source_code is a Open World Action RPG that takes place in a Virtual World known as the GridOS. You take control of an AvatarOS to freely explore the world.
Thanks for voting and helping source_code on it's quest to become the 2022 Indie of the Year. You are now in with a chance to score some free games. Help this game secure more votes by embedding the widget (or link) we have included below on your favorite sites.
Don't forget to check out (and vote) for other amazing games in contention. Here are some recommendations:
After ~3 years since my last blogpost and several dropped projects I returned with a new game. The game has a big scope (which is a mistake that I will never learn from) and I'm working alone (game design, programming, art, music, etc).
I've had the idea for source_code for a while, but I only decided to start working on it when a small local (Goiânia/GO Brazil) indie event was looking for expositors. In two weeks I built the prototype and I got a decent result. The main goal of this project is to improve my skills as a solo developer (I'm primarily a programmer) so I don't have rely on freelancers or collaborations (which rarely works).
The goal is to have a simulated world where the player actions can change several aspects of the world (NPC behaviors, schedule, etc) and work flawlessly in multiplayer. There will be a huge focus on non-linear exploration and story-telling where the player can even ignore the "world story" and just explore while the NPCs will "advance" the story by themselves. The story will be fairly simple, but I want "story threads" for every state of the world.
This all sounds very complicated (and it kinda of is), but I chose a very simplistic art-style and genre so I can focus on gameplay.
The action portion of the gameplay (movement, platforming, combat, etc) is inspired by Dark Souls and Mega Man Legends, so there will be a lot of rolling and knockback (player and enemies). I want to make the player think before acting, but I also want a decent pace (not only for combat but to navigation too), so it will be more arcade-y. Most enemies will have a few different attacks and patterns and will (most of the time) have different spawn locations (that is a given for procedural levels). To make the combat more intense, there are two "main" penalties for death:
Here is the first pre-alpha trailer:
Thanks for reading.
No articles were found matching the criteria specified. We suggest you try the article list with no filter applied, to browse all available. Post article and help us achieve our mission of showcasing the best content from all developers. Join now to share your own content, we welcome creators and consumers alike and look forward to your comments.