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Topics - Zizka
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General Discussion / Contract Template
« on: April 17, 2020, 03:19:43 pm »

I donít really know where to put this so Iíll put it here.

Both me and the artist I hired want to use a contract... but where can I get a template? Itís not something I just want to write in a word document. As artists, could you provide a link for a legally binding contractual document?

Thank you.

Job offers / [Filled] Asset Creation For Game
« on: April 06, 2020, 12:13:55 am »

Iím looking for someone to help me make some assets for my game.

Please the following very carefully before applying. Applicants who do not comply to the application process will not be considered.

1. I will need two references from your previous working experiences. 

2. You need to be able to reply to your emails promptly within 24 hours of reception. 

3. I use trello to assign task cards. 

4. I use PayPal, nothing else.

5. I pay within 24 hours on reception of work. I usually pay within an hour but just in case Iím putting it out there.

6. We will sign a contract.

7. I can provide references of people Iíve hired before if you want to be reassured.

8. You need to be able to replicate my style. That is to say, your work must mesh with mine. You therefore need to adapt.

9. In order to apply contact me through PM.

10. Quote me a price to do the equivalent of the rectangle yellow area:

11. Make something 16x16 which would fit in the environment. 90% of my decision will be based on that sample. Thereís a lot of work to be done and I want to hire a person who I know can adapt to my style. It can be anything, furniture, bed, whatever.

12. If you are selected you will have some creative freedom but you will only work on environments. Apartment rooms, parks, etc... All the environments are small.

Thatís about it. Iím a good employer I think. I think Iím fair and you can contact the people Iíve worked with if you want to.

Edit: edited for people who donít take the time to read.

Pixel Art / How to make wall and floor textures
« on: February 26, 2020, 08:28:33 pm »

So I'd like to make a dirty apartment corridor. The problem is that by using a single color everything looks super clean which is not what I am going for at all.

I'd also like to make cement floor but I have the same problem again. I usually 'cheat' my way out of it by using pattern on floors and walls but I'd like to learn how to have interesting wall and floor textures without using shapes and the like.

I hope I can get edit or tips from you guys.

Thank you.

Pixel Art / Combat U.I.
« on: January 19, 2020, 09:17:48 pm »
As a rule of thumb, it's never a good idea to discuss to many things in the same thread:

I need to have the equipment on both sides of the book since I have empty space there. Also, it would allow me to get rid of the tabs altogether. I've thought about cards (like above) but then I don't have enough space for the description unless I make a huge drawing for each item.

I'm looking for design ideas or art comments. I thought about adding a notepad just for the items but I think there would be too much clutter... I also need to add a spot for health and energy.

EDIT: Another try on the card but no:

Another possibility:

Pixel Art / UI design and organization...
« on: January 01, 2020, 12:20:49 am »
Hell-o folks,

First Question:
So I'm trying to figure out what I should do with the U.I. The problem I have is that I don't like having the notepad squashed like that but I also don't want the notepad to be much bigger because it would take too much room on the screen.

Same thing with the inventory.

I'm wondering what I could do to move things around in order to make things look better.

One thing I could do is to move the notepad on the sides as opposed to the bottom, same thing with the inventory.

Another solution would be to hide both inventory and notepad unless they're necessary as opposed to being constantly on-screen.

(sub-question): were I to conceal the inventory/description, how could I tell the player that they're "there" so to speak.

Second Question:
Speech bubble-wise I think it takes a lot of room if I want to display a lot of text... In the example above I have a single sentence and it takes a lot of room... I can just imagine taking much more space for more text.

Of course, I could have the player input many times to scroll more text but that'd be cumbersome. I can't imagine having to have the player input for every sentence!

If you have more things to say, please do go ahead. I want this to look the best. Any feedback is welcomed.

Hello everyone,
I'd like some suggestions and ideas about what I've already done. For those who've seen the padded cell I did, it's part of that map.

* The checkered floor is used as a reference. It doesn't show up in-game.
* The office is what I worked on the most.
* I'd like some ideas for the actual corridor. At the moment, I feel like it might be too wide to seem realistic.

I'm open to just about anything including good reference pictures which you personally found convincing.

Thank you!

Pixel Art / Padded Cell: Looking for Feedback
« on: November 15, 2018, 10:38:31 pm »
Could I have some feedback on this padded cell? It's an important room in my game and I<d like it to look great:

Thank you! Feel free to nitpick everything.

Devlogs & Projects / 2D Survival Horror Combat
« on: October 31, 2018, 07:12:42 pm »
Hello guys,
So I can't find anywhere on the net to discuss game design so I thought I would talk about it here.

I've been really thinking about how to approach combat. My current objectives:
1. I don't want something which is pure action...
2. but on the other hand I don't want something which is turn based either.
3. I also need to be careful about feature creeping and keep things simple.
4. I want some strategy.

I've talked about this before (older graphics):

New graphics:

5. I like the idea of having the player press a button to select an action on a bar. For example, each segment of various colors refer to other actions.

6. I also like the idea of stamina management. This is pretty much what I was talking about when I said strategy. Each action has a different stamina cost. In the example provided, you'll notice the lungs icon next to the stamina bar.

7. I was thinking of having the enemy attack bar fill up gradually, sort of like the ATB system in final fantasy:

8. I think it'd be unfair for the enemy to automatically score a hit after some time. I'd like for some kind of player input to avoid getting injured when the attack happens. I don't see how to make it work with my current system however and this is what I'm having trouble with.

I'd like to hear your ideas and suggestions as to how to solve this. I know it's a lot of text to read and it's maybe difficult to answer but I've been thinking about this for a while and can't figure it out. Maybe talking about it with you guys will shed some light about this aspect of my system.

