Added a "home teleport" that is unlocked once you visit the wizard in Polaris'nAlso added a small little tavern for travelers to take a rest'nhttps://store.steampowered.com/app/4163200/Endless_Darkness/
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Look kids!
You actually need to play the game to unlock abilities instead of spending real money
That's how we use to do it back in the days
No in-app purchases in sight
@stux three lives, no respawn points, no level skip codes?

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@stux three lives, no respawn points, no level skip codes?

@WiteWulf Haha brutal
Endless lives though, but no skipping! Like a good metroidvania you need certain skills / keys to progress
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This game will only have a one-time purchase price for a few dollars and no DLCs, no micro transactions, no skins or pay-to-win
Kinda the reason i started gamedev
Other game devs gave me the tip to remove the "Unreal Engine" (5) logo since players don't really care about the engine
So why not poll it!
"Add or remove Unreal Engine (intro) logo?"
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Other game devs gave me the tip to remove the "Unreal Engine" (5) logo since players don't really care about the engine
So why not poll it!
"Add or remove Unreal Engine (intro) logo?"
So this one with different audio
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The main reason I added it in the first place is to show you can perfectly build 2D games in Unreal
Many if not most are made in Unity or GoDot even but Unreal not so much
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The main reason I added it in the first place is to show you can perfectly build 2D games in Unreal
Many if not most are made in Unity or GoDot even but Unreal not so much
@stux any particular reason for Unreal, or just enjoy the blueprinting process?
I like developing and rpg'ng and such too, so I'm curious.
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@stux any particular reason for Unreal, or just enjoy the blueprinting process?
I like developing and rpg'ng and such too, so I'm curious.
@creativegamingname Had to chose an engine 2 years ago and went with UE because of the heavy realistic 3D games and kinda stuck with it
With the right settings / setup basically anything can be made in that engine

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This game will only have a one-time purchase price for a few dollars and no DLCs, no micro transactions, no skins or pay-to-win
Kinda the reason i started gamedev
@stux I don't think skins in themselves are a problem. It's just the sale of them that's...questionable. In fact I find they give a little agency to the player to sort of own their character or playthrough or whatever. Deadcells uses this to great effect. Of course if your game doesn't call for or lend itself to skins that's up to you of course.
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@stux I don't think skins in themselves are a problem. It's just the sale of them that's...questionable. In fact I find they give a little agency to the player to sort of own their character or playthrough or whatever. Deadcells uses this to great effect. Of course if your game doesn't call for or lend itself to skins that's up to you of course.
@Tekchip You're completely right there
In theory the player character has 3 skins in my game but they are part of the game itself, not to buy or anything indeed
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@creativegamingname Had to chose an engine 2 years ago and went with UE because of the heavy realistic 3D games and kinda stuck with it
With the right settings / setup basically anything can be made in that engine

@stux ahh, that makes sense then.
I've always heard that Unreal was troublesome and overkill for anything outside of like... 3D/cinema/etc.
I have tried out Godot and Unity a little. I like(ed?) Godot. Their partnership/announcement with Arm makes me a touch nervous. The obvious drama of Unity...

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@stux ahh, that makes sense then.
I've always heard that Unreal was troublesome and overkill for anything outside of like... 3D/cinema/etc.
I have tried out Godot and Unity a little. I like(ed?) Godot. Their partnership/announcement with Arm makes me a touch nervous. The obvious drama of Unity...

@creativegamingname It's very bloated by default indeed but managed to get amazing results with under 200MB compressed
I have not! I dont wanna fall into that trap haha, since i know how UE went!
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@creativegamingname It's very bloated by default indeed but managed to get amazing results with under 200MB compressed
I have not! I dont wanna fall into that trap haha, since i know how UE went!
@stux Well the Godot syntax is very pythony which would likely be considered my "home" language at this point. (originally C, online, etc.)
But 200MB isn't freakyhuge or large at all.
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@stux Well the Godot syntax is very pythony which would likely be considered my "home" language at this point. (originally C, online, etc.)
But 200MB isn't freakyhuge or large at all.
@creativegamingname Ah yes, go it!
200Mb is lower then a empty default project packaged

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@creativegamingname Ah yes, go it!
200Mb is lower then a empty default project packaged

@stux that is... so wild to me.
It makes sense logically but then you like look at how little you've typed...

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Other game devs gave me the tip to remove the "Unreal Engine" (5) logo since players don't really care about the engine
So why not poll it!
"Add or remove Unreal Engine (intro) logo?"
@stux “moviegoers generally don’t care about the credits so let’s remove them from the film”.
I feel like it’s respectful of other people’s work (ie the Unreal engineers) to give them their credit where it’s due.
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@stux that is... so wild to me.
It makes sense logically but then you like look at how little you've typed...

Keep stuff optimal and remove not used things, UE loves enabling a load of default unneeded stuff
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@stux “moviegoers generally don’t care about the credits so let’s remove them from the film”.
I feel like it’s respectful of other people’s work (ie the Unreal engineers) to give them their credit where it’s due.
@dashrb thats also a nice way!
I do add it in the game's in-game credits though

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Look kids!
You actually need to play the game to unlock abilities instead of spending real money
That's how we use to do it back in the days
No in-app purchases in sight
@stux Do you have an android game available?