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Untrustedlife

Indie Horror Roguelikes

Month

August 2016

The feel of the game

So, Roguelegends:Dark Realms (Or just Dark Realms, which is the short name) is a dark fantasy deterministic roguelike game.  A problem I have been having lately while working on it, is that it didn’t “feel” like a dark fantasy game, in terms of color scheme, so today I have been experimenting with different color schemes, hopefully this will be customizable later on in the games development.

When you are making a game that is supposed to “feel” a certain way even a roguelike color is a huge problem, if it is too bright and you are trying to have creepiness in the game it doesnt work. One game that does this really well is the game Frozen depths

(http://frozendepths.net/)

screen2

 

It has a very “cold” looking color scheme that fits the game, alot of blue and “cold red” colors. in my case I am making a “dark , unsettling” fantasy game, so I need a color pallet that is a bit stranger and a bit darker. So I am thinking greens, blues and grays.

I found  a great website,

http://www.rapidtables.com/web/color/RGB_Color.htm

Which lets you test out color schemes, and get RGB values.

What I have come up with now is something that feels a little bit more unsettling.

Capture.JPG
Much better right?

larger version

Capture2.JPG
“The Hall of lies”

 

larger version

This is much “darker” looking then the old color scheme, but it is subject to change, what do you guys think?

Next up is to make fire damage have a special ability like poison damage does, then add a deterministic dodging system, and perhaps a stealth system.

What have I been up to?

So, I finally changed the twitter follow button on my website to bring you to an actual twitter follow page. I have also decided to become more active on twitter, see you there!

 

I Have been able to quickly recover (partially) from the 4 months worth of lost code, in the mean time, I have begun to re-implement most of the necessary structure for allowing my procedural species to have special abilities (and I will re-add those back in, though in a different way eventually)

I have also added the ability to examine things from your inventory.

I have also implemented a customizable pop-up event system for doing things like notifying people that the level they are in is special in some way, and to give the player some exposition.Hopefully I will be able to use this later to tell players about locations they are in (re. alternate planes) and such as well.

 

I have also re-balanced poison damage to something much more sensible.

I have also decided to re-set up my auto-versioning system to something that hopefully I will never have to tweak again.

 

And many other changes, bug fixes, UI standardization for descriptions. etc.

 

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