Sword & Scroll Windows, Linux, Android game
Its that time guys. Which one do you prefer?
Examsspam finally ended, yay. Back to devving we go! I am currently thinking about the density of holdings per barony. I remember getting some feedback some time ago that stuff was too cluttered. Should I go with an average of 4 objects (Top) or 3 (Bottom)? )
I could also add some terrain details then, which I think would be nice since the terrain isnt terribble now. Or should I rather try to minimize these kind of details (middle variant)?
3/4 exams done, last one to do on friday. I started planning my dev-plan for the time after the exams and since Sword&Scroll is starting to actually slightly resemble a game I started looling through older projects to look for things I did wrong or right.
In the course of this I stumbled again on this game and I really had the urge to play it again and it was really fun. I decided to stop the development of the game as it became an utter failure in terms of success. It had a very good start, but then suddenly downloads collapsed, which lead to less visibility in the market and thus less downloads, which lead to less… well you get what I am on about. I tried putting it off and on the market times and times again but it never went beyond a few 100 downloads, which got me kinda depressed.
But after playing the game once I again, I realized that when I made the game, I never considered “other players”. I made it soleyly with my own enjoyment in mind (I needed a game to play on the bus when pendling between university). And then I kinda knew that I loved this game despite its failure and that I just cant really give it up. As such, I decided to take it up again as a side project for whenever I get too frustrated with Sword&Scroll.
It also kinda got a name change from Block Quest -> Dungeon God because nowadays everythings called Blocksomething and I really needed that GOD part in the title.
I got the indiedb page back going here and the game can be grabbed in the android app store here.
To give an impression of what the game is like
There are several issues with the game, in particulur with the controls (the buttons you guys see up there have been removed because they were really shitty). I would appreciate any kind of feedback even if its “its shit” and of course any advice is welcome.
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I’m making a game about a robot dragon fighting rocket propelled chainsaws in space.
Decided to take a short break from exam learning and started implementing the framework for the army control of the AI. Its currently maximum retarded and apparantly having various armies running around crushing into each other and initiating sieges seems to be pretty buggy.
Yesterday I began work on cinematic stuff for the game, which is still in it’s very early phases. My friend was really insistent that I give him a demo. So I removed a whole bunch of stuff and patched other stuff together and sent him this.
If you do download the game, know that you need java to play this, and the game is built for touchscreens, mousehover, key events are not part of my planned functionality.
The game needs a lot of work, the cards work as intended, but they need some more work. Camera focusing doesn’t happen in all the places I want it to, yet.
Is the demo supposed to go on after the guy with 12LP or is it okay if the window suddenly closes/crashes there?
Elf Captain Dude. Still needs some more shading done.
But you do realize that your helmet is floating??
Thanks for the valuable feedback guys! This is now what I will roll with for now. I am going into exammarathon phase starting tomorrow so see you again in two weeks.