Dyco Indie Games
Not knowing what we are doing since 2012.
Tuesday, July 31, 2012
Tuesday, July 17, 2012
Monday, July 16, 2012
The Little Things
Work presses forward on Us. Aaron is learning the ropes really quickly. And even though it's in such an early, awkward stage. I love how it's looking. The look of 2D characters in a 3D box is neat. I have some cool ideas for what I want the background and other objects in the game to look like so I'll be working on that. A new Demo has been posted on our site (link over there -->) in which you can now control all 3 characters and shine their lights around. Also character speed/jump has been adjusted to our liking. Oh yeah! and music! The game has music and some sound effects! It's neat!
Speaking of our site, it's slowly getting cleaned up. I just finished some buttons on it that I think look just swell. I'm gonna start working on some menus, banners, etc. soon.. I'll be switching in between artwork for the site and artwork for the game to keep myself from getting bored. I'm extremely excited for all this! Stay tuned!
Speaking of our site, it's slowly getting cleaned up. I just finished some buttons on it that I think look just swell. I'm gonna start working on some menus, banners, etc. soon.. I'll be switching in between artwork for the site and artwork for the game to keep myself from getting bored. I'm extremely excited for all this! Stay tuned!
Friday, July 13, 2012
The name is Dyco
So in my past posts I've called us Dycomi. Well, times have changed and we are known Dyco. We like this name better. The name change was sort of us starting over with our ideas. With 'Us' taking off and one of our friends ditching us and bringing in a new guy (oh by the way Aaron is here now. He is good with coding.) We decided to rename ourselves. Not that it really matters, lol. Just did it for our own conscious.
Anyway, Us is coming along. There is a demo now on our (temporarily shitty) website. It isn't much but boy, I'm excited.
Anyway, Us is coming along. There is a demo now on our (temporarily shitty) website. It isn't much but boy, I'm excited.
Wednesday, July 11, 2012
Us
Lately I've been spending alot of time doodling up some levels of Us. My idea of how I wanted it to be has changed. Originally I wanted it to be moving the group to one area with very easy puzzles and focus on story. But the more I've thought about the flashlight mechanic (oh yeah there is a flashlight mechanic) the more I get excited for creating some awesome puzzles. Above and Below are two examples of how these puzzles might look, and the object is to always get one of the characters to the door. I don't think it will matter which one. With solar panels, buttons, crates, switches, and doors, the puzzles can get quite hectic! I've got a few designs jotted down that are really mindbending, and I can't wait to see how they get solved!
Tuesday, July 3, 2012
Oh hey, news.
So, we're a bit into summer now. As me and Colten have both been super busy between conflicting schedules and other complications in our own lives, not much has gotten done save some brainstorming. I'm extremely excited to announce this.
This is Us. Us is a 2D (duh) Puzzle/platformer involving platforms, puzzles, dangerous red stuff, some white stuff, and some other stuff. There's one important thing that makes Us different, but it's a secret. Us is also a love story. We are really, really, REALLY excited for this. Work on ToweRPG has seized for the time being because we both want to focus on Us (lul).
So to make a list of everything currently in rough draft form: Us, ToweRPG, Unnamed racing game, and unnamed game about bedtime stories.
We're trying to pull ourselves together to get some real progress done.. but it's difficult. The summer is starting to clear up for the both of us and hopefully in the coming weeks we will have more time to work together.
In other news, Colten released an album. Check it out, yeah?
This is Us. Us is a 2D (duh) Puzzle/platformer involving platforms, puzzles, dangerous red stuff, some white stuff, and some other stuff. There's one important thing that makes Us different, but it's a secret. Us is also a love story. We are really, really, REALLY excited for this. Work on ToweRPG has seized for the time being because we both want to focus on Us (lul).
So to make a list of everything currently in rough draft form: Us, ToweRPG, Unnamed racing game, and unnamed game about bedtime stories.
We're trying to pull ourselves together to get some real progress done.. but it's difficult. The summer is starting to clear up for the both of us and hopefully in the coming weeks we will have more time to work together.
In other news, Colten released an album. Check it out, yeah?
Wednesday, May 2, 2012
Introducing: Grid System
Over the past few days I've been coming up with a little magic system that is unlike anything I have seen in a video game before. I call it the Grid System. Believe it or not: It involves a grid.
Above is an example of a lower level grid. Looks fun and simple right? Here's how it works. Spells, instead of just being learned and then automatically added to a characters Spell list or whatever you may call it, the spell is instead made available as a 'tile' on your grid. When you level, instead of getting AP points to distribute into your skills you get Gridpoints. These Gridpoints can be used to add spells to your grid with each spell requiring a varied amount of Gridpoints to add one tile. Once a spell has been added to the grid, it becomes available for the Character to use. The size of the Grid is affected by the characters Mind stat. But it gets a bit more complicated then this.
If you notice above there is 3 different Spelltiles in 3 different shapes. These are 3 examples of how these Tiles could be added. The line of four fire tiles on the left side of the grid, when cast, would cause a constant flames spell because the 4 tiles are aligned in a straight line in the grid. If the grid was expanded and another flame tile was added below this line, the spell would become even stronger. The 8 water tiles in an o shape would cause an AoE spell and the 4 shadow tiles (the purple ones) would cause a sort of shadowball spell. Each element can be arranged into any of these shapes. The character could also create unique effects with certain tile layouts.
The above spell would be an AoE shadow effect that also drains health, the yellow tiles being Heal tiles. This is just one of the many, MANY combinations that would be available, along with other shapes and other types of spells.
I'm pretty proud of this system. I find it pretty unique and I am excited to implement it into a game.
If you notice above there is 3 different Spelltiles in 3 different shapes. These are 3 examples of how these Tiles could be added. The line of four fire tiles on the left side of the grid, when cast, would cause a constant flames spell because the 4 tiles are aligned in a straight line in the grid. If the grid was expanded and another flame tile was added below this line, the spell would become even stronger. The 8 water tiles in an o shape would cause an AoE spell and the 4 shadow tiles (the purple ones) would cause a sort of shadowball spell. Each element can be arranged into any of these shapes. The character could also create unique effects with certain tile layouts.
The above spell would be an AoE shadow effect that also drains health, the yellow tiles being Heal tiles. This is just one of the many, MANY combinations that would be available, along with other shapes and other types of spells.
I'm pretty proud of this system. I find it pretty unique and I am excited to implement it into a game.
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