https://lemmy.world/post/28582018 A project that I've been working on for a LONG time. I've always been a huge fan of beat-em-ups, rpgs, fantasy, and mystery. I couldn't quite find a game that scratched that particular itch so I decided to make one that encompasses all of those things I like.
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Looks awesome! Keep it up.
making an Advanced Wars style game, posting first screenshot today: https://hexbear.net/post/4741011
Looks nice
lookin cool! Visuals kinda remind me of Unturned
The world needs more strategy games like this.
A couple projects at the moment.
A 3D platformer/adventure, my "dream game", which I realized the scope exceeds my capabilities for now until I learn more. I'm taking some inspiration from games I've been playing like Cavern of Dreams and Pseudoregalia and will be simplifying it eventually to be closer to those. Here's a little demo video of the character hopping around a level and solving a puzzle
A 3D rogue-lite made from the bones of the project above. There is a drought threatening the faeries, so you have to go collect dew drops from dusk til dawn before they evaporate. It's basically kicking balls in a 3D space and plays kind of like a janky Rocket League. Sort of fun, at least!
A 3D platformer/FPS, sort of like Half-Life. This is my latest and is meant to help me solidify an understanding of game systems and how to keep it lean and simple. The shooting is janky though and I'm not sure I care to make proper enemies so it might get simplified further to just be little puzzles.
Not a game (yet), but a dependency free, lightweight, but now pretty capable TS framework. I keep getting distracted by the engine more than the games I want to make with it
Vibecoding games about cats in HTML. All retro style, easy to play type stuff.
Up to 5 so far.
I'm so confused by these mechanics
Basically, in TF2, Demoman (one of, if not, the most mobile characters in the game) has a Sticky Launcher. You shoot a bunch of Sticky Bombs that stick to (almost) any surface, and they stay there until detonated manually by the Demoman. Each sticky bomb has the same "arm time" (the time it takes for them to be detonate-ready), when you position yourself close enough to your own sticky bomb and detonate, you are sent flying. The more stickies, the faster. But, you take damage. A lot. So that's where the Sticky Jumper comes in. You trade self-damage for no-damage on yourself or other players, but you're allowed to be sent flying anyway. Here's what that looks like in the source material:
https://www.youtube.com/watch?v=_2npOdkZVKU
So, the idea is to take that and somehow translate it into 2D, with some creative liberties along the way. The only problem is that I want to somehow lessen the learning curve while also making it rewarding for players to master traversal with this mechanic. It's not hard to use it in TF2, but it's very hard to use it to its full potential (enter "Trimping", "Sticky Pogo-ing", etc...).
Sounds like a cool game. Remind us when it's out. I'll happily playtest it as long as it works on Linux.
~~Are you using a game engine btw?~~ edit: yes, godot it seems.
I wrapped up an ancestral tomb for Beyond Skyrim last week and I'm really happy with how it turned out.