Mazestalker, a classic Action-RPG ( WIP )

4 months of devtime turn into four years quickly!
Time to update this post!

4 years ago I got struck with Covid and while everyone around me had the same and got better, I didn’t. For the longest time I didn’t know if I would get better at all, but I didn’t want to waste the time, so I started this passion project of mine.


You can find an overview of the current state here:

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Very cool, what’s your target platform?

I like the art style, but some of the model are a bit too “smooth” imo, like the enemies at 0:46.
and the hearths you’ve got on there looks a little too pixel-arty compared to the rest of the game, might wanna consider swapping them for something more inline with the rest of the game.

Movement looks super fun, love all the hopping around on props. Aside from that, you’ve also struck a nice balance with the art style between retro and modern! Really stoked to see more of this! :smile:

Progress Update:
I spent a LOT of time converting the project to URP. As I had anticipated it finally allowed me to make some consistent and accurate color choices. I have developed a few shaders, found good ones on the asset store and developed a multitude of new features. Still a long way to go, but I’m happy with the progress!

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You could’ve easily changed the colors using the Post Processing’s Color Grading in built-in saving yourself the trouble of SRP. If besides that you still found advantages in URP over built-in lemme know I’m curious.
The color grading look way better now than in the previous vid

I’m still hard at work on this game. some progress:

The URP switch, which honestly was still the craziest adjustment with the most workload (and theres still lots of work waiting on that).
But I am very happy with URP overall. I have been using shadergraph quite a bit to build my own effects and i wouldnt want to miss it. There are a lot of restrictions to consider, but it also helps that I know URP is still going to be quite efficient for the performance of my game (which is a huge threat dangling over my inexperienced dev-head).
Either way, I have been stuck for ages making this one dungeon. The reason for that is that I realized that in order to make a vertical slice playable, I pretty much have to finish out tthe entire engine. So I’m currently busy resolving gigantic waypoints like inventory or dialogue.
But still making very good progress!

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this looks really cool, and not sure have seen a cartoon - style ARPG before . . .

making something ’ new ’ in the ARPG - genre is rather tough, and you might be having a good idea . . . :hushed: :slight_smile:

At the moment I am mostly working on getting the game to build. I never assumed that there would be a massive difference betwen play and build, but apparantly half of all the things stop working when I try to make a build. Squishing those bugs will take some time I assume…
In the meantime, some progress: x.com

Finally managed to put together another vlog!

Written the script of all chapters, so I can get to some dev-work again!

Got some nice progress done lately!

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Updated the OP with the new website!