Game development career thread:

Flobee

Ahn'Qiraj Raider
3,305
3,895
Still slowly grinding away. Feeling more confident with the Troll game pivot and making assets to align. Think I'm cutting classes down to Warrior, SK, Shaman, and Bonedancer.

Working on specific mechanics for each but think I'm going to do a rage system similar to WoW but instead of a build-spend loop like WoW I want to try to have offensive abilities build rage, and defensive ones spend it. Having rage will have a passive benefit (thinking +atk speed right now). Since warrior has no healing they'd need to balance doing dps vs keeping HP high. Might include berserk/crippling blow type mechanics as well so you can redline it for max dps. Need to test it out and see if it's fun.

SK would be a bit closer to EQ just being a overall OP class with all the bells and whistles you expect. Think they may get temporary pets summoned via a proc chance on a melee ability maybe.

Shaman I was originally planning to play like a melee healer, I may or may not still do that, but since it's only 4 classes I may feel like I need to lean more into the caster feeling. Root/rot etc. I still want to go heavy regen, slows, dots and just overall outlast the opponent play style.

Bonedancer I want to merge the Necro with daoc Bonedancer mechanics. My original necro plan was to use fire and forget pets like the Daoc theurgist, but with the Troll vibe I'm thinking Bonedancer fits better. Expecting to do a primary pet (commander) with a handful of secondary pets you can select. So maybe a melee commander with 2 healers and 2 archer pets or something. Will play with it and see if it's fun.

Just some initial thoughts as I'm grinding on visual stuff. Got the very basic robe in, forget poor weight painting still not worrying about it yet.


Just memmed burst of flame and about to slay a Large Rat vibes
image_20260516123906.png

Also had AI makeup a capsule image for Steam and I'm kind of sad because I'm not sure that I could pay someone to do a better job haha. Surprisingly happy with it. Once I do pull the trigger on a Steam page I'll stop spamming here and make a thread for it as it would feel a lot more real at that point. Hoping by end of year to have a demo ready for play tests at least

1778954034804.jpeg
 
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Control

Golden Baronet of the Realm
5,645
15,839
Still slowly grinding away. Feeling more confident with the Troll game pivot and making assets to align. Think I'm cutting classes down to Warrior, SK, Shaman, and Bonedancer.

Working on specific mechanics for each but think I'm going to do a rage system similar to WoW but instead of a build-spend loop like WoW I want to try to have offensive abilities build rage, and defensive ones spend it. Having rage will have a passive benefit (thinking +atk speed right now). Since warrior has no healing they'd need to balance doing dps vs keeping HP high. Might include berserk/crippling blow type mechanics as well so you can redline it for max dps. Need to test it out and see if it's fun.

SK would be a bit closer to EQ just being a overall OP class with all the bells and whistles you expect. Think they may get temporary pets summoned via a proc chance on a melee ability maybe.

Shaman I was originally planning to play like a melee healer, I may or may not still do that, but since it's only 4 classes I may feel like I need to lean more into the caster feeling. Root/rot etc. I still want to go heavy regen, slows, dots and just overall outlast the opponent play style.

Bonedancer I want to merge the Necro with daoc Bonedancer mechanics. My original necro plan was to use fire and forget pets like the Daoc theurgist, but with the Troll vibe I'm thinking Bonedancer fits better. Expecting to do a primary pet (commander) with a handful of secondary pets you can select. So maybe a melee commander with 2 healers and 2 archer pets or something. Will play with it and see if it's fun.

Just some initial thoughts as I'm grinding on visual stuff. Got the very basic robe in, forget poor weight painting still not worrying about it yet.


Just memmed burst of flame and about to slay a Large Rat vibes

Also had AI makeup a capsule image for Steam and I'm kind of sad because I'm not sure that I could pay someone to do a better job haha. Surprisingly happy with it. Once I do pull the trigger on a Steam page I'll stop spamming here and make a thread for it as it would feel a lot more real at that point. Hoping by end of year to have a demo ready for play tests at least

View attachment 628679
If you're not using ai for your in-game graphics, I'd recommend against using ai for your promo art. There are quite a few gamers who are rabidly anti-ai, and you risk drawing a bunch of undeserved negativity. Even paying artists can be tricky unless you go with someone with a well-known portfolio of capsule art since they can also try to pass off ai as hand-drawn. I know people will recommend against it, but I'd try to see if you could set up a capsule-worthy scene in-game. Building some vignettes in that naturally make for great screenshots is a worthy exercise even if you don't use them for your marketing art. You still have screenshot slots to fill (and players to awe).

Your game has a niche aesthetic that will only appeal to a very specific group of gamers, so imo, don't hide it behind meaningless art. People who won't like it weren't your target audience anyway.
 
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