I'm a full time C++ programmer by day, and an indie game developer at night. I enjoy making games, especially ones with interesting mechanics or twists. I've learned a lot of the pitfalls of game development the hard way, but have persevered and started an indie game studio with my wife and some friends called Fancy Fish Games, which I hope to one day make my full time job. I'm always interested in networking and sharing game development stories, so feel free to PM or email me if you want.

Comment History  (0 - 30 of 175)
terra0nova
terra0nova Jun 27 2014, 12:42am replied:

We used modified versions of the DC:SS sprites in Deity Quest - the DC:SS sprites are released free and open source (CC0). This really helped jumpstart the project and fill out the many follower sprites needed. You can see a full list of open source art used in the credits or Licenses.txt file included in all builds.

+1 vote   game: Deity Quest
terra0nova
terra0nova Jun 25 2014, 2:38pm replied:

Thanks! It's a tough market, but if you keep making the games you love, hopefully others will start to love them too and you'll find your niche!

+1 vote   group: Fancy Fish Games
terra0nova
terra0nova Jun 7 2014, 5:58pm replied:

Almost all battles are optional (bump into them if you want to fight), so you can grind as much or little as you need (and that depends on your play style - obviously going into a boss fight under-leveled will be tougher, but with good strategies you can overcome the level difference)! Also, as you go further to the right in locations, you find higher level followers, larger parties, new follower types, and special chests with cool items & equipment (and you get more experience, so less grinding). But of course, then when you leave the area (unless you use a rope), you lose your progress towards the right.

But yeah, I definitely have many changes planned - and you'll find some areas in game that have a LOT of new follower types (like the first tomb and sky quests)!

+1 vote   game: Deity Quest
terra0nova
terra0nova Jun 7 2014, 11:38am replied:

Awesome! For range and positioning, that's one of the big changes I'm working on with update 1.1.5 - I'll be making it a lot more clear who can attack from where, as it's so important to the strategy of the game, but never explained well.

Until v1.1.5, you can figure out the range of a follower by clicking view skills. All skills state their range (like RNG: 2 means that it can attack from the top or second position in the active followers list). If a skill doesn't state RNG, then it is either melee (range 1) or is explained in the description (like an attack that says it hits all enemies wont state its range... nor will a support spell). Skills that use equipment have the range of the equipment.

As for not being able to target follower skills, that's one of the downsides of followers fighting automatically in real time. But, you have my permission to yell at your followers when they are being stupid!

+1 vote   game: Deity Quest
terra0nova
terra0nova Jun 6 2014, 4:13pm replied:

Yeah, until we get more players in the server, you'll have to invite someone to fight. Right now, there's a battle every now and then and someone logging in to see if anyone's online (like you did), but no one is available for long.

+1 vote   game: Deity Quest
terra0nova
terra0nova Jun 6 2014, 11:39am replied:

Awesome! I'm glad you like the game - the video was fun to watch, and you did really well (I really need to get some more tips in there, as some people don't even understand the range/positioning mechanic)! Also, if you want to play the full game, you can get it for $1 (pay what you want) on IndieGameStand for the next 36 hours: Indiegamestand.com

+1 vote   game: Deity Quest
terra0nova
terra0nova May 29 2014, 11:06pm replied:

I'm glad you're interested in the game! The battle system definitely has a lot of depth strategically, with many elements, combinations, and possible strategies (some players have even come up with strategies that surprised me)! I hope you enjoy!

+1 vote   article: Deity Quest v1.1.4 Released!
terra0nova
terra0nova May 28 2014, 11:47am replied:

We're low budget, so there's a limit to who we can get, but my sister, the composer, has a lot of actor friends and a recording studio, so we'll probably record the voice acting ourselves (for the English version at least).

+2 votes   article: Erithos Complete, Teaser Video & SceneEditor
terra0nova
terra0nova Apr 4 2014, 1:13am says:

In multiplayer, battles are always one player versus another player (but both players can bring up to 6 followers to fight). You can battle multiple players tournament style, having to ration your active and reserve followers from one fight to the next, but each individual battle is one on one.

Thanks for the support, and we're off to a strong start with Greenlight now - lets hope for the best!

+2 votes   article: Final Trailer & Greenlight
terra0nova
terra0nova Jan 8 2014, 12:13pm replied:

Yeah, having such positive feedback during testing means the game definitely has potential - which is especially important for me since I'm experimenting with new gameplay elements here.

If I release a strategy guide, it'll probably be for free - it's more important for people to understand and be able to play the game then to make a little extra. Maybe I'll break it up into a starter's strategy guide and a more in depth one though!

+1 vote   article: End of Year Milestone
terra0nova
terra0nova Dec 27 2013, 6:37pm replied:

Thanks, that means a lot! I'm hoping for some good news with the IGF, but either way I'll continue to polish this game and move towards the finish line!

+1 vote   article: Rebalancing and Improvements
terra0nova
terra0nova Dec 7 2013, 12:44am replied:

The patch is already done, just haven't released it (or any downloads) publicly yet. I probably wont upload a public BETA until I get closer to completion, however, if you want to test the current version of the game as a BETA tester, let me know!

+1 vote   article: Rebalancing and Improvements
terra0nova
terra0nova Oct 29 2013, 2:17pm replied:

Thanks! Been working hard on the game, coming up with interesting twists and improvements, so I'm really hoping it will turn out great!

