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Kaktusz Sok

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A member registered Nov 03, 2018 · View creator page →

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I couldn't find anyone else that did this online so I decided to post this so other people can find it in the future. Took me a few attempts over the years to get this going but third time's the charm! Not perfect but not too bad either. Inspired by a similar idea I saw a while ago (link in description).

There's a download link to the unity assetbundle in the description which might or might not work if you drop it into an empty project? First time exporting one so hope it works correctly. The code is commented where it matters but spaghetti nonetheless, so feel free to ask questions (might take a while to respond considering I don't check here often).

Hopefully I'll take this project further, but not 100% sure if that will be the case.

Enjoy!

Yes, you can have multiple scenes open at the same time as of late. Never used it so I don't know how reliable it is or how hard to work with, but I haven't heard any complaints about it.

Yes! Here it is: https://discord.gg/SBtFmGt

It depends on what the differences will be. Will you be able to play multiplayer modes in singleplayer against bots, for example? Although, from my very limited experience, it's probably best to design the game with multiplayer always in mind. This way, you don't need to re-work all your core game logic for multiplayer. You have a base which works for both and the only changes you need to do are in how you interact with it based on singleplayer vs. multiplayer, e.g. how do you handle spawning the player(s), losing, restarting, etc. Pretty much anything that must inherently be different in one mode compared to the other. It's a bit more work in the short run but in the long run it pays off.

I might be missing the point of your question a bit though, since your question is more about the content now that I read it again. As for what you should do first and what matters to the consumer, I'd say that engaging singleplayer levels would be better to start off with as it is more accessible, seeing as there's no need for other people to play it in order to enjoy it. Also from a development perspective, it's gonna be easier on you to playtest and experiment and just make the game more fun in general. If you have a fun singleplayer experience, then people will start wanting multiplayer. Multiplayer for the sake of multiplayer is not what people want.

So, in summary, design everything to work with multiplayer to save yourself some pain later on, but focus on singleplayer content first. Get lots of feedback before starting work on multiplayer, so that you have a solid base to expand from.

Link: https://kaktusz.itch.io/nhs

I started working on this as a hobby about two years ago and I decided to finally release it to the public! I don't work on it very often anymore but it is a game which people enjoyed so I wanted to share it with the world.

The trailer shows the gist of the game, it's a shooter based on the antics of eastern-European hooligans (perhaps exaggerated a tiny bit). Nowa Huta is a part of the Polish city of Krakow, notorious for the shady tracksuit-laced goons.

There are plenty of mechanics which I deemed fun to work on and to play around with, such as building, bullet penetration for all walls (provided a weapon up to the task), vehicles which can be destroyed or incapacitated by targeting their modules, and most importantly - Squatting like a real Slavic man!

This is not a professional or polished project, but it is a lot of fun to play with friends or against bots nonetheless. I hope that you will have as much fun fooling around as the people who have played it so far!