![]() Defeating enemies allows you to upgrade your equipment and levels. I personally am not a big fan of these cards, but others may enjoy the randomness.Ĭard Type B (red): Enemy cards: Use these cards to place enemies in your way as you travel from room to room. When you place the card you either get a positive (yellow) or negative (red) ability that usually kicks in during the next fight. If a card has path that would connect to an adjacent tiles walls then you can't place it.īlue tiles also have the chance to come with shrines in them. If the card has a wall where an adjacent tile has a path, you can't place it. It is important to remember that when placing a card, all exits must lead somewhere. Each card has a different amount of exits to move you in different directions. Use up to 3 of the 5 cards given to move your adventurer to the objective Let's first look at the three main types of cards.Ĭard Type A (Blue): Room cards: These cards allow you to add rooms to the dungeon that will allow your traveler to progress. Though the objectives and enemies are different, each level follows the same progression set-up. If you are interested please send me a mail ( introducing yourself, including a link to your portfolio, your current availability & general rates.Each level in the game is presented by a dungeon for you to trek your way through. I think an ideal partnership would be a combination of payment + royalties. I'm willing to pay, but don't have a massive budget. I'm open to working something out with the right person on this. ![]() In the last year I have stepped it up a bit and have finished five small games: I'm a software engineer by trade and have been making games as a hobby for the last 5 years. Maybe you are in between freelance jobs and looking for something fun and short to get stuck into. You are available now (or very soon) though not necessarily full time. Major bonus points if you have your own personal art style. You've contributed to games before (or not!). You are a brilliant 2d artist with skills ranging from concept art to sprites to UI. I'm already set up with the Humble Store Widget to be able to take preorders. Initially I intend to target desktops plus have a web-playable demo to use to upsell it. Currently it's built with AS3 so (via adobe AIR) I can build this for pc/macs & (with some fiddling) for ios/android too. My plan is to start taking pre-orders for the game by the end of the month and perhaps have a release by the end of the year. I'm completely open to style/theme suggestions (not at all tied to how it looks right now) - in fact I would love someone who could do the art direction on this. Ideally I'd love someone who could do all the art from tiles & sprites to UI and title screens etc. I'm using room/corridor tiles with permission (non-commercial at the moment), and all the pixelart sprites are from this tigsource assemblee entry (also non-commercial usage permission at the moment). That said, it isn't going to be super looking if it's just me doing the art. ![]() ![]() I have intentionally not spent much time on making it look nice as I am hashing out the basic gameplay first. Essentially a dungeon-exploration game where you lay out the dungeon and the AI hero works his way through it (but not under your control). Have a look at the tigsource devlog thread to see what I'm trying to build (playable link is inside). This time I'm wondering is there someone out there who can make this game look amazing. I'm used to hacking free game art together with my own basic design skills to produce games. My name is Colm Larkin and I'm currently working on Guild of Dungeoneering which I think has the potential to be a pretty good game. ![]()
0 Comments
Leave a Reply. |