Hey sorry for the long hiatus. Bloodhunt is not dead yet. I've just been super busy with my other vampire projects (a card game and a dice game). But now I'm back again with the pixels ;)
Hey sorry for the long hiatus. Bloodhunt is not dead yet. I've just been super busy with my other vampire projects (a card game and a dice game). But now I'm back again with the pixels ;)
You can count on it, man. Diablerie is totally a must. I'm still not sure how it will affect your Camarilla/Anarch/Sabbat quests, but it will be possible, of course. After all, the name of the game is Bloodhunt :D
Thanks! There's not too many updates but I try each step shows some meaningful progress :D
Thanks a lot! If I have enough time I'll add a small level editor to the game so you can add your own quests. I'll explain more about modding Bloodhunt in the future :D
That was another Vampire: the Masquerade project (codenamed Renaissance). The scope of a 3D game was too big and it just slowly collapsed into cancellation some years ago.
That's why I'm developing now Bloodhunt as a 2D super-simple VtM game, to avoid all unnecessary complexity (also I like pixelart, of course).
Probably a completely new game. Of course, I'd like to explore the possibilities of a sequel or a prequel too :D
Thanks for your comment! I'll try to rework the controls in order to make them less ankward :P
Maybe I should go back to the original Skyrim control scheme. Anyways, thanks a lot for your feedback, it really helps to know how does the mini-game *feel*.
Yeah, Bloodlines surely deserves a sequel. Thanks for the follow!
Yeah, I'm also considering some other subtle expressions for surprise, sadness, laughter and other emotions that characters may show during dialogs or at specific gameplay moments (such as a Humanity loss dice roll).
I know, I know :P I was trying to avoid the bald Nosfi cliché since their curse is not necessarily related to hair loss but hideousness in a general sense. I'll try to add some horrid movement to her body and animations. Thanks for the comments :D
Thank you! I totally agree. If it shines like a disco ball, it's not a vampire xD
Yeah, the original Bloodlines is a masterpice. Thanks for the support!
Thanks a lot, Alberto. I'll definitely ask for suggestions in several moments during development, probably between my monthly sprints so I can gather different opinions and a bit of perspective to keep development momentum. So we'll keep in touch :D
Thanks a lot for your feedback! It's hard to know when you're going too ugly with the Nosferatu so I'm glad I can still push it a bit further without being sick.
And about the clans, I'll start with the 7 Camarilla clans just like Bloodlines but I'm really determined to add the Sabbat and Independents as soon as possible. Maybe as an unlockable when you complete the game :P
Thanks for your comment! I'll post about character customization in the future but for now let's just say all character colors will be configurable. Face expressions, hair and other accessories maybe too (depending on technical issues and animations).
Thanks! I really hope I can keep up with such high expectations :D
I'm coding and drawing all pixelart :D
C# and XNA :)
Thanks for the comment!
Not really. The game is in real-time, but the prototype is turn-based. The random initiative system works pretty well for simulating real-time gameplay since players can get the same value in the die roll (therefore acting at the exact same time).
Dices FTW! I just can't imagine my day without a dice :D
You're right, Fib. Seems like noone is not showing publicly paper prototypes (in case they actually are using prototypes). I really hope this tendency changes in the future :)
Thank you! The next article explains how I build the paper prototype and how it's improving the game.
Hope you like it too :D
Thanks a lot, earvesicle. I really appreciate your support. I'll work my *** off to make DungeonQuest living to the expectations.
And by the way, Bfxr is awesome! I'll be playing with it for the rest of my life :D
I think you've done a really good game, man. Honestly, your game has cool graphics, gameplay and style. With such a polished game, your funding campaign should have the same level of quality. Here's what I see in your crowdfunding that can be improved:
The video is not edited as a game/movie trailer: try adding big texts presenting the game, introducing every cool feature, etc. The video should have more rhythm (sincronize the music beats with the texts and the narrator voiceover, add some sound effects, etc).
Another thing to improve are perks/gifts. People don't seem to like in-game perks. They prefer physical objects like a concept art poster, a t-shirt, a CD with the game soundtrack, etc. Of course, these perks will cost you some money, but they have some mystical appeal to gamers. For the lower contributors, you can add perks like "you can be in the game credits".
And just another little detail: try to fill the game info page with more screenshots, concept art, sketches, everything that people can see and enjoy without reading. When people get to your game page, they see a preview frame of the game video and a couple of paragraphs of text. Try to catch their eye with a better preview frame (maybe the game title screen instead of a random gameplay frame), and as many pictures as you can. I'm sure they'll love it and start funding your project :D
You're totally right. Superbrothers FTW! I'm following sword & sworcery from its beginnings, but shamefully I have no ipad/iphone to play it. Thanks for the comment :D
Thanks, man! It would be really great. Especially with animations, all the help I could get will be very much appreciated :D
EmanuelMontero
Emanuel joined
Software engineer, game programmer and indie game developer.