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A little over a year of progress: DURIAN Announcement

A topic by wyrmwiz created Sep 19, 2023 Views: 151 Replies: 6
Viewing posts 1 to 2
Submitted (5 edits) (+1)

I saw that nobody else was really posting in this jam so I took it upon myself to show what I have been working on for while.
It is nowhere near being complete (I lost a ton of progress when moving over from my version of Godot to Godot on Steam) but I wanted to write this post to show what I already have and maybe intrigue some people into joining my project. So this is a showcase and a help wanted post.

As the title says, the name of the project is "DURIAN" (or DURIAN Project). It is it's own standalone project as well as a base for anyone that wants to modify it. I have already made three "original" classes for the game and I am currently working on the weapon system. This is a huge undertaking for someone who has never coded but being 1/5 of the way through with the jam I think I have made more progress than I thought. So I'll go ahead and show anyone who is curious of what I have been making.

Classes: When naming the classes I went with an aviation theme. They have special utilities (not shown here) that will allow them to navigate around the world much easier. I wanted every single class to have some sort of interesting movement tech.
Jockey

 Jockey's design is based off of a jet fighter. The playstyle is planned to be combat centric, with Jockey being a mid-weight class with average speed and health. Jockey's utility will be a personal, portable teleporter that can be placed around the map with a single use after being teleported to.

Eagle

Eagle's design is cyborg super-soldier. The playstyle is planned to be objective centric, with Eagle being a heavy-weight class with low speed but high health. Eagle's utility will be a "Talon" or a grappling-hook to scale obstacles and accelerate beyond their slow base speed.

Pilot


Pilot's inspiration is pretty obvious. The playstyle is planned to be map centric, with Pilot being a light-weight class with high speed and low health. Pilot has the most free mobility, having a jetpack to fly around.

There will probably eventually be more classes to mirror Team Fortress counterparts but for now I want to keep it simple and only focus on these three.

Weapons: Apart of class specific weapons, there are plans for at least 10 base weapons anyone editing the project can use and they go as follows:
Silenced Pistol (Hitscan)
Shotgun (Burst Hitscan)
Nailgun (Arc Projectile)
Sniper Rifle (Straight Projectile)
Minigun (Rapid Burst Hitscan)
Lightning Gun (Rapid Histcan)
Rocket Launcher (Explosive Straight Projectile)
Flamethrower/Flare Gun (Flamable Projectile)
Grenade Launcher (Explosive Arc Projectile)
A secret super weapon...

Here are some examples of how the weapons function and the game works: (Keep in mind that there are not many sounds yet)

If you have read this post please respond with any questions, thoughts, or comments you might have. If you wish to contribute, please contact me either in this thread or at seachromedev@proton.me

I am in need of Sound Designers and people who are good at texturing.

HostSubmitted

Great job! This is amazing progress!

Maybe to save some work, instead of texturing you could go with a flat style, with only basic colors, kinda like Krunker IO does it, or maybe something like this, using only gradients:

That would still be an appealing look, while keeping the volume of work at check.

Btw, I didn't see your project uploaded to the jam. If you want people to contribute, it could be a good idea to make it available for download, even if it is in its early stages. Just be mindful of the license requirements for this jam:


Games, applications and anything regarding coding or programming must be licensed under the MIT license (https://opensource.org/licenses/MIT) or the GNU General Public license (https://opensource.org/licenses/gpl-license), the latter being strongly recommended. - Art assets and such (drawings, textures, 3D models, animations, music, sounds...) must be licensed under CC BY-SA 4.0 (https://creativecommons.org/licenses/by-sa/4.0/)

Keep us updated on how it's going for you!

Submitted(+1)

Thanks! 

I'll probably use the flat-style texturing for the items because I really don't like texturing them, everything else is nice because they're nice shapes but when it comes to the items they have a bit more complexity.  The art-style right now is "Quake-Roblox-Minecraft" and I'm not sure what I exactly want it to look like but I knew for sure that I wanted things to be bright and to stand out with clarity, gameplay first.

After I get (most) of the weapons done, I will refine some of the movement mechanics and then start working on map elements. I will probably get it on the jam in a few days or I might wait until I get the first map made (right now only the dev-room works). I still need to look into what the licensing does and what I need to do for it.

I was planning on semi-annual or annual progress reports or just to continue streaming me working on it on my Kick, because it is really fun and gratifying: https://kick.com/seachrome




HostSubmitted

Cool! That's a good plan! 

I wouldn't worry too much on the art style right now, you can always tweak it later.

And about the license requirements, read into them carefully. But basically, the requirements for this jam is for your project to be completely open source and free to modify and distribute. Any modifications made to your project by another developer must also follow the same requirement: open source and free to modify and distribute.

I'm bringing attention to that, because not everyone wants to put out their projects like that, as free software. If that's not your intention, then this jam might not be for you.

Submitted(+1)

Yes, I am aware that the project has to be open sourced. When I upload whatever updates I want to the game it will be the "official" build and people can make other versions of it if they want or play old ones. I'm adding extra comments if people want to look through the scripts and want to know how it's setup, or to correct it if it's jank and there's a better way of writing it.

I assume I copy the contents of the license I want and paste it into my gamefiles? It seems kind of weird because I would have expected it to have extra steps. I'm already trying to make sure my game doesn't have any left-over copyrighted content. For example, if a song is royalty-free and I credit it, I should be fine right? Stuff like the fonts are not mine. I don't think it will be a huge problem since most of my assets are my own.

HostSubmitted

Yes, that's usually how it's done. You just have to make sure the licenses of the assets you are using are compatible. Some license, although royalty free, are not compatible with open source licenses (for example, a song might be royalty free to use on a project, but you aren't allowed to redistribute the song, only use it embedded in your project. So, you have to check for that).

Most of the time, you can check if licenses are compatible by googling that info.

Submitted(+1)

Okay, got it. I'll make sure I get that settled before I upload the files.