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So as some may know I have a project going called Trauma Radius. For those unaware of it, it is a 2D horror/action game that is inspired by games such as Dead Space and Silent Hill. The game is finished on a mechanical level, meaning what I have is functional and can be fairly easily added onto when I get around to it, but as for the story and levels, I am yet to add those in. The original plan was to build the story around the game rather than the game around the story, but that began to get very difficult due to the use of story branching during choice based dialog, so I ended up wiping what I had and trying to do it the other way around, which, so far, seems to be working much better. I am hoping the game will be finished around early November, but I have other, more important projects to attend to in the mean time.

In other news, I have been chipping away at redesigning many of God of Decay's less core features to give it a much less restrictive, linear feel for those who have seen essentially all there is to see in terms of exploration. Such changes include a location select menu that allows you to choose what dungeon you will be venturing into, non optional boss enemies, location unlocks and much more. I am also working on getting ready to release another game that is loosely based on Quest of Decay/God of Decay. This game will feature a much different movement system than God of Decay, though a somewhat similar combat system. The dungeon generation will also be much different as well, as dungeons are separated into individual rooms rather than tile based random looking dungeons. This also means that dungeons will be much bigger. The only downside to dungeons is I have opted to remove the lighting effects, as the computer I do game development on does not work well with the surfaces I have to draw to produce said effects, which is kind of disappointing even to me, though lighting isn't really necessary, it's more just a bonus, so removing it from this project is unlikely to impact it too much (I hope...). The game should be done before Trauma Radius, though keep in mind I am adding all items from Quest of Decay and God of Decay into this project, plus roughly 100 new ones, so that alone will take some time.

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Latest posts from @trauma_radius

So again that will contribute to my pace. Basically what I'm saying is that the release date of this bad boy may be rather far in the future

Aug 7 2015

The game plays at 30fps max, however it usually runs at around 26fps on my laptop, and I'm not even done adding demanding features

Aug 7 2015

The plan is to make something that even I would enjoy playing, so I won't cut any corners here. The biggest nightmare is optimizing, though.

Aug 7 2015

And as for some other previously planned features, I'm striving to make everything look its best so I'm taking this project slow

Aug 7 2015

Wow even Twitter thinks I'm lonely... T.co

Aug 7 2015

And yes, the branching stories are a pain in the ass to implement. Like, a royal pain in the ass. However I feel it will be worth it.

Aug 7 2015

Was essentially trying to go with quality AND quantity rather than the usual quality OVER quantity and vice versa

Aug 7 2015

Basically, each choice based dialog presents 3 choices to the player.

Aug 7 2015

For example, some might fight the second boss, while others end up completely avoiding it.

Aug 7 2015

Basically there will be, well, an absolutely ridiculous amount of story combinations and events.

Aug 7 2015