+1 vote   game: Deity Quest
terra0nova
terra0nova Oct 24 2013, 12:35pm replied:

Thanks for the feedback - I'm definitely considering ways to change up the gameplay in later parts so it doesn't get too repetitive, and already have several ideas planned, but I may incorporate some of these as well!

+1 vote   game: Deity Quest
terra0nova
terra0nova Oct 21 2013, 12:58pm replied:

Yeah, I agree that the bats should attack more. The reason they stop is because the enemy also has a limited amount of mana, but I can easily increase that. As for getting all of your followers to attack, I think I just need to explain what the followers are good for and what their range is. Archers, as you've noticed, have long range, and melee fighters can only attack if they are first, but there are also short and mid-range followers as well. Balancing the positions of your followers will make your team much more effective and faster at defeating enemies - I think I just have to in the follower info make this clearer.

+2 votes   game: Deity Quest
terra0nova
terra0nova Oct 20 2013, 1:46pm replied:

The BETA ended with the submission to IGF, but if you want you can still play the BETA here: Fancyfishgames.com . I've updated the page with the latest version, and as it says on the website, my only condition for playing is that you send me feedback!

+1 vote   game: Deity Quest
terra0nova
terra0nova Oct 11 2013, 5:55pm replied:

All of the follower images (and some other misc images) are from Stone Soup - but they are public domain. I do credit them in the credits and a Licenses.txt file, but since they are public domain, there are no copyright problems (source: Opengameart.org ).

+1 vote   media: Menus
terra0nova
terra0nova Sep 28 2013, 12:01pm replied:

There will be a beta of part one in about a week - it may have bugs and balancing issues, but that will be the first time others will be able to play the game - let me know if you're interested in being a beta tester. Then, I hope to have part one complete by October 19th in time for IGF. As for the full game (8 parts total), that probably wont be complete until late this year.

+1 vote   game: Deity Quest
terra0nova
terra0nova Sep 11 2013, 11:45am replied:

The maps wont change during a single playthrough - they will be fixed for the entire game, with a fixed amount of enemies and fixed secret locations for you to explore (you are meant to explore the map if you want). The maps only change when you start a NEW game, so you won't instantly know where the secret areas you found the first time around are.

+1 vote   article: Early Gameplay
terra0nova
terra0nova Aug 31 2013, 12:58pm replied:

Haha, I can't claim too much credit for the art - it's all FOSS with edits, but I'm glad you like the game. The story is also pretty light-hearted, and the battles can get pretty intense with 6 vs 6 followers (projectiles flying everywhere)!

+3 votes   game: Deity Quest
terra0nova
terra0nova May 21 2013, 1:51am replied:

Thanks! I'm hoping this project really takes off, I really want to do great things with it, and hopefully the project gets successfully funded!

+1 vote   game: Rhythos!
terra0nova
terra0nova May 4 2013, 1:30am replied:

I posted a link to the flash version, as stated in the description, I'm having trouble with the native version. Haxe/NME is supposed to be cross platform, but there are some technicalities with the color transforms, and the songs are returning the wrong length (which breaks the battle syncing/timing)! I'm looking into it though, and if that doesn't work, I might release an adobe AIR download. In the meantime, the flash version is pretty stable if you want to try that out!

+1 vote   game: Rhythos!
terra0nova
terra0nova Mar 17 2013, 11:26pm replied:

That's normal :P.

+1 vote   game: I Can't Escape
terra0nova
terra0nova Feb 15 2013, 10:55pm replied:

The game should work on most pixel shader 2 compatible graphics cards. Take a look at this website: Helpx.adobe.com . At the bottom of that page, there's a little flash app that will assess your GPU, let me know what it says. And, right click on the flash app, open settings and ensure that hardware acceleration is enabled in the display tab or it wont be able to read your GPU!

+1 vote   download: I Can't Escape - AIR
terra0nova
terra0nova Feb 15 2013, 12:41pm says:

I'll make a formal news post once we're further along, but pre-production has begun on the revised Aero Empire, the design is solidified, and we have some cool new airship designs and rendering tech! I have a feeling the new Aero Empire is going to amazing!

+2 votes   game: Aero Empire
terra0nova
terra0nova Feb 13 2013, 4:09pm replied:

No problem! I do what I can :P.

+1 vote   download: I Can't Escape - AIR
terra0nova
terra0nova Feb 11 2013, 1:46pm replied:

Sure, I have created an adobe air version, which once approved you'll be able to download it here: Indiedb.com . I can also make projector versions if you're having trouble with air.

+1 vote   article: Can You Escape?
terra0nova
terra0nova Feb 11 2013, 12:42am replied:

Hehe, that's what the game's good at! If you couldn't find a single accessible ladder, you were somewhat unlucky (although they aren't easy to find). As for keys, they tend to only work on nearby doors, and some doors aren't unlockable (typically ones with ladders behind them)!

+1 vote   game: I Can't Escape
terra0nova
terra0nova Nov 24 2012, 12:19pm replied:

Too bright, or too unshaded? I can tweak the brightness and coloration easily (as I did for the night time version), but it's tough to add shading without making the animation frame-by-frame

+1 vote   media: Early Prototype Screenshots
terra0nova
terra0nova Oct 22 2012, 1:44pm says:

Been a while since I last logged in, since Aero Empire fell apart, but I'm back now! Is this group still active? How are things going with you, Dave?

+3 votes   group: Indie Devs
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