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Johnny

18
Posts
5
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2
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A member registered Dec 12, 2021 · View creator page →

Recent community posts

No worries man, please try adding;

 .johnny.v

I tried adding you and a few permutations but Discord couldn't find you. Your game looks cool, congratulations on making it to release!

I've been on lots of projects that have failed due to scope. I'm looking for something to join that is small and fully planned out.

I can do PS1/N64 and PS2/Dreamcast style models pretty quickly, characters and environments. I can also rig and animate, but my animation skills are pretty weak.

Artstation here

If you want to work together, please reach out. I have worked as a designer in the industry and can offer help with game design too.

An update to let anyone following me know that I made the Tokyo Game Show submission deadline!


Now I have to wait until the end of June to find out if my game is successful or not. Definitely feeling apprehensive, it would be amazing to get accepted and attend the event as an exhibitor.


The game has progressed considerably, my next update will be a shower of GIFs and videos, if I get good news later this month.

The Berlin interpretation is one of the most creatively stifling I've come across in game design.


This is why Rogue Lites will always be superior to Rogue Likes, one is allowed creativity to refresh the genre, while the other must stick to remaking the same game forever.

I learned how to make it pretty!! 


Soon it will be all glorious 3D polygonal meshes draped in mid resolution textures. 


These textures are 2K resolution from Quixel Megascans while I was learning, and do not represent the final design. I'll be making my own next.

This room is also pretty bland and devoid of details, which will come with my second attempt.

The Tokyo Game Show is getting close and I've made a huge amount of progress since last time. Sadly the art isn't much right now but next week (or maybe even sooner) I'll have the textures on so it will look a bit prettier.

This is the first half of the tutorial area which will be used for the show. It takes about 5 minutes to complete at the moment.

 Half of this map has been recreated using 3D meshes to replace my BSP geometry white box. It's fun taking a space designed for gameplay and then fitting it to a style and making it petty(ish).

You can see the wonderful rail camera snaking its way through most of the map. Some parts, a static cameras is used but I have more fun using the rail cam.

Sorry it's so bland but I am very proud of it and genuinely excited to show off the gameplay soon.

Thanks for reading.

No pictures this time but I have finally taken a big leap forward and settled on a setting for the game!

I've spent months working on this problem and it feels great to finally have that nailed down. I have already created some assets which I will hopefully post up for you all to see soon.

settling on a setting had also let me make a start on the story and character side too. Now everything has the context of a setting this has been much easier (but I think I will need to collaborate with someone on the story as writing is definitely my weakest suit!).


In Japan we have Golden Week at the end of April. I'm going to use this holiday to make as much progress as I can.


I am also trying to submit my game to the Tokyo Game Show in September!!

The deadline for entries is the 27th of May so wish me luck.

If anyone has experience submitting for this show I would really love to hear from you. What state was your game in when you applied?

Thank you! Comments like this really help boost my motivation. I'll hopefully have more next week.

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It's been just over a year since I started this project and it's finally getting to a stage that I can show it to people. I post more regularly on Twitter, my last Devlog was archived because I didn't update for too long.

The game is inspired by a plethora of others, some of which I've stuck together in this image;


The game is viewed from cinematic cameras and features a single protagonist in a low-fantasy setting.

So far I don't have much art completed but I do have some bit and pieces to share.


An old screen shot from the test level showing a bunch of assets to see how they look together. Everything created by me.

The player uses this standing stone to refill their health when it gets low. These are scattered throughout the games world.


This one has a much more sinister purpose. Kudos if you can read the Kanji and work out what it does.

Both assets sitting in the test level.

More coming soon hopefully! Including the player character and with any luck, a video.

It costs less than a coffee! If you like it, support the developer!

Stuck for art style.

My game idea came the Nintendo way, starting out with the mechanics first and working on them in isolation without art assets.


 Now I am getting to a point where I'm thinking about what color to paint it aaand I'm stuck.

 The game mechanics are completely setting agnostic, it could be slotted into almost any time period or fantasy universe.

So far I've tried two different styles, a Disney/Anime cross and a more heavily cartoon look.



I think I'll have to find someone to create the look for the game for me.

 First goal of 2022 may be to find a visual development artist.

 I've been saving up for this so hopefully I can get something really professional drawn!

that's really cool! I did exactly the same but with Operation Flashpoint. I spent countless hours painstakingly aligning wall sections and placing guards, giving them patrol routes etc...

But as soon as you fire one shot all the soldiers go prone and stop following their waypoints so it would fall apart as an MGS level almost immediately.

I've been working on a prototype of a game that's essentially an updated form of Parasite Eve and Fear Effect, it's almost ready to see the light of day but...


I am not practiced enough to produce anything approaching a realistic art style and I'm leaning heavily towards stylised and cartoony like Banjo Kazooie or Crash Bandicoot.


I don't have many images of my own art yet save this, and this for the two styles I've explored so far.


 Could anyone help me move forward with choosing the art style?

 Is the cartoon style ok for a game in a similar vein to Parasite Eve?

 Fear Effect was cell shaded but went with a much more adult tone from the outset.


My game doesn't feature overly adult themes or gore so it is more suitable for a younger age group too.

I had similar feelings when I started out. Back in 2010 the prospect of getting an indie game on a console was almost impossible. It was disheartening to think that without joining a large studio you'd never make a game that you could play on a console.

For me it goes back to when I was 5 and playing random games like Cannon Fodder and Flashback on my Dad's Amiga 600.

I loved them over cartoons or films because I had the freedom to explore the games world.

I tried to hand draw my own pixel art, obviously just "making" crude clones of what I'd just played.

Since then I've been constantly trying to design games and that's led me to finally starting my own project.


How about you? What did you play that drew you in to making games instead of just playing them?

hello!


I go by Rin and I like in Japan!

 I've just started developing a new game using Unreal Engine 4. UE5 won't work on my computer.


This isn't my first project by a long way but I'm hopeful it will be the first I see all the way through.

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A 3D Metroidvania game drawing inspiration from many classics such as Fear Effect, Parasite Eve and Ico with elements of bullet hell inspired by Neir; Automata and Returnal.

I have some placeholder art and early gameplay footage that I'll show off soon.


I have a long standing love for fixed and on-rails cameras in games that I've always wanted to incorporate into my own creation.

It's justified by the need to give the player enough situational awareness and help the player target enemies.

The game also features a lock-on targeting system to help the player quickly line up their shots.


From Ico and The Last Guardian I'm taking the traversal.

The game will feature some platforming and climbing sections as the character moves between the various zones.

The game will hopefully be available to play by the end of 2023!