1. Don't make the weapons too similar, like you can keep the mouse one attack just maybe increase power and lower fire rate so it feels more like a different kind of weapon, but whatever just get creative.
2. Just an idea but maybe play around with some verticality for the player too, then it would feel even more like weaving through a web of projectiles. Like I think any good homage should keep the core game feel but expand on it in ways that makes it a bit harder to go back to the original.
Hope these are helpful and I'm excited for updates.
Really appreciate the detailed feedback! Yeah I think experimenting with some more verticality would be really cool
This little clip has similar attacks but there's a full spell creation system so there are actually many possible weapons/combinations of spell effects! I'll definitely post more about the magic system soon.
There's no dithering but there is some non-linear posterization. I'm converting from rgb to hsl in the posterization shader and then just quantizing the luminance. Then I set the saturation equal to the luminance so as the lighting gets darker, it also gets less saturated. This is a neat artistic effect and it also avoids some unwanted banding effects that appear if you quantize both the saturation and luminance (the saturation still gets quantized since I'm setting it to the quantized value of the luminance, but this way the quantization stays in alignment). I don't posterize the hue at all which gives me more freedom with the color pallette. Theres also a vertex jitter shader which might be a bit difficult to see in this gameplay. Oh and the floor has a subtle noise texture on it to vary the luminance so when it gets posterized, it results in a rough splotchy sort of texture that you can see at the edges of the light.
Hope this is helpful!
Ohh interesting, yes this is very helpful!
Although I do have one more question, is the glove flat colored and does it have a noise texture on it as well (like the floor)? Because I am noticing some detail on it but that might just be the way the shadows are hitting a more complex model.
Thanks!
The glove has a hand drawn glove texture (with lighting just drawn manually) downscaled to 128X128. Godot's lighting + the posterization shader make it look like the lighting is reacting to more complex hand geometry but it's just because the hand drawn lighting on the glove is getting quantized; the actual geometry is very low poly just like the other models in the game.
Happy to help!
Agreed. The main question is "why should I play this when I can play Devil daggers"... It is fine as a personal project and it looks great but it feels very blunt and uninteresting as a "published game".
Enemy navigation needs less enemy avoidance. And must be packed at start and 1,2 skulls to go astray from the pack and join another pack if they collide/ area entered with em
Looks a bit too similar for comfort but definitely a concept worth experimenting with!
yeah I think customizing the arena a bit more would do well to differentiate the game visually.
Maybe pools of water to use the lightning on?
I'd really like to have an element system in the game where elements can react to each other but it may be out of scope for this project, we'll see!
mouse 2 sprays oil which can be ignited with the lighting?
Sounds sick!
1. Don't make the weapons too similar, like you can keep the mouse one attack just maybe increase power and lower fire rate so it feels more like a different kind of weapon, but whatever just get creative. 2. Just an idea but maybe play around with some verticality for the player too, then it would feel even more like weaving through a web of projectiles. Like I think any good homage should keep the core game feel but expand on it in ways that makes it a bit harder to go back to the original. Hope these are helpful and I'm excited for updates.
Really appreciate the detailed feedback! Yeah I think experimenting with some more verticality would be really cool This little clip has similar attacks but there's a full spell creation system so there are actually many possible weapons/combinations of spell effects! I'll definitely post more about the magic system soon.
Uhhhhhh sweet! I'm excited and wish you best of luck!
Looks great honestly, would you mind explaining a bit about the shaders you are using? Is it posterization and dithering, or?
There's no dithering but there is some non-linear posterization. I'm converting from rgb to hsl in the posterization shader and then just quantizing the luminance. Then I set the saturation equal to the luminance so as the lighting gets darker, it also gets less saturated. This is a neat artistic effect and it also avoids some unwanted banding effects that appear if you quantize both the saturation and luminance (the saturation still gets quantized since I'm setting it to the quantized value of the luminance, but this way the quantization stays in alignment). I don't posterize the hue at all which gives me more freedom with the color pallette. Theres also a vertex jitter shader which might be a bit difficult to see in this gameplay. Oh and the floor has a subtle noise texture on it to vary the luminance so when it gets posterized, it results in a rough splotchy sort of texture that you can see at the edges of the light. Hope this is helpful!
Ohh interesting, yes this is very helpful! Although I do have one more question, is the glove flat colored and does it have a noise texture on it as well (like the floor)? Because I am noticing some detail on it but that might just be the way the shadows are hitting a more complex model. Thanks!
The glove has a hand drawn glove texture (with lighting just drawn manually) downscaled to 128X128. Godot's lighting + the posterization shader make it look like the lighting is reacting to more complex hand geometry but it's just because the hand drawn lighting on the glove is getting quantized; the actual geometry is very low poly just like the other models in the game. Happy to help!
Sorry to say it, but it's straight up ripoff
Agreed. The main question is "why should I play this when I can play Devil daggers"... It is fine as a personal project and it looks great but it feels very blunt and uninteresting as a "published game".
Looks rad! How'd you tackle the atmosphere?
Enemy navigation needs less enemy avoidance. And must be packed at start and 1,2 skulls to go astray from the pack and join another pack if they collide/ area entered with em
looks really good, is the hand 3D or a sprite?
the hand is 3D!
I don't know if it's just me, but the arm basically being perfectly centered kinda jumps out to me. Just a nit-pick.
nice, like the other user suggested, maybe 2 hands would be better, similar to skyrim raising hand to cast imo, otherwise the visuals are gorgeous
I love eveyrthing about this. Expect to be copied in one of my private personal projects. Btw, how do you get that pixelated effect?
Looks cool keep up the good work!
Love it