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New Game

A topic by 16bitnights created 65 days ago Views: 304 Replies: 13
Viewing posts 1 to 14
(1 edit)

Hi,

I started development on a new game from the Chromosome Evil Franchise.

It won't be a direct sequel but rather a small prequel of sorts with different mechanics mixed with the RTS combat part.
I am going for a Diegetic UI design combined with easy 3 choices per day type of gameplay but all choices must have a big impact.
This will probably also be the final entry from this franchise.



First concept:




Team
Popa Cristian Manuel - artwork, game design, marketing, balance, team management, testing, level design
Sergey Dovganovsky - programming, animation, testing, balance
Developed under 16 BIT NIGHTS studio






Gentlemen  Gentleman

(1 edit)

In the meantime, I start to decide on the color palette and final polish adjustments on the game design.

This is a critical part of the game because here the player will spend half the gameplay time so I try to polish it as much as possible.



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Some more progress.

I will try to keep all details minimal on the environment and go high-detail on interactive components.


Made some more progress

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just added more polish and also additional visuals for different screen ratios



And the first iteration of the parallax effect


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I reduced the speeds and added some adjustments.

Also my partner started adding the rollovers and tooltips I made + a mechanical arm for unit selection.


UPDATE

I am trying to also integrate the inventory menu within the War room interface.

Each slot will provide the player with a minimum of 2 choices and a maximum of 3 choices for upgrade equipment.
There will be no perfect build and the goal here is to create a unique build on each playthrough providing freedom to the player and more ways to play.





Please bare with me, the main target here is to have low gameplay time, around 3-max5 hours of gameplay but HUGE replaibility value

Working now on the camp choices and visuals


Animation I made for camp screen

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More encounters






Context (mockup) 


Timelapse of cutscene artwork


And final with full interface



New scene progression





I finally managed to finish all the intro cinematic panels.

Now it's time to add animate them.


The goal is the same: MAXIMUM Atmospheric value with MINIMAL colors and MINIMAL details





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Started work on animating some of these panels,  we still need to make some polish but it's almost there.

And as far as progression goes this will have a solid combo, included here it will be: the intro cinematics, The teaser trailer content, the tutorial, the interactive start new game choices.