Pixel Art / [WIP] Brick texture and more...
« on: October 26, 2018, 06:30:59 pm »
I'm looking for suggestions as how to make the brick texture look better on the building at the top.

Thank you!

Devlogs & Projects / Battle System for RPG Game
« on: April 28, 2018, 04:40:34 pm »
Hello everyone,

(you can skip to mechanics if you don't want to read the intro).

I'm currently working on a battle system for my game. I think I've learned from my past experiences developing games that I need to be vigilant about how complex I make things. I have a tendency to over-complicate things to the point where it gets bogged in details. I often stumble upon indie games who are a lot of fun with very simple designs, art wise or mechanic wise.

Anyhow, this time around, I want to make sure my foundations are simple and fun. The reason I'm creating this thread here is to discuss with other members User Interface (U.I.) and the mechanics I have in mind so I can get some feedback. When you're alone developing something, you are so close to it you sometimes miss what others perceive as glaring flaws.

Mechanics: Initial Core Concepts:
1. Health Unit: I'd like to keep everything low not unlike The Darkest Dungeon. I'd like to stay within the realm of 1 to 10 if at all possible. I like low numbers, they are more representatives as abstractions than high numbers.

2. Character Health: I'm thinking the player character would start with something around 10 health. This should give you an idea of what damage increments represent what to the player.

3. Stamina:
a. I want stamina to be a critical aspect of battle management. In other words, spamming attacks should not be an option, there should be more strategy to it.

b. This bar represents the stamina bar. It can be considered as magic points to some extent. The difference being that every action in battle requires to spend stamina.

c. Stamina regenerates over time. So, unlike magic points, you can never run out.

d. Actions have a different stamina point (SP) cost. Blocking might cost x, while a certain attack might cost y and a different attack cost z.

4. Danger Meter:
Under punching bag in the picture below, you'll notice a skull with a meter next to it. That'd be the Danger Meter. Much like the stamina bar, it fills up over time. It's similar to the active time battle of Final Fantasy in that aspect.

I'd like the A.I. to select a random attack from database when the meter is filled up.

5. Actions in battle.
a. In the picture with the punching bag, you'll notice four circles of four different colors. The idea was to assign a specific action (out of battle) for each color. The colors would then be distributed in the action bar:

b. The yellow arrow moves from left to right. The player needs to press an interaction key to stop when the action he/she wants is selected.

c. When the action is selected, it triggers in battle, reducing the stamina.

d. In other words: three things are dynamic in battle: the stamina bar regenerates, the danger bar for the enemy and the yellow arrow.


1. Too. Complex.
See what I meant when I said I tend make things too complex. There are too many variables right now so I want to reduce it.

2. Streamlining:
One way to simplify things would be to get rid of the various colors altogether. This also solves assigning actions to various colors. It's too complex for the score of game I'm going for.

One way would be to have two colors on the bar: green (success) and red (failure).

When you succeed, you get to choose an action from a list of action. When you fail, you lose some stamina as penalty.

Every time, the segmented bars layout are randomized when a selection is made, whether it's green (success) or red (failure).

3. Problem with #2.:
It's still a two step process; make the right selection AND THEN choose an action. Still needlessly complex.

4. Another alternative:
Keep the 4 colors but have them assigned to one action each. In other words, the player doesn't assign an action to a color. It's more simple that way I feel.

Red: Miss
Green: Hit (weak attack)
Yellow: dodge
Purple: Hit (strong attack)

That way, it'd be a bit tactical without being overly complex.

5. Dodging:
Dodging successfully should be rewarding to the player. Only... what's the best way of dealing with that mechanic in particular?

You can't ask the player to trigger the dodging at the exact same time the enemy attacks, that would be impossible.

I was thinking of this: when the player selects dodging (yellow) he holds down the interaction key. During that time, stamina decreases instead of regenerating but he is actively dodging. During that time, any attack triggered by the enemy is automatically dodged.

It adds a layer of complexity but I don't know how to otherwise handle it.

6. Player stats vs enemy stats:
I'd like the player stats to be processed with the enemy stats. A skilled enemy would mean more red areas on the battle meter (more chances to miss) while an unskilled one would mean more green and purple areas.

This means adding some sort of combat proficiency attribute to the player character and each foe in the game. I feel like it's doable and not overly complex.

7. Weak hits VS Strong hits.
What would be the difference between the two. I'm thinking of a risk/reward system. Green hits should be more prevalent and easier to target with the arrow while purple hits should be fewer and harder to target (but provide more damage output).

Logically, I'd need to have a different stamina cost for the weak hits and the strong hits. But then there wouldn't be enough of an advantage to select purple hits.

I could just change strong hits with critical hits and have both normal green hits and purple hits have the same stamina cost. That'd be more simple to handle.

8. Long range vs melee:

As it stands right now, I'd like players to be able to move in battle BUT that really adds complexity to the whole thing.

Each tiled movement should cost stamina for the player and danger meter for the foe.

I need to be careful not to be in a situation where the player can just move away continuously when the foe comes closer.

How would I handle long range combat then? In melee I can contrast the player's combat stat with the monster... but what about ranged attacks though?

Then again, I could have a in-built artificial foe statistic based on the distance separating the player with the monster to proceed with my contrasting. I.e.: four tiles: 4 Five tiles: 5 Six tiles: six... etc...

That could work. But again, it adds a lot of complexity to the whole thing.

So this is what I have in mind. As you can see, a lot of brainstorming going on. I'd like to have a conversation about those mechanics with you guys.

Thanks for reading!


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