Dream Epoch (adventure / rpg) by Adam Thompson
This game began with me toying around with a basic top down RPG.
The dialogue system is a reworking of the one made for my previous game jam entry.
There's no real objective, just walk and explore. It's just a little demo made in 48 hours for KiwiJam 14 and Ludum Dare 30.
I want to make a world with other NPCs, implement a full dialogue and cutscene system, inventories, party members, a journal, and a map system. Your typical RPG, minus the combat. Using the engine, I'd like to create an engaging world with characters, colors, and atmosphere, and fill it with beautiful little tales the player can immerse themselves in.
This demo is just a precursor to that lofty vision.
Remember to play it in fullscreen!
Cheers!
Credits:
Game and programming by Adam Thompson (me!)
Music by Eva Li
Graphics sourced from the Asset Store
Sound sourced from the interwebs
The dialogue system is a reworking of the one made for my previous game jam entry.
There's no real objective, just walk and explore. It's just a little demo made in 48 hours for KiwiJam 14 and Ludum Dare 30.
I want to make a world with other NPCs, implement a full dialogue and cutscene system, inventories, party members, a journal, and a map system. Your typical RPG, minus the combat. Using the engine, I'd like to create an engaging world with characters, colors, and atmosphere, and fill it with beautiful little tales the player can immerse themselves in.
This demo is just a precursor to that lofty vision.
Remember to play it in fullscreen!
Cheers!
Credits:
Game and programming by Adam Thompson (me!)
Music by Eva Li
Graphics sourced from the Asset Store
Sound sourced from the interwebs
Ratings
| Coolness | 58% | 3 |
| Overall(Jam) | 2.92 | 587 |
| Audio(Jam) | 3.58 | 144 |
| Fun(Jam) | 2.18 | 729 |
| Graphics(Jam) | 4.21 | 88 |
| Humor(Jam) | 2.26 | 448 |
| Innovation(Jam) | 2.34 | 679 |
| Mood(Jam) | 3.55 | 163 |
| Theme(Jam) | 1.97 | 723 |
I have a sugestion for you, maybe you can disable the props colliders (or if you need them convert them to triggers) while they're coming down since the feel can be a little buggy! ^^
The game is a little buggy in regards to the triggers / colliders when coming down (they can land on your head and do weird things!). Second is when moving past multiple camera changes - the movement can be off. You can fix that by going back to an area that changes the camera.
As you guys know, 48 hours isn't too long to make a game, and I did my best! Hopefully a post-jam demo will fix these issues and add more "game" :)
@JonathanG: The environment and the character art are from the Asset Store. I did all the programming, design, lighting, camera, character controls, interactions, and so on. Eva is somebody I met over the weekend and composed a song based on some suggestions I gave her - I think she did a really beautiful job!
Congratulations!
Keep an eye out for an update! Sorry if this has inconvenienced anybody or made them unable to play!
As a Ludum Dare jam entry, it's not really what we can expect (or I didn't see the relation with the theme)
Anyway, you're planning big for your project. It's a good start, and I wish you good luck :)
@Kyoutashan: Thanks! I spent too much time on the demo to fully implement the theme. I should have explained it better, but my idea was going to be this: as you click on and read different notes in the house, it would tell you a little story and go "back to another time". That's where the effect comes in - objects fall into place, night turns into day. It's like transporting to another world, in real time. The two worlds are connected and tell a single coherent story.
Unfortunately I didn't get far enough :(
Thank you for your response!
Since it's a jam entry I don't think it matters where the assets are from, as the developer still has to use them to put a game together. When a lot of the assets used are premade I think that for example the Graphics score displays how well the developer has been able to use those available assets in combination with code to create a visually pleasing experience.
Anssi@MooseflyGames
The full screen button on your site doesn't work right, though, I could click through the Unity window and it loaded one of the pictures, stopping the game. Right clicking and choosing full screen instead worked fine, though.
For moving forward, having the movement based on the relative position of the player and camera would be nice. When it went into some of the hallways it became kind of hard to figure out which direction to press.