WATERMARK'S PROFILE

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Got me my shiny new MZ
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Watermark RPG's Homepage:
http://www.watermarkrpg.com/
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Flurry of Owls - 2019 Gammak Challenge!

Just made it! My game got completed on 12.27 and the page went up today. So here's my entry for the Flurry of Owls:

Owlcraft: Owls vs Elemental Evil

It's an RTS made with MV. You can download it from RMN here:
Owlcraft RMN Page

Flurry of Owls - 2019 Gammak Challenge!

Submitted my owl game! Made the year end deadline. Now just gotta wait for the page to be approved.

48-owl Gammak thread

Since I already started my owl game I won't have time to join this one. Oh well, just Flurry is fine for me.

Flurry of Owls - 2019 Gammak Challenge!

Sounds fun. I think I'll make one. I've got an idea for a game with lots of owls.

I actually never figured out what maker score is for...

Like design of this heroine?

author=visitorsfromdreams
What does her scouter say about his power level?


Well...if we're going by DBZ standards. Athena is a normal human so BP5, but in her power suit with all power-ups I would say her firepower can reach up to BP1500 (Raditz level).

But really, the scouter is really just a homage design. Athena's version won't detect chi. It will work more like Iron Man's HUD display and give Athena relevant info on the environment.

Like design of this heroine?

Thanks for the feedback!

I didn't draw her. The drawing was done by the Piplay team a few years ago. I am not sure if they're in the community anymore. Anyway, I think they did a good job according to the direction I gave at the time, which basically amounted to "Draw a Samus-like character with red hair wearing a DBZ scouter." :p

She got dug up again when we started our metroidvania recently. She started out as a generic Samus clone, but we've changed her specs quite a bit.

For those interested, here's her background now:

Athena is a spunky college freshman majoring in computer science who got thrown into a futuristic parallel world one day as a reluctant savior (She totally doesn't want to be there). In that world, she can "code" objects into reality with a virtual keyboard and a refillable canister of nanomachines. Objects include weapons, tools for puzzles (like a trampoline), or even robot drone helpers that fight along side her. And maybe she can hack the stuff in the environment...dunno if that's too complicated.

Anyway, the details are still fuzzy at this point. We're thinking it would be like "instantly crafting" the right tools you need during combat. In a metroidvania sci-fi setting.

One thought I had was changing her color scheme to white, gold, and red (which are ancient Greece colors for the gods) instead of the more traditional sci-fi gray blue she has now. Not sure if that's a good idea.

Like design of this heroine?

So we're working on a sci-fi metroidvania game. Here's the current design for our heroine Athena, who is a "Combat Coder". I'm kinda on the fence about this design, so I'm asking for opinions from you guys. What do you think? Do you like it? Do we need to have her redesigned?

But why INDIA?

Some businesses are greedy. But sometimes they're not really, but simply being practical. Let's think of this from a game dev's perspective.

Say you can need to hire an artist to draw pictures for your game, and you found two, an American and an Indian . After looking at both, you know the American artist draws better, but maybe not incredibly better than the Indian artist. However, the Indian artist costs a tenth of what the American charges. Who do you hire? Especially if you need lots of pictures drawn with a limited budget?

Well, one solution would be you hire the American artist to draw the few critical pieces that need to be great, and have the Indian artist do the rest. This is very similar to how American companies outsource most of customer service, but perhaps keep a few American reps to handle difficult/high profile cases.

To clarify, "American" and "Indian" are purely for example purposes here. I am NOT saying Americans draw better than Indians.

[Any Engine] What's your build/playtest loop like for you, mentally?

I like a tip from a famous author (I think Dan Brown said it? I forgot...) who said that he finishes all chapters before diving into the details of each. The reason for this is that if you "polish too early", you may end up polishing a portion that you should've thrown away because it's not working in the overall picture. And it's much harder to "kill your darling" the more time you spent on it.

In game terms, I think it best to get the whole framework working first. Make something you can play from start to finish using filler maps and dialogue ("Hero says something romantic here." "Dwarf dies." etc.). Then if it all makes sense, start filling out the necessary maps and events.

Optional Alternatives - A Different Substitute

Let's remember there's also the "Change the path once you die" mechanic employed in games such as Dead Cells or Stanley Parable. If you haven't played those, basically, you die/end game a lot in these games. Once you restart however, the entire map changes.

While Dead Cells is more rogue-like, I like how in Stanley Parable, the game changes permanently depending on what you did before.

Perhaps in your game you can change the path entirely on each run through?