New account registration is temporarily disabled.

COLT'S PROFILE

Search

Filter

Screenshot Survival 20XX

Here is the latest trailer for World In Danger plus a special announcement.



Let me know what you think.

The final bit of the trailer is actually about a contest. Where the winner will be made into a playable character in the game. All you have to do to enter is "join the World Army" and get the high score in a "combat simulator" by the end of the contest.

You can go here for more information on the contest: World In Danger Become-A-Playable-Character-Contest

World In Danger

author=Dragol
Where are pokemons?!

This isn't a sequel to PTEI2, it is another game series entirely.

Screenshot Survival 20XX

@ESBY
Looks very neat, a believable future space station. Is that a sort of space based, scary game?

@Dookie
Love the style your going with. Especially the isometric perspective. And the simplistic, yet fun looking sprite style. Is the mouse character the protagonist?

@skelebelle
Those screenshot are amazing. The highly detailed drawn map goes really well with the sprites you're using. Lets not forget the visual novel-styled portrait. That looks like it belongs in a professional game.
Subscribing to your game right away.

@Chilly-Pheese-Steak
The message box style fits well overall teenage comedy feel of the game. The battle animations are both amazing and hilarious. Does she get back issues when the attack fails? At least, it looks like she's trying to do a handstand, suddenly feels a sharp pain in the back and falls over.

@Pizza & Liberty
I do like the looks of the edits Liberty made better then the original grass color. What brightness to go with should also depend on what colors/brightness is use for the game's characters. If the character are also bright and colorful, it could work better with an equally bright and colorful grass. As apposed to a more grayer, more realistic grass color.

Demo version available

Alright, I'm glad playing the demo cleared up any misunderstandings/wrong impressions you might have gotten from the video. Thanks for playing it and providing feedback.

The stealth gameplay is designed to be a bit unforgiving. If you're spotted, a gun fight is very likely to ensue. When an enemy sees you and opens fire, the sound of the gun shot immediately alerts other nearby enemies, that will come and investigate.

About some of the issues you mentioned:
On general, the enemy's vision cone is just as large as the maximum distance between the player and the outer edge of the screen when aiming in that direction. (As you must have noticed, the camera pans to show more of the area the player is aiming towards).
There is a singular exception: The Sniper type enemy. This enemy has a longer, but narrower vision cone.
The same also applies to the maximum range of the enemy gunfire. The projectiles shouldn't go further then the edge of the vision cone. If you did get bullets traveling far beyond that, then it is an error and I will look into fixing that.

On the point of moving passed, behind and around the environment. This is indeed a point that needs improvement, where possible. Especially with the larger objects (like the fences and the poles). For these I've already begun on improving them. I will however not allow movement behind the largest objects (houses and such). From the perspective, it makes sense to think you can move behind a building, the same way you can move in front of it. However, this would also be allowed for the enemy, who could move to a position behind a building. And there for completely out of sight. This enemy, can't be seen, will be hard to shoot at and would be very unfair towards the player.

The enemies getting stuck behind the corpses is a bug. One I thought was fixed, but under certain circumstances can still occur. It has to do with the how the enemies see the corpses of their fallen comrades; I won't go into the exact details, but I'm working on fixing this error, so corpses won't hinder anyone's movement.

The cutscenes are deliberately, pixelated. To mimic the old school (S)NES game intro's and cutscenes. Most of them I'm pretty pleased with, others are slated for improvement.


Thanks again for the feedback

promo00042.png

Thanks, that was the intention. To mimic the old school computer games.
On the other matter, shouldn't it also require a vertical "crevice" to qualify as a camel toe? These are just really tight pants.

Let's Discuss Fallout 4 - SPOILERS (obviously)

An improved survival mode would be welcome; it will make the next playthrough more interesting. And a mod/feature similar to the Skyrim mod: "Alternate Start - Live Another Life", now that would change the whole game. Seem difficult to implement tough, Fallout 4 is less open-ended about what sort of character you are then Skyrim.

Let's work on your game descriptions!

I appreciate the tips Liberty. That paragraph could be reworded to sound better, I'll give it some thought. Thankfully the game has been accepted (Joy oh joy :D ), thank you all for the help.

Screenshot Survival 20XX

@Alterego
Thank you for the comments. And yes, this is a commercial game. It has already made it through steam's greenlight selection.

The strafing animation are the slow walking animation, this occurs when the player moves in any direction other then the aiming direction. It seemed to make the most sense that the character wouldn't move as smoothly as they would when they walk forwards. I do agree that there is room for improvement, better walking animations or even dedicated strafing/back stepping sprites.

The stealth gameplay is based mostly on the player to stay out of the enemy vision-cones and not making noise. Like firing a weapon, or by getting to close and them hearing your footsteps.
Originally stealth was more realistic. The enemy vision cones had a much wider angle, had a much longer range. They had incredible hearing and could track the player relentlessly. They also had completely random patrol routes, viewing directions and even the vision cone itself wasn't visible; You'd have to determine their facing direction by observing where they where aiming.
But this made the game way to difficult to play stealthily. No matter how hard you tried, eventually you'd get into a gunfight. Ruining your stealth ranking. This is way the enemy vision has been made more lenient. I can't make the area's less wide open as that would hinder the other possible approach; Going on full assault and maneuvering through the enemy bullets.
Like the more recent entries in the Metal Gear Solid series, I really want to give the player the choice between stealth and full assault. Or something in between. If the mission objective allows it ofcourse. During a mission where you are actually tasked with fighting and defeating enemies, stealth isn't really possible; And there for also omitted from the ranking for those levels (incidentally, you can see that in the video I posted earlier. The ranking shown is for the boss fight and if you look carefully, you'll see that the stealth portion has a "N/A" indication)

I do agree with you completely about the tables. It looks kinda weird that the enemies can't see over them and both they and the player can't shoot over them. I was thinking about replacing some of the tables with other taller objects; Or placing crates, bags or other stuff on top of the tables to obstruct sight/gunfire.

A demo version of the game is available for download, if you'd like a more hands on impression of the game. Here is the link to the game's page on rpgmaker.net. Just recently approved :)

@Punkitt
Is the latest screenshot from the battle system?

Screenshot Survival 20XX

@InfectionFiles
Thank you :)

@nemojbatkastle
That would be Press Start 2P. If you plan on using it, keep in mind to use font sizes that are multiplications of 8 (8, 16, 24, 32, etc) otherwise the font doesn't look as sharp.

@Chilly-Pheese-Steak
Those screenshots look downright adorable. The equip menu looks wel designed and is really complimented by the animated character preview. I'll be keeping track of your project and looking forward to seen more of it.

@Punkitt
When I first saw the screenshot I immediately thought of Earthbound/Mother. You've really nailed the style, with both the tileset and the characters.

Screenshot Survival 20XX

I'd like to share some screenshots and a video, of my project. Made with unity, but graphically very much influenced rpg maker.











Let me know what you think.
Pages: first prev 123 next last