SF Rogue-like with 2D Giant Creepers and Explosives


KPas


Ok, I admit I underestimated how much follow-up work is required when I childishly ask for a video. Step sounds would make it so creepy. Plus some background humming, air noises or water drops to set an atmosphere. The explosions came as a surprise because there’s no action discernible beforehand that could have caused an explosion. Up to this point I thought it’s a silent video 🙂

And I’d like to see a small omnidirectional light in addition to the flashlight of the player. It might be sort-of realistic that it’s pitch black around the player but this way you as the player control the tip of a light cone instead of an actual person. In reality the air and close surfaces would reflect light and lead to some scattering. So a small light over the character’s head would improve both the controls and the appearance slightly.

Not to advertise my own stuff, but if you’re interested: in Splatter I had a cheap Screen Space Global Illumination for which I created mip levels of the screen and then sampled those mips in the direction of the pixel’s normal in increasing step widths. This nicely adds a halo around bright areas and accentuates easy normal maps like floor tiles. You could probably make it reach further by backprojecting pixels into previous frames.

Yes, I should have left out the explosion sound (someone has thanked me for his deafness) and will upload a soundless version to Steam. I have almost no sound material at the moment, but a soundless teaser is better than nothing. I won’t do sound and music last – it’s too important to me – but it will take time.

The lighting in Splatter is impressive – hats off! However, I decided against normal maps early on. The visuals are too low-res and pixelated for that in my opinion. The same goes for Glow, by the way, although I’m still a bit undecided about that.

What you say about the character lighting is certainly true. I’ll have to take care of that in time.

Last but not least, thanks for the feedback!


Logged

KPas


In Creepmoon you have to collect items and build something useful out of them, if they are not already usable on their own.
So Creepmoon needs an inventory and crafting.

The inventory is always open and you rummage around in it live and also build items live. So there is no relaxing break in the game where you can craft a grenade in peace, but you have to survive and rummage and craft at the same time.

You scroll through the list using the mouse wheel (other buttons also work). The selected item can be consumed or thrown or used in any other way, depending on the item. There is a short description of the selected item below, but it is not in the picture at the moment.

When crafting, you scroll through the recipes on the right that are available with the current items. The lines show each individual ingredient that is consumed.

In contrast to the level below, the HUD with the inventory is displayed in high resolution to make it easier to read. Nevertheless, the HUD also has to cope with the “nearest” texture filter, which applies to the entire game. But that’s just a side note.


Logged

KPas


This is a follow-up to the last post. It’s about items in the game as long as they are not yet in the inventory.

Players will probably find most things in cupboards or chests. However, items can also lie on the ground, even in piles. The latter can be recognized and distinguished from a distance. Containers must first be opened before this rule also applies there.

Containers can be moved with the items inside. Objects on the ground remain where they are, even in the middle of an explosion.

If you drop objects, they always land on the ground, not in containers. Items placed in the same place form a pile. This also applies to loot left behind by slain enemies.

Only 3 items from a pile are ever displayed as text. However, the display scrolls and you can “search” the pile in this way.

When picking up items, this display also determines the order: what is at the top is picked up first. If you have no more space in your inventory, you just have to wait until the useful items come to the top.

The nameplates on the items lying around move away from the players as they approach. So if something is hidden, the player can simply uncover it by moving.


Logged

Pookaball


Game looks great, I love the overhead view and the shadows


Logged



Source link

Leave a Comment