Lightrise is a passion project I’ve been working on for about 2 months now (a lot of hours :)). It is a skill-based, player vs. player combat game in a fantasy setting. It’s focused on fun, fluent and fast-paced combat with a high skill ceiling. The idea is to have more in-depth and satisfying combat than a traditional FPS while omitting familiar restraints such as classes, roles and load outs found in most PvP games these days.
The game utilizes Photon Cloud for multi-player and Kii Cloud for player data. It has been a great learning experience all around, as I was not familiar with either service prior to starting this project. I’m officially a big fan of both now. I’ve been working with Unity for just over a year now, although it has mostly been with 2D up until this game. No shortage of stuff to learn, that’s for sure! Also worth mentioning is that I’m using Unity 4.6 GUI exclusively.
The game is playable now, and available to play (albeit Alpha-ish state). I appreciate any and all feedback/comments/suggestions etc! Also, if you have any questions regarding any aspect of the game’s implementation, or anything else for that matter, feel free to ask! I’ll be updating this thread with progress moving forward.
This reminds me so much of Darkfall, was that the intent? Just curious.
Looks awesome, UI seems like a bit much. i personally would love to see it minimalized, especially with a twitch based game like this, a player wants to see as much as possible.
Yep - I don’t know if you picked up on it, but the syllables in Lightrise are the opposites of Darkfall. It was a name I thought of years ago while just joking around with clan mates shortly after the shutdown of the original Darkfall. Long story short, I loved the combat of that game, so I want to honor it as much as possible while making it my own as well.
As for the UI, thanks to Unity 4.6, everything is scalable in game, and you can also expand the hotbars to decrease the numbers of bars needed. You can also shrink the chat/system windows. It’s pretty customizable - which hopefully is enough to stave off the clutter feel.
Thanks again for the feedback, and give it a try when you get a chance.
Progress is coming along, been fixing a lot of bugs, thanks to everyone who has been play testing, because without players, it’s very hard to find those edge-case bugs!
Cool idea. I like your approach to creating a fan game based on an existing concept. I find this approach more enjoyable to see.
The lighting seems dark to me. If that’s your intent it’s good - otherwise may consider adjusting the lighting.
Does anyone have any advice on a patching system? I am not a fan of the “patching systems” offered on the asset store, I even bought one, and it just seems clunky. Maybe there’s a reason even Unity still puts out full builds every time ?
Something interesting happened over the weekend after I announced open alpha on indiedb.com We had the good fortune of being featured on the front page of http://www.Indiedb.com (first game in carousel) as well as posted about on facebook. We’ve been in the top 50 all week there, and are at our highest right now @ 17. Popular Games - IndieDB
We’ve been pretty busy, and making great progress towards our Greenlight campaign! Over 250 people have registered and played Lightrise. The feedback has been amazingly positive!
I released Lightrise 0.6.3 last night.
This is a decent sized update, with some new functionality for testing, including an XP system and persistent global leaderboard!
Also included in this update is a new automatic patch/updater. 0.6.3 should be the last time you need to download the whole game!
Over 600 people have registered now, and the game has come A LONG WAY due to the Open Alpha. The faithful people who play and test have allowed the game to come along quite a bit more than it would have otherwise.
The version is now up to 0.8.4 (with 0.8.5 coming tomorrow)
Here’s some of the latest visuals from our photo album on facebook:
Awesome progress @FamerJoe
Up voted. I need as many best friends as I can get!
The environments are outshining the characters in quality - in the latest images and video. Are you planning to iterate/up-res the character models before release - to match the environment visual quality?
In a perfect world, I would definitely like to @theANMATOR2b ! Certainly not completely satisfied with them, but game-play does come first and foremost. If I am afforded the time to do so though, I would love to switch out the characters completely for something better.
Thanks for vote man, a niche game like this needs every single one!
Totally agree - tough lesson to adhere to for an artist (me)
Interesting - I’d assume a straight up PvP experience would shoot right to the top on steam. Maybe the community at large is more diverse than expected.