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Thanks! Yeah I think the art-deco elements give it a similar vibe :)
Haha nice catch! Definitely fixing that for the next build :)
Thanks, and Raf is just getting started ^_^
Oh hehe sorry I guess I wasn't very clear, those are "in-game resolution" but they are "cut-off" so the gif doesn't take up too much space ... The character doesn't actually take up 1/6th of the screen, that would be pretty unplayable ^_^
Maybe we'll take it away from the Diplomat and give it to the Don :)
Oh yeah definitely! The last thing we want is the dash to be used as a "bunny hop", it's just easier to test this way ^_^'
Oh and glad you mentioned the emergent gameplay, you're the first one to do so, and it's one of my favorite features too :)
Glad you like it :)
Thanks! Hope you'll like next week's update!
Agreed, I especially like it when you can see the concept and result side by side!
Not as glad as we are ^_^
Thanks for tracking!
Oh man, you were our first comment and I'm only seeing it now ^_^
Thanks! Hope we won't let you down!
Thanks for tracking! We post weekly updates so I hope you won't regret it :)
Ah and there's actually another cool improvement that is hinted at in one of the gifs ;) (we were planning on showing that next week or the week after, it's still missing some graphics but the code is there to support it)
Hehe I assume you mean the forklift and car, but yes you are absolutely right! We actually have "fuel puddles" that get spawned from oil barrels for example, and are obviously very flamable, but I haven't gotten around to hooking them up to all objects that require them just yet ^_^
Thanks, yeah a single step just didn't cut it ^_^
Hehe yeah definitely, as I mentioned in another comment I like to quickly prototype ideas to see how they work, then iterate and refine the stuff that turns out alright, so especially for the weapons they all start out very rough, then get progressively fixed up (correct projectile, shadows, gun graphics, effects, etc.).
As a matter of fact we've thrown out a couple of ideas already that sounded good on paper but felt broken once implemented, and most of the existing weapons went through several variations before reaching their current form.
And thanks, I'm pretty happy with the "gun that doesn't act like a gun" thing, it works especially well in co-op where you don't have to switch between weapons but can have one player impaling enemies while the other fries them up.
We still have a couple of ideas for "co-op weapons" but I guess this reply is getting long already so I'll save that for some future update ^^'
Thanks! We still have a couple of really cool things we're working on, I hope to be able to surprise you soon :)
Thank you for the kind words! Working on details is my "reward" for when I complete a big feature or an annoying task :D I find a zen-like satisfaction in iterating over and over a small detail until it feels just right and can be filed in the "done" part of my brain ^^
Hehe yeah it was only a matter of time until somebody pointed that out, and you are 100% right, it's one of the things somewhere in the middle of the current to-do list ^^'
I've actually been thinking about posting our roadmap / to-do list as well as the items we tick off every week, but I'm afraid it would get boring quickly and people seem to prefer animated gifs for some reason :D
Thanks for tracking! I can't resist good pixel art myself ^_^'
Thanks, glad you like it!
Thanks! We got some more cool stuff to show in the coming weeks, then once the features for the demo are wrapped up we'll probably go silent for a few weeks and come back around the start of the summer with a kick-*** demo ^^
Hey that's actually pretty good! Do we have permission to use it :) ?
*slowly steps away without breaking eye contact*
yeah that was a pretty funny bug ^^
Glad we came to the same conclusion ^^
Thanks Leon! Yeah friendly fire was always a source of great laughs when I played with friends ^^
Thanks! (incidentally I love your avatar ^^)
We build the tilemaps in Tiled, then import them into our own editor to add lights, items, enemies, etc. so you would need to learn to use our editor (there’s not much to it, but it’s definitely very rough around the edges right now as I’m the only one using it).
The rooms/levels don't need to „look“ beautiful, but from an elementar design standpoint they must excel at game/leveldesign. Cyangmou can go over the final layouts and make it as beautiful as it should be and add the worlddesign on top of them, once the leveldesign is nailed down from your side.
So basically a lot of the preliminary tasks would be done with pen, paper & scanner or as digital sketches.
We already have some of those designs, so we can at least provide a good starting point.
Once you decided on which of those ideas are worth to pursue, you can build really rough testmaps (single rooms or a bunch of them together), get them working with our editor and playtest them – and refine the design slowly to the finalized experience for the player.
From a personal point of view we are searching for somebody with similar tastes/references. Someone who played a lot of different types of games (also lots of shooters), has an interest in in cyberpunk, steampunk, art deco, sci-fi, bizarre & occult worlds etc. (and enjoys building games and levels of course!)
But most importantly, somebody who knows how much work gamedev is. But loves to do it nonetheless. Somebody who knows what's possible to achieve with a small team and is as serious on the topic as we two are.
If you recognize yourself in this description, please don’t hesitate to shoot me a message :D !
Hey, sorry for the late-ish reply, we had to agree on what we are looking for :D
So, we are trying to find somebody who could take over the level design, as in:
- coming up with a lot of different ideas/concepts for rooms
- highlighting the possibilities of various weapons and game mechanics
– get the most out of their gameplay aspects (think the dungeons in most Zelda games, which teach you how to use items by introducing specific challenges which require those items to be solved)
- designing room layouts (placement of walls, pits, destructible objects)
- coming up with challenging enemy placement (spawns where you least expect it, strategically placed to catch the player in crossfire, that kind of stuff…)
All of that with a focus on single and team player mechanics.
Overall level design:
- connecting the designed rooms to a level
- designing the flow & pacing of the level (think of skill/challenge – and to keep the game engaging)
- placing loot and secret rooms
- balancing the placement and availability of ammo and weapons throughout the level
- balancing out strengths and weaknesses of weapons and their upgrades
Sorry I was trying to figure out how to "approve" your comment and instead I accidentally gave you a negative karma ^^' good thing it's a guest account I guess!
Thanks! If I do my job well, it should play equally awesome ;)
Hey, sorry I missed your comment, yes the engine is custom built in c++, using a modified version of SDL as renderer and RakNet for the networking.
Currently there are two of us: Cyangmou (the artist) and myself (coding), though we're still looking for a level designer, so hey, if you're out there ... ^^
Yep, local and online, in story mode of course :) Looking forward to people playing it!
Looks great! Still a bit rough on the edges, but I would definitely play this!
hey thanks a lot! to be honest I'm really looking forward to people playing it too, there's not really much money to be made in the App Store for most small indie games (unless you catch a lucky break), but randomly walking into somebody playing my game on their phone would instantly make it all worth it!