the little scene I've got going:

Don't let him stare into your soul.

So far, every character is represented by their head since I haven't really figured out how to make their bodies. I'm hoping I can give them bodies - but maybe the faces will do the trick? Let me know what you think :D

I'm also working on LAN.. and turns out that networking for games is a whole 'nother beast! I'm totally new to networking but I'm prepared for several hours of trial and error. Here's a screenshot demonstrating LAN capabilities:

LAN !!

I get some lag, so I'll need to look into how to fix that... but other than that LAN works pretty good. I'll be working on WAN after I get LAN under my belt.

Sproxel is an amazing piece of open-source software. I don't have the funds for Qubicle right now so I'll just stick to Sproxel until I actually have enough money to purchase Qubicle. Here's a sprite I pixeled in Sproxel today(I have about 1/3rd of the character set "sproxeled"):

Short Timelapse of me Sproxeling

and this is the final product(I think it gives off a good sense of depth):

Final Product!

and that is the end of 3 days worth of work. I'm probably going to be working on making the creation and joining of a server more seamless(er... what I mean by that is custom gui that matches the theme of my game).  If you like what you see(please follow the project!), or have some critique just leave a comment and I'll try my best to answer it.

- Code Assassin

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Alternative_Gaming
Alternative_Gaming Sep 9 2013, 7:27am says:

I like this game. Can you please provide more detailed explanation? Also, are you going to release playable version of pre alpha?

+2 votes     reply to comment
Code_Assassin
Code_Assassin Sep 9 2013, 10:28am replied:

I'm glad you like the game!

I'm guessing the description above is super vague so I'll try my best to go into a slightly more detailed description. TRTWNT is a board game in essence with elements of an RPG and FPS. Each board will have a theme - for example on board might have a space theme the other might have some sort of medieval theme.

Your adventure will be based around the theme of the current board you're playing. I plan on having around 500 or more scenarios for each board, but based on the way the player plays he/she could jump to scenario to scenario. Procedural Generation would help the scenarios seem new every time you played, or encountered the same scenario in another play-through.

Hopefully this answered your question! If you are interested in seeing more, please don't hesitate to watch the project here on IndieDB!

+2 votes     reply to comment
Code_Assassin
Code_Assassin Sep 9 2013, 1:01pm replied:

Oh and yes - there will be a build to play soon =)

+1 vote     reply to comment
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The Road That Was Not Taken
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Windows, Mac, Linux
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Code_Assassin
Engine
Unity
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