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Berick

Member Since 05 Mar 2012
Offline Last Active Apr 14 2013 10:59 AM

Posts I've Made

In Topic: Dread - Top Down Action / Horror Roguelike

02 April 2012 - 09:15 PM

Version 1.3.5a is now available! The change log has been added to the first post, as well as a screenshot of the new FOV.

I've also released a new level called "The Loading Dock" that picks up where the demo level leaves off. It's done in more of a survival horror style.

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Tobias(NL): Thanks for the feedback! I designed the demo level with "Doom" in mind, so its predictability is quite understandable. The gun sounds will be changing soon (was hoping to get to that in this update, but a cold knocked out a good chunk of my dev time).

In Topic: March/April Previews

20 March 2012 - 10:02 PM

Posted Image

A top down, Action / Horror Rogue-like with a powerful level editor

Download the latest version here



Posted Image

In Topic: Dread - Top Down Action / Horror Roguelike

20 March 2012 - 06:46 PM

I love Minecraft's redstone game mechanic. I'm actually one of the founders of a large group of engineers who make calculators, computers, and videogames with it.

So imagine how excited I was when I realized that I could do the same kind of things in Dread with the current level editor!



This was not an intentional feature. Just a byproduct of the surprisingly powerful Trigger system.

In Topic: Dread - Top Down Action / Horror Roguelike

19 March 2012 - 10:05 PM

Thanks, I'll check it out anyway.

Hmm, perhaps when the actual HUD gets made (instead of the crappy placeholder) it will be better?

A dodge is doable too, but melee and melee weapons will be good for times when you have no ammo or no weapons (which is currently impossible, but planned for later on).

In Topic: Dread - Top Down Action / Horror Roguelike

19 March 2012 - 09:07 PM

Thanks! I took a look at your website. Ascension looks really cool! I'll be trying it out tonight. Do you have thread for it?

The camera is kind of experimental. I wanted to minimize the amount of dead space there was on the screen, while maximizing the player's forward viewing area. The idea is that the player is essentially playing a FPS from a top down perspective, so they should be able to see as much as possible of what the character would see.

And yes, running is an integral part of this game's play style. Though I intend to add both a knockback melee and "sprint" ability, cause lots of people are finding it a bit too hard.