zwanzig_zwoelf
Graverobber Foundation
Links:
Steam
Itch
Check the FAQ to avoid asking the same questions
Soundtrack @ Bandcamp
Soundtrack @ Itch
Wishlist the game on GOG to tell them they hate money
Original Post:
Steam
Itch
Check the FAQ to avoid asking the same questions
Soundtrack @ Bandcamp
Soundtrack @ Itch
Wishlist the game on GOG to tell them they hate money
Original Post:
I decided to finally open a separate thread instead of losing my posts over and over in the game development thread.
For those unfamiliar with this project and my spamming in the gamedev thread, it's a dungeon crawler/adventure hybrid (or RPG-lite, whatever) set aboard the ghost spaceship, which started as a clone/fan remake of Carmine, but ended up becoming a different project.
Latest screenie:
So, let's move on to details...
Gameplay
Story
Combat and interactions are almost done, the controls work like a charm both in and outside of combat (finally, kek), AI is a placeholder that keeps following the player and trying to ram his ass, the graphics style is decided on, but the graphics and audio are still early and won't be touched much until the gameplay is done.
The plan is to finish the combat/interactions and the rest of the gameplay elements until the end of the year, do some public testing, then put it on Steam Greenlight.
Then spend the time left until Summer to tweak them, make enemy meshes, new dungeon graphics and audio, develop an interface, then keep testing it until the last fatal bug is squashed, only to release it and enjoy the butthurt of the popamole crowd.
FAQ:
I'll post some updates on Thursday 2016.
For those unfamiliar with this project and my spamming in the gamedev thread, it's a dungeon crawler/adventure hybrid (or RPG-lite, whatever) set aboard the ghost spaceship, which started as a clone/fan remake of Carmine, but ended up becoming a different project.
Latest screenie:
So, let's move on to details...
Gameplay
- The game plays like a grid-based dungeon crawler with turn-based duels (triggered by random encounters), which take place inside the dungeon instead of a separate screen.
- During the combat you can advance/hold/retreat automatically before attacking the enemy, but you can also attempt to ram the enemy before shooting him (but if your weight is lower than your enemy's, you'll just cause additional damage to yourself).
- There are traps (mines), which can be detected and destroyed, yet you can use them to your advantage by exploiting the enemy AI (forcing the human enemy to retreat onto the trapped square). There are also dark zones (shown on the screenshot), which try to hide whatever is next to you.
- Interactive elements include consoles which open/close doors and can be destroyed to prevent the door from being opened/closed by the enemy and doors themselves, which can be destroyed if you don't want to find the keycard to open it or end up being trapped.
- There is no character customization (planned, but dropped), but you are carrying several weapons, but there is a catch -- you can't replenish your health or ammo. At all. Period. Fuck off, casuals.
- The enemies can be divided into two main types (Human, Bot) and feature different AI -- bots follow their programming without caring about anything else, while humans try to act unpredictable and may try to run away if their health/ammo is too low.
Story
- You're piloting a mecha and your task is to retrieve the sensitive documents located on a ghost spaceship for a massive corporation. End of story.
- The details and some crucial information is told through logs/messages/dossiers scattered across the ship and the most can be easily ignored if you don't want to bother yourself with that crap. However, most of the important logs are password-protected or ciphered, which means you will have to find out what the password/key is before attempting to do it.
- The game is planned to take up to 4 hours to beat, but boy, I am doing my best to fill these 4 hours with the immense amount of butthurt.
Combat and interactions are almost done, the controls work like a charm both in and outside of combat (finally, kek), AI is a placeholder that keeps following the player and trying to ram his ass, the graphics style is decided on, but the graphics and audio are still early and won't be touched much until the gameplay is done.
The plan is to finish the combat/interactions and the rest of the gameplay elements until the end of the year, do some public testing, then put it on Steam Greenlight.
Then spend the time left until Summer to tweak them, make enemy meshes, new dungeon graphics and audio, develop an interface, then keep testing it until the last fatal bug is squashed, only to release it and enjoy the butthurt of the popamole crowd.
FAQ:
Kickstarter when?
Never, but if you've got money to spare and want to help me out, you can buy some of my music here: https://surt-r.bandcamp.com/
Any audio samples?
Here is the latest track for the game.
Which platforms are targeted?
PC, Windows only. I'd like to release it on Steam and/or GOG, if possible, but the game will also be available on itch.io.
Never, but if you've got money to spare and want to help me out, you can buy some of my music here: https://surt-r.bandcamp.com/
Any audio samples?
Here is the latest track for the game.
Which platforms are targeted?
PC, Windows only. I'd like to release it on Steam and/or GOG, if possible, but the game will also be available on itch.io.
I'll post some updates on Thursday 2016.
Last edited by a moderator: