Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - eigenbom

Pages: [1]
1
Thanks everyone! The game has lots of random elements so is pretty fun to just keep restarting and finding different items and enemies around the place. We just released a new update with a werewolf character who unlocks every IRL full moon.

Gameplay looks confusing.

If you can play Dwarf Fortress, this will be a cakewalk. ;)

2
I got it from the kickstarter way back, but I'm waiting until its out of early access to try it out.  :) 

Thanks!

3
The main quest plot is that a wizard snail wants to create another moon, and so sends you out to collect the materials.

By v1.0 there will be randomly generated quests, both the main quest and side quests.

4
Hey everyone. After 6 years of full-time work my game, MoonQuest, is now out on Early Access. The game is a procedurally-generated adventure game. Here is the website, and the game is available for Windows on Steam.

A basic idea behind the game is that each starting character influences the kind of world that is created. For instance, the Amphibian breathes underwater, increases the chance of the Water Moon appearing (which brings rain and flooding), and starts with a fairly strong weapon. By selecting the Human character, on the other hand, the world is guaranteed to have: Silver or Gold ore, a Pale Moon (which generates a protection aura around the player) and adundant treasure. The Human is essentially the "easy mode". There are other characters which can be unlocked, such as the Crusader, who starts with full armour but generates a world that has more dangerous ruins and no guarantee of abundant minerals.

Gameplay Trailer








5
Other Games / Re: Moonman -- (KS is fully funded! 24 hours to go.)
« on: February 11, 2015, 06:25:08 pm »
Will the stretch goals eventually be available even if the goals for them are not met?
Maybe as expansions/DLC or something after the initial release?

It's possible, but reaching them in the KS is a guarantee. If they aren't met then I'll have to get some extra funding (maybe through Steam early access or Paypal donations) to implement them -- especially things like Daily Challenge Mode which requires some back-end infrastructure and all the extra web-stuff for leaderboards, etc. :)

6
Moonman has been fully funded!

Thanks everyone for supporting the project! There's still 24 hours to go if you want to get in on the alpha or pre-order the game at a lower price than release. Thanks again, and I'll see you in the KS updates! It's going to be a fun year of crafting a procedural world to explore. :)

7
Paul Soares did a great First Look video of Moonman. Check it out :)

8
Added 3 more videos to the OP :D

9
Hey guys, here's some footage from the alpha. Enjoy!

ALPHA FOOTAGE (DUNGEON)

10
Thanks Levi :D

11
Taz -- I'm hoping to make the game enjoyable for a few run-throughs at least. I'm going to pack it full of content, different attributes, items, etc., so that each play through is different enough to be fun. I think Binding of Isaac and Nuclear Throne do this pretty well.

My main plan is to have different moonmen be unlockable as you achieve certain goals. So, for instance, there'll be a silver Moonman who has no arms, can hover, and has a laser coming out of his face. You won't be able to wield weapons or use items with him, so he'll provide a really challenging run through. Other fun things like that will hopefully keep it fresh, but to be honest, if someone can get 2 hours of fun out of my game then I'd be a very happy man. A lot of games get like 10 minutes of play before they are shelved for the next one. :)

12
Cheers guys, glad you like the art and the idea behind the game. Still a lot of work to be done, but the KS will hopefully kick this year off well. Here's a poking guy..


13
Thanks guys, I love the enthusiasm :D

Yep I did 99% of the art and all the code (about 60k LOC of C++). You can see on my devlog how the art style evolved as I got more confident with it. I also run a twitter group called @Pixel_Dailies which I use to practise my pixel art skills.

This upcoming year will be all about gameplay, as I really dig into the world generation algorithms much more. I've got a basic level of procgen but there's so much to do, and DF is a great resource and inspiration in that regard. I hope Moonman can be like a DF-lite, in terms of curious and fun world to explore, with animals doing weird things, NPCs behaving oddly, and emergent situations that arise from the simulation.

14
Other Games / Moonman -- (KS is fully funded! 24 hours to go.)
« on: January 25, 2015, 10:25:09 pm »
Update: Added Videos! TRAILER, ALPHA FOOTAGE: DUNGEON, SPIDERS/FLAMES, MERCHANTS

Hey guys. As a massive rogue-like and DF fan I set about to make a platforming rogue-like with DF, Nethack, and Terraria being major influences. 3 years of full-time work later and I've now got something that I think is pretty unique and interesting. The game is called Moonman and is a blend of short procedural games like Spelunky and Binding of Isaac with longer sandbox games like Terraria. You can build, harvest tiles, create items and armour from resources, talk to NPCs, and generally just explore the different regions in the world, looking for seven moon fragments to finish the game.



The worlds are procedurally generated and will contain forests, towns, caves, dungeons, islands, and many interesting alien landscapes. My background is in procedural generation (I have a PhD in the area) and so I hope to be able to take the procgen in the game much further than what appears in other procedural platformers. An average play length is going to be about 30 minutes to an hour, and you can adjust the game generation settings to get larger worlds, more difficult worlds, or peculiar kinds of worlds (e.g., one where it constantly rains fire).

The game has a neat fluid and fire simulation system, a solid physics-basis (built on Box2D), simple stylised graphics, lots of action and combat, strange landscapes and creatures, heaps of different weapons, armour and items, and has just been Greenlit and so will appear on Steam later this year.

I have just launched a Kickstarter campaign to help me finish the game. You can get alpha access to Moonman by backing the project, and there are other rewards too, such as having your name etched on a tombstone in the game.

I've included more gifs below, but I highly recommend checking out the trailer and more information on the KS page. If you like the look of my game then please consider backing the project and sharing it around with your friends. I'm just a single dev, but I'm working hard to make Moonman into the procedurally generated platformer that I've always wanted to play. I'd love to answer any questions you have and hear any suggestions or criticisms. This is my first big PC game and I'm pretty excited to finally show it to the world.

Cheers!

PS. If you're interested in reading about how I made the game, I have a development log of over 140 pages over on the TIGsource forums. And here's an album of 84 gifs covering 3 years of development.








Pages: [1]