This is kind of an experiment, since I am really new to the concept of blogs and blogging, so I guess strap in and we'll see where this ride takes us. I guess this is the part where I fill the post with stuff... Well, firstly, I worked with Lindion in the GMC to create a pretty neat game for the GMC jam this time around. We didn't have the time necessary to finish the game, but we got a good start and a good concept going. Fundamentally, it's all there, just needs more time for smoother execution.
That project is likely to be picked up again at some point in the future. In the mean time, I am working on something of a similar style (even basically the same player sprite design, just a few things switched around here and there and replaced the ghostly green lights with a cool sky blue). The game will be titled "Eiszeit", which translates in English to "Ice age". The game will be worked on for some time, but as it will be sort of a small roguelike that focuses on fast paced progression and faster paced death, it should be finished within the month. Once it is done, I will publish it on a few sites, namely IndieDB, Itch.io and of course I will have a topic for it up on the GMC shortly before it's release to build hype.
The game will be set on the surface of a frozen planet, from which you can discover entrances to dungeons and old outposts. There will be plenty of crazy monsters to ruthlessly destroy and plenty of weapons to do so with, so don't worry about gameplay variety. As for how the world will work, the current plan is there will be, as mentioned, a frozen overworld from which you can discover these new locations, but there will be very few enemies on the overworld (maybe even none). As you venture through the frozen tundra, you might find a bunker, or a cave or possibly even another crashed ship. Entering one of these lost relics will drop you into a randomly generated dungeon that will be generated in room pieces. These multi-room dungeons can range from depths of 1 to 100 floors with a difficulty between easy and insane, so when you jump in you really have no idea what to expect. You'll be cutting through newly hatched monsters one moment, and then, you'll drag your newly acquired confidence and low level gear to the next dungeon only to find these new monsters were getting loaded on steroids while you were slaughtering their children.
Revisiting a dungeon, you will encounter an entirely new dungeon layout, however the floor cap will remain the same as the last time you entered it, along with the difficulty, so it won't be completely unpredictable. When you die in Eiszeit, you lose all items in your inventory and restart, however, whatever is stored in your safe by your ship is retained even in death, so when you enter a new world, you can retrieve your stored items. The game will focus heavily on combat and inventory management, and I have no intention on adding any level grinding. And that pretty much concludes this blog post. Thanks for reading.
That project is likely to be picked up again at some point in the future. In the mean time, I am working on something of a similar style (even basically the same player sprite design, just a few things switched around here and there and replaced the ghostly green lights with a cool sky blue). The game will be titled "Eiszeit", which translates in English to "Ice age". The game will be worked on for some time, but as it will be sort of a small roguelike that focuses on fast paced progression and faster paced death, it should be finished within the month. Once it is done, I will publish it on a few sites, namely IndieDB, Itch.io and of course I will have a topic for it up on the GMC shortly before it's release to build hype.
The game will be set on the surface of a frozen planet, from which you can discover entrances to dungeons and old outposts. There will be plenty of crazy monsters to ruthlessly destroy and plenty of weapons to do so with, so don't worry about gameplay variety. As for how the world will work, the current plan is there will be, as mentioned, a frozen overworld from which you can discover these new locations, but there will be very few enemies on the overworld (maybe even none). As you venture through the frozen tundra, you might find a bunker, or a cave or possibly even another crashed ship. Entering one of these lost relics will drop you into a randomly generated dungeon that will be generated in room pieces. These multi-room dungeons can range from depths of 1 to 100 floors with a difficulty between easy and insane, so when you jump in you really have no idea what to expect. You'll be cutting through newly hatched monsters one moment, and then, you'll drag your newly acquired confidence and low level gear to the next dungeon only to find these new monsters were getting loaded on steroids while you were slaughtering their children.
Revisiting a dungeon, you will encounter an entirely new dungeon layout, however the floor cap will remain the same as the last time you entered it, along with the difficulty, so it won't be completely unpredictable. When you die in Eiszeit, you lose all items in your inventory and restart, however, whatever is stored in your safe by your ship is retained even in death, so when you enter a new world, you can retrieve your stored items. The game will focus heavily on combat and inventory management, and I have no intention on adding any level grinding. And that pretty much concludes this blog post. Thanks for reading.