I've been working on a pretty massive game project for 4 years now (it's a huge game for an indie project with primarily a single developer). The game is dungeon crawler RPG Paper Dungeon.
It's a first-person RPG where you move on a grid like in Dungeon Master or Wizardry. The combat (also from a first-person perspective) is tactical, turn-based, and uses the tactical positioning of the combatants in the first or second row. There's also a large amount of conditions (like burning, blindness, etc.) in the fights that interact with each other - it's probably not as deep as, say, Darkest Dungeon, but it's close.
Since the core of the game's guts is done in ORK 3, I'll gradually show you some videos of the current state of the game, where you can see what can be done through the great ORK framework (not only the combat and RPG system, but also in-game events, AI, puzzles, doors, traps, etc).
In two weeks I'll show the teaser trailer. For now here are at least two songs from the soundtrack :-)
(this is loading screen - it's very small scene that is loaded between levels to make waiting nicer and to add atmospere to the game; it contains Auto Trigger that starts schematic which select one of various backgrouns and particles effects)
Note that the buttons are placed after the foreground image of the statues - in one discussion here gil advised me how to do this.
In the menu, I also already have new Options menu from the latest ORK update - it's surprisingly easy to set up various game options thank to this update.
4 years of work already, insane amount of work that ate all my free time, social life and savings. The core of the game is finished and I hope I'll be able to finish all the levels :-)
Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found. If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Fun fact - the whole game has persistent data, so all changes you made stays even if you move between floors of the dungeon or save/load game. Doors, dropped items, half-solved puzzles (argh!), battles, items etc.
And since the OBJECT SAVER component doesn't support simple saving of active/inactive state of game objects (only position), I'm using quite...interesting solution to save state of many objects, like picked up objects, changed geometry, removed collisions and particles etc.
So, when you for example change something it the level (turn off traps), I move the triggers outside the dungeon (because OBJECT SAVER remembers position). The same with particles, lights etc. So when you finish the whole floor, there's "magical place" in a far away (inaccessible) part of the scene that has all the moved game objects. :-)))
I just hope OBJECT SAVER will also remeber active/inactive state of game object in future, but even if not - solution exist, even though pretty weird one :-D
Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found. If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Note that the buttons are placed after the foreground image of the statues - in one discussion here gil advised me how to do this.
In the menu, I also already have new Options menu from the latest ORK update - it's surprisingly easy to set up various game options thank to this update.
Working on dungeon crawler RPG "Paper Dungeon"
Web: www.nibo-games.com
YouTube: @nibogames
4 years of work already, insane amount of work that ate all my free time, social life and savings. The core of the game is finished and I hope I'll be able to finish all the levels :-)
More info will be in other posts.
Working on dungeon crawler RPG "Paper Dungeon"
Web: www.nibo-games.com
YouTube: @nibogames
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
And since the OBJECT SAVER component doesn't support simple saving of active/inactive state of game objects (only position), I'm using quite...interesting solution to save state of many objects, like picked up objects, changed geometry, removed collisions and particles etc.
So, when you for example change something it the level (turn off traps), I move the triggers outside the dungeon (because OBJECT SAVER remembers position). The same with particles, lights etc. So when you finish the whole floor, there's "magical place" in a far away (inaccessible) part of the scene that has all the moved game objects. :-)))
I just hope OBJECT SAVER will also remeber active/inactive state of game object in future, but even if not - solution exist, even though pretty weird one :-D
Working on dungeon crawler RPG "Paper Dungeon"
Web: www.nibo-games.com
YouTube: @nibogames
Steam-link when? :D
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!