
Concept art for the Dreamkeepers video game- posted awhile back to the Patrons. New sketches are being integrated into our custom-coded Vivid game engine now- samples in the latest sneak peek: https://www.patreon.com/posts/video.....-sand-13728892
We're also going to be using the Patrons as guinea pigs to help test out the combat system.
The video game is still a backburner project- we don't want to rush it, and haven't set any deadlines- but it's exciting to be on the verge of testing out gameplay, after spending years discussing it.
We're also going to be using the Patrons as guinea pigs to help test out the combat system.
The video game is still a backburner project- we don't want to rush it, and haven't set any deadlines- but it's exciting to be on the verge of testing out gameplay, after spending years discussing it.
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This is great. Good to see lots of thought going into the game rules,
and how different enemies are affected by them. As opposed to
"okay, this is a trite weakling, we'll throw hundreds of 'em in there.
And this one's a heavy: less of them - just make it a damage sponge."
Fun is all about the mechanics, man. And so many people don't even have a clue.
and how different enemies are affected by them. As opposed to
"okay, this is a trite weakling, we'll throw hundreds of 'em in there.
And this one's a heavy: less of them - just make it a damage sponge."
Fun is all about the mechanics, man. And so many people don't even have a clue.
Hive bat: good
Puker: make sure you program it as a single cone effect. If it is treated like a shotgun blast it may be a bit overpowered
Maze master: Will want to keep the distance between the ends short or give them a short lifespan and a cool down before it can fire again. Find a balance between having a longer cool down and a longer arc.
Sandman:good concept
Sandbeast : I think you should save these for a sort of chase scene. Think of the dahaka chase scenes from Prince of Persia Warrior within but with a 2D platformer. Can even give it that feeling of it being invulnerable till the hero finds a chink in the armor to possibly make a fun boss.
Ripper: don't make tail instant death. Instead have it crush them over several seconds with a wriggle mechanic. Even if mechanic fails, limit it to an extent like 3/4ths of their health bar.
Crusher: one idea is to have another attack that's wider radius, but less damage as a sort of shock wave attack.
Puker: make sure you program it as a single cone effect. If it is treated like a shotgun blast it may be a bit overpowered
Maze master: Will want to keep the distance between the ends short or give them a short lifespan and a cool down before it can fire again. Find a balance between having a longer cool down and a longer arc.
Sandman:good concept
Sandbeast : I think you should save these for a sort of chase scene. Think of the dahaka chase scenes from Prince of Persia Warrior within but with a 2D platformer. Can even give it that feeling of it being invulnerable till the hero finds a chink in the armor to possibly make a fun boss.
Ripper: don't make tail instant death. Instead have it crush them over several seconds with a wriggle mechanic. Even if mechanic fails, limit it to an extent like 3/4ths of their health bar.
Crusher: one idea is to have another attack that's wider radius, but less damage as a sort of shock wave attack.
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