IT'S FINALLY OUT!!!
My first commercial game and my first game under the Ioncom brand. It's an action, roguelite, dungeon-crawler with limited lives and permadeath.
It's currently Linux exclusive, but the source code is available and you should be able to compile it for anything that SFML runs on.
https://ioncominteractive.itch.io/refractored-depths
#gamedev #gamedevelopment #gaming #indiegames #indie #indiedev #videogames
I have a lot of ideas when it comes to worldbuilding. I have always been a fan of science fantasy (combining both tropes from sci-fi and fantasy), but I feel like most works haven't embraced both genres to their fullest potential. The original Phantasy Star series is probably the closest because they weren't afraid to actually call magic "magic" instead of "the force" like in Star Wars.
I plan on using these ideas for my dream game (or series), but I'm posting these worldbuilding concepts anyway just in case I never get to creating the game, and I just don't care if other people use these ideas. They most likely have already been done before (in fact I know some of these ideas have been done before). I'm using AI to generate these concepts because I suck at drawing.
Anyway let's begin. First off, I think alien worlds should combine both ancient technology, futuristic technology, and everything in between. Technological progress isn't a linear path, so you shouldn't assume that aliens go through the same technological progression as we do. They might be flying interstellar ships, but they might also still be wielding swords and bows. So you can have spaceships flying over medieval style villages or even mudhuts. Star Wars has basically already popularized this, so this should be a no-brainer, but you can always take it a step further. For example, replace lightsabers with steel swords while still having space travel.
I'm currently toying around with having gravity switches in the levels instead of having the player being able to flip the gravity at will. I feel like there are too many ways levels can be cheesed if the player can flip gravity when ever they want.
Gravity flipping is still going to be a core-mechanic, regardless.
#gamedev #gamedevelopment #indiegamedev #indiedev #indiegames #indie #SDL #cplusplus
@xianc78 A desktop with big monitor, comfortable keyboard and mouse will make us to fall in love the computing once again.
Many people seem to be under the impression that reading books makes you smart.
First:
Information != Intelligence
Intelligence != Wisdom
Secondly, most books are not great, particularly ones written in the last 50 years (with a few exceptions), they are the mental equivalent of watching wheel of fortune and pretending you are learning deep truths about the world.
Third, you are far better off being a fool who has read one good book, than an “intellectual” who has read hundreds of bad ones.
I never understood the negative stigma of living in a mobile home. To me, they are much better than apartments. Sure having an actual, full-size home is the ideal choice, but I'd rather pick a mobile home over an apartment. For one, in most cases, you actually own the thing, just renting the land to place said home. And two, there is significant enough space between homes so you can worry less about noisy neighbors, which makes it much more preferable if you have kids.
Also, the whole "trailer trash" stereotype is way overblown. For one, mobile homes and trailers are two different things. And two, I've been to trailer parks and the vibe is more wholesome than anything. A lot of the people there tend to be minimalist rather than poor and/or uneducated.
Really the only disadvantage is the issue with tornadoes or other severe weather, though some trailer parks do have shelters for this reason.
@HonkHonkBoom @verita84 @GrungeQueef no lol you know how many of the retards are posting from apple devices
reading some critiques people have with my game is really interesting. sometimes things pop up where i'm like, oh yeah i definitely should change that, why didn't i think of that? other times, it is extremely indicative of the type of game that i made and how divisive it can be. it has its roots in old school JRPGs where there isn't anything insane going on with the combat and it has an extremely open structure. i understand why things like yellow paint and quest markers are a thing now lol.
there are also a lot of things going on with the story that require you to slowly accumulate information over time if you have questions. some things just aren't answered, on purpose. it seems like some players don't understand that, and it does partially mean that i haven't made the core gameplay interesting enough to make it worth it for some people to dive deeper into the world. something like dark souls has extremely deep story telling that isn't available unless you really look for it, but the gameplay is highly engaging so it forces people to engage with it. i think if i had focused more on that aspect, it could have attracted more people, but at the same time it wasn't something i was necessarily looking to do. i actually wanted the combat to be simple as a design choice because i value world exploration more in an RPG and i kind of just wanted to make a game i would enjoy lol.