I need your help for dungeon design! How can I make dungeon exploration more immersive and consistent with the rest of the game? I want to come up with something that maintains the (real) impression that each drawing is unique and doesn't break with the overall style (static screens like in a comic strip).
(1) The first iteration I did felt a bit inconsistent because it's a map with repetitive sprites, and it does not follow the first-person (or blob) view impression. So when you enter a dungeon, players have to "play a different game" with a (awful) map.
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(2) Then I tried a mockup with a dungeon-master-like hand-drawn view, but it's also inconsistent (since it uses perspective), and it will cost a lot of time to draw all corridor views. I almost abandoned this idea.
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(3) Now I decided to abandon these two ideas and go for something that I feel more consistent. Just build a static screen, and dungeons are now a few connected big halls (for instance: entrance, left wing, 2nd floor), with doors that leads to rooms (that are kind of cul-de-sac with monsters, loot and so on). Thus it will keep the "all screen is a unique screen" feeling and you do actions as usual by pointing and clicking)
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For information, no matter the option, rooms look like this:
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What do you think? Should I continue with the third option? I am not sure anymore, I would love to have feedback! Let's say it's the first big doubt in this game development
*-*/\--/\~ Thank you! Not windows paint, it's made with pen and paper (even the UI), then I take a picture with my phone, then the colors are added on a computer. I first considered making the colors by hand too and writing all the text, but it's a chore! Also I am an amateur, so it take me a lot of time, but I really enjoy learning how to draw with this game! It's a kind of a challenge.Damn, I did not expect "hand-drawn" to mean made in Windows Paint. :D
Good luck anyway, making any kind of RPG by yourself is a big deal.
Thank you! Right now, I've put the drawings on pause, and I'm working on gameplay, stats and formulas. I like to have stats explained in RPGs, I wonder if I went too far this time. It's as if I'd written the code directly into the hover information, not sure it's a good idea.Love the look of this. Will check it out on release.
Thank you! Right now, I've put the drawings on pause, and I'm working on gameplay, stats and formulas. I like to have stats explained in RPGs, I wonder if I went too far this time. It's as if I'd written the code directly into the hover information, not sure it's a good idea.
Merci de lutter contre la vague de jeux de merde produits sans âme par des équipes de plus de 150 personnes.
It looks very good and you seem to have it all figured out (even if, for now, it doesn't seem that way); I will gladly buy your game once it is released. I have never touched any M&M game, so I won't be able to come with any advices- but I wish to express how nicely the UI looks like, it's clean and smooth and the tooltips are well designed!
I'm curious about the difficulty level you're aiming for. I heard the M&M games are known for being quite challenging, with complex mechanics, tough enemies, and a steep learning curve. Are you planning to replicate that level of difficulty in your game, or are you considering making it more accessible for modern players?
No idea. I was thinking of drawing a guitar, but maybe I should have looked at a picture first. I don't know what they're supposed to do with their hands.What kind of musical instrument is that?