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Oblivionburn

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About Oblivionburn

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    Member
  • Birthday 09/15/1984

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    http://oblivionburn.tk/
  • Skype
    donney.lane

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    Man
  1. Oblivionburn

    Reloaded

    That inventory idea reminds me a lot of NEO Scavenger: Such inventory systems make you consider priority of value since the space is very limited, and whether to sacrifice carrying a particular item over another. It defines more clearly that you are a character in a world and adds to immersion.
  2. "Switched to a Cellular Automaton (from a Mersenne) algorithm for RNG: this could be tough for players to see an impact, but changes in value should be less erratic)." Have you guys tried a cryptographically strong RNG? I found an implementation of it some years back (check it out) when I was researching random number generators for a procedurally generated map, and the difference between it and what's usually built into Random() is pretty amazing... completely blows Random() away with serious randomness.
  3. I was watching the WIP video of the TV broadcasts giving XP and a thought came to mind: would be cool if our characters could just sit on chairs or sofas. Small stamina gains over time from sitting on them, instead of 'Sleeping' on them with a black screen, would also be nice, too.
  4. lol good point, thanks for fixing it
  5. https://www.youtube.com/watch?v=NQ9_J-h7DbI You awaken to the dawn of a new world. It's streams are clean, the forests lush and the local wildlife is hungry. You're cold and in need of shelter as you hear other voices on the wind. You are not alone. Your Quest: Establish civilization and explore the new world. Your Quest is a casual 2D Strategy/RPG with progressive gameplay where you gather resources to construct a village, craft new weapons and armor, and try to survive the depths of a procedurally generated dungeon under the surface. Can you explore the entirety of this new world? Help us get Greenlit on Steam! Vote Yes Here Current Features Turn-based CombatBuild a village the way you want itCraftable Armor and WeaponsProcedurally generated dungeon (accessible via Cave) with 10 levelsResources: Wood, Stone, Fur, Meat, Leather, Cooked Meat, Herbal Medicine, Iron, Steel, FishJobs: Lumberjacks, Stone Miners, Hunters, Tanners, Cooks, Foragers, Iron Miners, Coal Miners, Fishermen, SmeltersBuildings: Home, Houses, Quarry, Lodge, Tannery, Mess Hall, Herbalist, Iron Mine, Blacksmith, ArmoryMisc: Campfire, Roads, Flowers, Torches, Fences
  6. I didn't see this on the Suggested Suggestions, and thought it might make the interface a bit cleaner: hide the carpentry options until they're able to be built (skill is high enough).
  7. A simple and easy to implement suggestion: zoom in on the character a bit during character creation, so we can more easily see the changes being made to them.
  8. I was trying out the co-op play with my fiance, and her biggest concern was not being able to create her own character to run around as. So here's what I was thinking: When another player is getting 'added' into the game, split the screen as usual but show a character creation menu on the new player's side before they actually appear in-game.
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