Howdy folks,
So far, for the latest version of the tileset I've had 148 downloads, that’s
pretty phenomenal from my point of view and I'm proud that so many people have
taken an interest in my little project. I've had a few people get in touch to
let me know that they are working on something, and one Heroic Champion has
even been sending me regular builds of their game!
Over at Droidgnome
Cursed Dungeons is gearing up for its first official release, and while
still in the very early stages I think it’s shaping up to be a pretty tidy
roguelike for Android. Droidgnome has done a great job of implementing touch
screen controls and a nice minimal interface (half the battle for a mobile
game) and solid level generation that throws up a nice variety of levels. You
should go check it out, and if you have an Android device pile on the pressure
for that public release.
It has been incredibly helpful for me to see the tiles in action, seeing the
sprites shuffle around, watching fires crackle and making doors and chests open
and close has been more gratifying than a grown man should admit. It’s also
given me a chance to see whets missing from the tileset and what needs more
work. All in all, its a world away from staring at my static Photoshop files
for hours on end.
So people, what are you working on? Show us your screenshots, send us your
early builds, blog it, leave a comment or send me an email. I’d love to see
what your making of the graphics and to hear what you need to complete the epic
games of wonder I know you have hidden away.
Remember folks - Sharing is caring!
Showing posts with label game. Show all posts
Showing posts with label game. Show all posts
Tuesday, 15 May 2012
Tuesday, 20 March 2012
Fuel
Last week I took part in the 7DRL challenge collaborating with Ido Yehieli of Cardinal Quest fame. It was my first time being directly involved in developing a game and I am immensely proud of the results.
Is a coffee break roguelike set in space - the player has to traverse an abandoned asteroid mine in search of monopoles to repair their ship, collecting ice crystals to power their equipment along the way.
For the competition we knew we needed a tightly focused gameplay mechanic and the hook we went with is a side-on game with gravity. To get around the player uses an anti-gravity belt, temporarily giving them free movement. Energy supplies are limited and your only chance to recharge equipment comes between levels so resource management is key to success.
After seven days I was feeling the strain, so my respect to all those who participated. I know Ido busted a gut to get a solid game in such a short space of time, but all the work he put in really shows in the quality of the finished article. The project was capped with original chip-tunes by John Cleary
Anyway, thats enough from me - go check it out.
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