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Realm of the Tempest RPG

Started by
13 comments, last by Otays 4 years, 9 months ago

Overview

Realm of the Tempest is a personal and desultory exploration of creativity. 

When viewed as game development, my work is unprofessional, awkward, neglects the target audience, and disregards marketing value.  After investing thousands of hours into this project, I don't think of it as a game at all.  To me it is an intimate conversation between me and my compiler, that has been going on for 5 years.  The only reason I pour my heart into my work is because it starts to reflect myself, which is the only sense of security I have ever had. 

Combat

It has turn based 2D random encounter combat, because that's what I enjoy designing.

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Worlds

It has 3D worlds because I like making 3D art.

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Music

It has an original soundtrack, because I like making MIDI music

 

Amber resin drips from the roof of the house.

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working on these silly little rainbow beacons today, which add a hero to your team

 

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Amber resin drips from the roof of the house.

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14 hours ago, Otay said:

When viewed as game development, my work is unprofessional, awkward, neglects the target audience, and disregards marketing value.  After investing thousands of hours into this project, I don't think of it as a game at all.  To me it is an intimate conversation between me and my compiler, that has been going on for 5 years.  The only reason I pour my heart into my work is because it starts to reflect myself, which is the only sense of security I have ever had. 

I'm going to frame this and put on my wall, brilliant.

Wow, love the look of your 3D worlds!!

One question before I make any comment on your work - did you make the music and art work from scratch, yourself?

Languages; C, Java. Platforms: Android, Oculus Go, ZX Spectrum, Megadrive.

Website: Mega-Gen Garage

3 hours ago, Anri said:

One question before I make any comment on your work - did you make the music and art work from scratch, yourself?

Yeah, the music is made in Reason 5.0, textures made in Photoshop, 3D models made in 3ds Max

I compose each song note by note, but Reason comes with a lot of "patches" for synths, and sample sets of every note from common instruments like pianos and violins.  So some of the sounds come from tweaked versions of existing synth patches, or pre recorded instruments that I never physically touched.  Sometimes I do synth from scratch though.

My sound engineering knowledge is limited, I just took one class in college and really enjoyed it.  As a kid I took piano lessons, so I have some music theory under my belt.

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Amber resin drips from the roof of the house.

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Only recommendation is to replace the drawn art in the combat scene with 3D models for a more cohesive feel.  They don't have to be displayed in 3D but just 2D renders would be fine.

That aside, you are clearly multi talented, and I look forward to seeing more of your work. Well done!

Languages; C, Java. Platforms: Android, Oculus Go, ZX Spectrum, Megadrive.

Website: Mega-Gen Garage

25 minutes ago, Anri said:

Only recommendation is to replace the drawn art in the combat scene with 3D models for a more cohesive feel.  They don't have to be displayed in 3D but just 2D renders would be fine.

That aside, you are clearly multi talented, and I look forward to seeing more of your work. Well done!

Thanks

I dont do 3D characters because I dont enjoy it.  It is always the first recommendation anyone ever makes.

Amber resin drips from the roof of the house.

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I understand.  Regardless, keep up the good work.

Languages; C, Java. Platforms: Android, Oculus Go, ZX Spectrum, Megadrive.

Website: Mega-Gen Garage

Implemented some screen transition effects for swapping between 3d and 2d world today

(placeholder test zombies are spawning right now, working on enemy spawning next)

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also made some music

 

Amber resin drips from the roof of the house.

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