Indomitable is a 2d shooter with rpg elements. It was born at Ludum Dare in December 2014 and continues to live.
Current features:
handpainted graphics
twin stick shooter gameplay
playable with mouse/keyboard or Gamepad
local coop: drop in / drop out anytime
I plan to build on what is there with more varied shooter gameplay and a singleplay/coop campaign. The idea is to augment the game with adventure/rpg elements in between the action/shooter levels. I have crafted a dialogue tool for my last game, a point and click adventure, and hope to make good use of that here.
At the moment, there is not much content aside from some generic enemies, but I would love any feedback, especially regarding controls.
The game smoothly switches between mouse/keyboard and gamepad. - Using InControl for streamlining gamepads: Unity Asset Store - The Best Assets for Game Making
You can switch between different modes while playing:
F2: Singleplayer
F3: Local Coop: Mouse + Gamepad
F4: Local Coop: Gamepad + Gamepad
Yes, I work alone on this. And thank you for the positive comment.
But don’t be fooled, there’s not much content right now. I’m laying the groundwork first.
Hey, that’s very encouraging, thank you. Because I mostly feel like a beginner in that department as I started drawing/painting two years ago.
I paint those graphics in Photoshop. It’s the tool I know best and it get’s the job done.
That love for painted art comes mainly from the western roleplaying games of the 90s. Ultima, Realms of Arkania, the Black Isle games, although those felt a bit more gritty in contrast. And all those painted covers for pen and paper games and the like.
I think it has the same appeal to me that pixel art has for other people: It’s nostalgic, of course, but mainly, it’s handcrafted and your mind fills the gaps it cannot discern. The player is not only viewer, he also becomes co-creator of the universe. That is the goal at least.
This is the first gate to the arena.
Integrated dialogue system, but am still wrapping my head around how to smoothly handle dialogues for two players. I know this will not be easy but I wanna try this. This would make for a much better flow if the second player does not get interrupted by whatever he is doing when the first player decides to talk to someone. Optimal would be if both players could influence how the dialogue goes. I have some ideas. Time will tell if they work.
Still haven’t played Divinity:Original Sin. I heard they implemented dialogues in coop.
I think I should tackle the problems that arise from adding local coop to the mix early on so it won’t get this huge pile of still-to-do-stuff to make it work.