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Topics - eigenbom

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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








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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.








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