Meumerin

Meumerin

@meumerin.bsky.social

Videogame designer, developer, writer, music composer, spriter, digital artist (in training). Graphic designer.

98 followers306 following152 posts

Meumerin reposted

A tattered banner stands in defiance of what devours the world.⛰️🌌 Kicking off the new year with a little tease at the game's intro! 🎨: Imagibeat Studio #gamedev | #indiegamedev | #indiegame | #pixelartgame | #pixelart | #HappyNewYear

Also figured out the resolution after some thought. Going for HD with 32x32 player sprites. Too often have I undershot the ress and lost on visibility. It allows me to come up with big spectacle bosses that feel fair from a top-down perspective.

Playing Deus Ex again makes me realise something. Perhaps we should go back to an immersive sim *design philosophy*. I'm going to be trying to capture that with my perk system. Also things like explosive barrels, rolling in water subtracting torch time... Endless small possibilities.

It's also in the spirit of DS2 because that game had so much, often silly interactivity lol. Very fitting considering that DS2's torch system inspired this.

Being able to do everything BUT program, especially being able to design all the game systems and logic in your head and on paper is tortuous. You can feel bits of your ghost dying inside your human frame whenever you're like "ah, enemy spawners that get reset by bonfires - but I can't CODE that"

Been brainstorming how to actually accomplish TorchSword at my current skill level. I don't want to get anyone involved because I can't pay them. And I don't want talented devs working for free, revshare is borderline cryptobro bs So the game will be m+kbd only. Mouse to aim attacks, kbd to move

I've conceptualised 3 classes/perk trees for TorchSword: 1)Singed Blade: Big bonk gameplay, STR build. Enables torch extension that looks like the Beast Cutter in Bloodborne (will elaborate later) 2)Dance of Fire. Basically Dex + elemental melee, lots of flowing moves 3)Scarlet Crozier. Sorcery.

I know they have their place but I've fallen out of love with stat spreads. A few rpglite games by AAA have given perk trees a really bad reputation. Perks should never be direct stat increases or unrewarding minor passives. Perks should all mean something, and facilitate organic build creation.

To be fair, there are a few games that have a healthy mix like Lies of P. But tbf I feel like that's partly because you also have stats level ups, weaponcraft, and the Legion arms (each of which enables new abilities). If it was just the P-Organs it probably wouldn't have been awesome

Alright, so this one is a lil tricky to explain. Remember DS2's torches? Remember how they barely mattered? This is the opposite. The torch timer IS your weapon, health bar, mana bar... all in one. If your timer is too low you can't explore certain areas, also. It's in pre-preproduction so yeah

I'll be making this in GameMaker Studio 2, and truth be told I'm dreading scripting. The game's scope is rather manageable, I'm just not the best at it. I can do everything else well, but it's like RFK's brain worms are piloting my brain like tiny aliens when it comes to coding, unreasonably so.