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So it finally happened! We emerged from our basemont to the spotlight of the world! We present you Brodding! It's currently on Steam greenlight, and we'll release it everywhere in the following days. For free. Free like free beer! Here take one! :beer: Voteeeee for beer! Greenlight Page
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Devlog #7 It’s all natural
Trust me, no GMO, I live in the countryside, I would now!
So, last week or so, I've been hard at work on vegetation and environment of the game, and I've been redoing fog system! The idea was to make vegetation grows as the time passes, we'll have 5 stages of each "near the ground" plant, in the picture below "dying" stage is missing. 5 stages for small plants, bushes/grass, and as many as neccesseary for bigger plants, trees and such!
In addition to growing plants, I made the "soil fertility" system, meaning, the more plants there are on some place, the greener plants will be, and less plants there is, the less fertile soil is, and plants will get yellowish color.
With the basic vegetation system done, I've decided to polish it up a little bit! These are walking particles when in bushes, there will be needed more of vegetation particles, but everything in due time!
The last thing I did, and the one I'm most proud of, is the fog system! Fog works as expected, it keeps low near the ground, and the further away it is from you, the denser it gets. Here is fog at different times of the day! I'll let the pictures talk for themselves! :) (click for bigger picture)
More awesome stuff coming pretty soon! :beer:
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Devlog #6
So we've been hard at work last few days, and when I say hard I mean it. I implemented complete new Animator controller, that supports all kind of shit, from dual wielding, carrying item on the back to double handling single weapon, to not carrying anything. And condensed it into managable and expandable package! Spend so much fucking time on it that it was insane, I even gave him a name, Pac. (Player Animator Controller)
This doesn't look like much, but, it really is. Every fucking stat is now interconnected, doesn't matter what item you carry, you will always be losing right amount of stamina, and be rightfully protected. You'll still die though. We're evil. Here is just part of awesomess, double handling regular sword. You'll still have to wait for the big guys though. You're not ready yet.
There was a few easier things we've done, adding some particles here and there, and dying, which finally has it's own cool animation. I'd like to point out that this is one of the 5 death animations, and other ones will do spectacular things.
That would be it for this update, next time hopefully, we'll show some vegetation. Or new enemy design. Whichever gets done first! Until next time, :beer:
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Devlog #5 Armored Souls
We have decided on the name of the game, we'll go for Armored Souls
Last week or so, I was working on lots of internal stuff, mostly AI and Inventory features that were either missing or not working properly. Now the boring part is almoooost done, just few tens of hours of work more! Sounds a lot, but time flies fast when working haha.
This is one of the few visible changes! What you see is inventory showing you what you are doing, so you never get confused, how did that item get there!?
That would be it for now, much more updates once the exams are done, which is pretty soon, cheers!
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Devlog #4 Collision
This was open issue for the last two months, and now is finally done! We are making isometric-grid based game, which for colliders has romboids instead of rectangles. In order to have perfect collision, I would haveto use Unity Polygon collider, and those, in great quantity (level for instance) would cause some serious performance issues.
I decided to play around with math and create my own customized coordinate system, where each Unity x and y coordinates can be easily converted to game grid position. Now, checking the collision itself wasn't that hard, the only thing I had to do was to check if that tile is occupied.
The problem for me was figuring out math, so that when you push against the wall, it moves you the way it's allowed to move. Now, the math per se wasn't hard to figure out, few sketches, a little bit of plane and vector math, and that was it. But I had some serious bugs that were, well, bugging me for the last month, and today, I finally made it! That was my gift to myself for my twentieth birthday I guess haha! :D
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Devlog #3 Looting the AI
So it's been a while since I posted last time, but let's not start with excuses and start with the stuff we actually done! We thought a lot about how to make the loots system actually interesting instead of just being like: "yup, there is item on the ground". So we, as always, went overboard, and made the most awesome thing, once you kill enemies, their items fly to the air, and starts raining down. Looks cooler than it sounds!
On the more technical side, I implemented "queue" system, meaning, enemies won't try to murder you all at once, but will rather wait their turn until other enemy (or enemies), tries to flee or is dead.
This gif doesn't represent the mechanic in the brightest light, but I had to watch out for gif size. It still need quite a bit of tweaking to make it feel right, but I haven't managed to break it last few days that it's implemented so I guess it's solid in it's current state!
As always, I will be really happy if you hit me up on twitter @mihiiic, or follow our "company" (for the lack of the better word, for the shit Andre and I are doing) @icefixgames, or leave a response on ourTIGSource Devlog!
Ofcourse, your best option is to do all 3!
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Devlog #2 Stats system galore
Finally got around to implementing some stats! First on the list was agility and poise,so those shiny new armors have some weight (or lightness) to them! This gifs shows defualt training armor that ranks as middle agility! (usability will be questionable)
This one on the other hand shows the Elvish armor set, one of the lighter ones in the game, you can see everything looks pretty quick, but we'll have to tweak a value or two!
This last son of nice lady has a lot of weight behind him, so he acts accordingly, his attacks will do some serious stunning! (once that is impemented, *nothing to do here meme*)
Among other changes, this ones are the most visible ones!
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Devlog #1 Spotlight: Demon Skeleton
So this is our first enemy in the game! It’s the meanest looking, son of the god of demon skeletons itself!
His attacks, even though they deal lots of damage, felt kinda slow and not powerful, so I polished them up just a little bit, to give them that fast feeling!
Also noticed something was off and figured out that knockbac isn't working when enemy is perfectly blocked (and stunned) so I fixed that, now it feels even more smooth!
Also, took some time and finished basic stats! Now we'll need to figure out values and formulas to make them feel good, and to have formulas. Well, I would like a wiki someday. :P
That would be it for today, not much because of college and life, but as long as the project is moving forward I'm happy! Feel free to drop me a message with suggestions, either on my twitter @mihiiic or comment here, or hit us up on tigSource!
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Introducing - project #02313 code name: Souls
Souls, temporary name at least, is the 2D isometric action-RPG inspired by Dark Souls and Bloodborne series. Like a lot of games lately, but we’ll try to make things fresh and interesting!

So far, in the game we finished basic combat, movement and all that good stuff, and we are pretty close to finishing AI for our first enemy!
This is just the basic example of the general aesthetics we’re planning to use in the game!

Some of the things we're planning to work on in the following days will definetly include polishing up the enemy (which I’ll kindly do in my next post later today!), doing missing parts of the basic inventory (weapons and armors are still not functional) and game background! Among other things, this ones seem most exciting and we're eager to work on them! Feel free to follow us on Twitter @icefixgames , and ask questions if you have any, Andre and me are both more than willing to answer!
or follow our devblog on Tigsource! (and comment that way! :P )
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First post is a must have
Hello and welcome to Icefix Games blog!
We are artist and programmer duo, on a mission to conquer the world! We are on the other parts of the world, but we have the same goal, make great games! Andre is the artist and he is located in Argentina. You can stalk him on dA and @SrGrafo2 . Mihael is the programmer located in Croatia. You can follow him on twitter, @mihiiic .
The future posts can only get more interesting from here, so stay tuned!
Cheers, Mihael aka code guy that is growing a beard with little to no luck.
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