You fight like an old zombie gardener!
Dialogue system reskin in progress. Some references included ;)
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Check out this #lego Sigurd! Isn't he a ginger bearded double axe* armed cutie pie in the horned helmet**? #gamedev #vikings
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Battle Of Controls
So, here are the fresh news!
First: release is rescheduled from the autumn to the winter.
Second, which also explains the first: we have taken the heavy but (as it turned out) inevitable decision – we change the controls and logic of the interaction with the game world.
From the very beginning of development for almost a year ago, the most heated debates were conducted on such a seemingly prosaic for adventure thing as controls.
Instead of the standard point-n-click way, we’ve decided to give a player full control over the character (platformer-like way). We had some profit there: "accidental" deaths now occurred, the challenge became more solid, transitions between puzzles and action were much smoother. But this decision has created us a lot of difficulties.
We’ve received tons of feedback from friends / acquaintances, and from the people who played our test builds on DevGAMM and White Nights. Judging from it, controls were not obvious on mobile devices, sometimes even poorly playable. People who played on the PC were annoyed by the constant need to switch between keyboard and mouse (which was only used to interact with objects).
We broke our heads thinking about how to get rid of the shortcomings of our controls system while maintaining its benefits. We tried other options for mobile controls – virtual buttons (sic!), whimsical combination of swipes and taps... But nothing seemed to improve the overall game experience.
Sometimes someone just gave up and exclaimed: "Guys, screw it, let's do point-n-click and get away with that". Usually, it was Alex :D
He mentioned it so often that at a certain point each meet-up, when Alex raised his index finger to the ceiling, making it clear that another brilliant idea was born in his bearded head, we said in unison, "Nah, Alex, we do not make it point-n-click!". And he smiled into his mustache, shook his head and muttered: "Well, we'll see."
Well, here we are, making whole damn thing point-n-click :D
Forgive us, Alex, if you can, forgive me!
But there is also good news – we came up with an extremely cool and elegant (well, at least we think so) way to hint the player about an approximate direction for the application of his/her efforts.
Also, we have a lot of new locations and characters in work, but we won’t show them now ;)
Stay tuned!
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Tavern is full with merry warriors and sailors! #indie #indiedev #gamedev #adventure #vikings #videogames
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Few words about us on PocketGamer!
Kinda cool :)
http://www.pocketgamer.co.uk/r/iPad/Die+With+Glory/news.asp?c=68246
Also, check some new art of our “!imaginary hints”!
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Liar or over self-confident? :)
Sigurd always has his own thoughts about what happens next. Will everything happens according to them?
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"Ok, now I just travel back in time and see my past self..." #gamedev #indiedev #indie
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Lava surf! #gamedev #indiedev #indie #lava #surf #viking
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Running animation #indiedev #gamedev #animation #indie #quest
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What lurks in the shadows?... #indie #gamedev #indiedev #sketch #castle
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Designing characters #sketch #indiedev #gamedev #character #indie #warlock #druid
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Making story teaser #gamedev #indiedev #indie_ru
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Teaser of a teaser! #indiedev #gamedev
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