Officially announcing my WIP:
No One's Forest — Esoteric First Person Action Dungeon Crawler
Set in Dark Fantasy setting inspired by mid–late 19th Century Russian Empire
In this game you have to get lost deep in the Forest
Every copy of No One's Forest is personalised
So, if I will return, I will return with a slightly different game, sorry for everyone that got interested in the game I announced in November.
Hope my Ukrainian mutuals are safe
I'm not in the country that is being bombed, but I'm in the country that bombs it, and it's the second worse place to be in in this situation, though my complaints are pointless and petty compared to what other people are going through
that happened I can't continue to work on the same concept. So mechanically it will be a similar game, but I'm changing the setting and the narrative, which is going to be more subtle and less edgy. I won't continue to exploit themes of war for entertainment, I know my place now
Fantasising about making stats UI for weapons like Bloodborne, which mentions additional damage against enemy types. But during the game, a new enemy type suddenly appears in the stats (Bonus Damage vs False Angels), making players wonder — was this stat always there?
«Players can choose between playing with original or updated graphics.*»
If I will be able to remove the ugly AI upscaling from Chrono Cross on PC, that would be sweet. If only they'd added some kind of native CRT filter, which is necessary to blend 3D models with 2D backgrounds
@Kingofdreams777 I recommend starting by learning about state machines for AI, which looks like the most general way of learning AI characters how to act in the game
Until Elden Ring is out, I will only work on the battle system, no graphical assets (aside from animations which are needed for a good battle system), no level design, just enemy AI and pc/enemy interactions
@Kingofdreams777 I just get a lot of inspiration from both older and newer FromSoftware's games in general, be it game mechanics or aesthetics. As for learning how to do enemy/player character interactions — that's a quite complex process that requires a lot — from coding to a lot of animations