Yeah, I love Fallout and it was of course one of the inspirations while coming up with a concept for Death Trash.
I want to make a demo, but I'm not sure yet when that will happen.
Yeah, I love Fallout and it was of course one of the inspirations while coming up with a concept for Death Trash.
I want to make a demo, but I'm not sure yet when that will happen.
Thank you very much. I appreciate that.
Yes, it is. Didn't have much time for updates here.
If you want to see the current state of the game scroll through my Twitter account, I'm posting almost daily about the game: Twitter.com
Development continues, I'm just not updating here for the moment, sorry.
Scroll through Twitter.com and you'll see some GIFs of the current prototype.
A bunch of selfmade tools inside the Unity Editor. (It's only for this project right now.)
Using Unity with selfmade framework and tools.
The artwork is done in Photoshop and Aseprite.
Thank you very much for the feedback. :)
This is just a static image in Photoshop to work on those transitions. The camera zoom ingame changes depending on situation (combat, non combat, dialogue) but doesn't have as much overview as this. I assume those variables will change over course of development when more people play the prototype and give feedback.
There are 2-3 sentences on www.deathtrash.com but the rest is still in the making, meaning there will be changes so I don't want to post too much about that right now.
Sure, could use more of that. Will come in time. But I also think that compared to genre standard with NPCs standig around waiting to give the player a quest etc. it has already more life in it. (Then again not comparing it to Witcher etc. because that's a whole other budget category.)
And isometric is actually more like the first images I did when beginning with this project. The rectangular houses were a detour because easier to work with. 'Only' have to figure out how to split it in parts now.
Will definitely need some testers. But first need to make a bit more content.
Hard to judge yet, because not all pieces are in place. But I'm targeting 2017 and hope to upload a demo/prototype this year. And sorry for answering late. - Stephan
There's no download yet. It's still in development and there's lots of work to be done. I do hope to have something playable online this year though.
Hey, das ist cool. :) Ich sage allerdings gleich, dass es wohl noch ne Weile dauern wird. Gut Ding will Weile haben. Hoffe aber dieses Jahr zumindest schon etwas Anspielbares anbieten zu können.
Heads are separate images laid on top. Already "kind of" working with animations. Next step will be coloring clothes and hopefully also switching them, although that will be hard with all the animations.
For everyone who's reading this and asking if this is really necessary etc (I get these questions) I want to say to even if it will have no gameplay relevance (not sure yet), it will serve a purpose:
- a statement that it's common and accepted in this world
- might help with identification for some people
- might support "roleplaying in the mind" / "try something new" for everyone else
And I appreciate you commenting. After some feedback the option is now split up in "trans man", "trans woman" and "Non-Binary". Let me know if you're missing an option.
It is. With small exceptions (world map, just dead) it works anytime, even when player one is in dialogue like in this case.
That would be nice, yes. :)
The flocking stuff itself I don't know yet how to integrate. These are all behaving individually for now. I still have a lot to learn and experiment how to combine all these algorithms, but I think it's looking good for making the game more alive.
In combat the mouse pointer is for targeting with the weapon. In non-combat it was the strange situation up until now that the game played like a point and click adventure. Not optimal, this control shift. Now Player has the option to continue walking with WASD or can lean back in peaceful times and just use the mouse.
Yes, art and code is done by me, Stephan. Thank you very much for the great feedback.
Currently in the decision phase, and Kickstarter is one of the options on the table.
It's very early for the Audio. What's in there is all work in progress still. It was just time to show some real footage of the game.
I just come back from an event where I got a lot of feedback. Will now chew over that and create new content and then afterwards will need people again playing it.
Thanks for the awesome feedback.
Thank you for the great feedback. :) - Stephan
talecrafter
Stephan joined
One of the few game developers who is no secret super hero. But he can code, paint and design things.