New version is live with a new race track mode - fly through a narrow canyon avoiding rocks and see if you can beat your best time.
morderkaine
Creator of
Recent community posts
Currently the planned gameplay loop for the main game is to fly around an island and do various missions (attack villages, steal chests of gold from villages, help villages by bringing them animals and more) to gain XP. XP is spent to level up (increased health, stronger fire, faster flying and turning) and each time you level up the player grows in size. Each island will have a enemy dragon controlling it that when you defeat it you gain control of the island and can move to the next one.
Any comments or suggestions are welcome.
Thank you for updating the free demo!
I will definitely be buying the early access version as soon as it is available. I must admit I really want the latest version all the time but will make do with this till its ready for sale. Keep up the good work!
PS - if you release on the Unity asset store just the bits for weapon blocking and bending (just the basic weapon physics) I bet that will sell well and others can make their sword fighting games more realistic as well.
New update!
There are now two villages, one over the hill in front of the starting spot, and one to the left of starting spot. There is also a hoard of gold coins right near the starting location - find the chests in the villages and drop them onto the hoard to increase its size.
New button - left grip while holding an edible object will eat it increasing healing the player.
Archer's have been added. Their arrows are not as dangerous as the catapults but can still bring a dragon down.
Peasants have been added, they will wander through the villages and put out any fires that the player starts.
New update uploaded!
New features added:
Enemy catapults that can kill the player in 2 hits.
Various buildings.
Burnable objects now require various amounts of fire to be applied before they catch, this meter will lower over time if the object takes some fire but not enough to catch.
Certain objects (mostly trees, buildings, catapults) that cannot be picked up are instead now damaged by claws.
Destroyed/killed objects vanish, this will be replaced in the future with instead changing textures or similar.
When killed the player respawns.
Fixed a bug with pausing.
Main change was addition of an Interactable class for essentially all non-player objects allowing faster and easier addition of new features. This also has support for addition of damaged and burnt textures for objects for future implementation.
Unfortunately multiplayer is unlikely on the roadmap, but its not completely off the list.
Multiplayer is REALLY hard to implement - There is a lot of fiddly bits to get working just to have client connections (vs the host where it just works like singleplayer) to be able to affect anything. My tests so far with just picking up rocks don't work with multiplayer. I am going to focus on adding more game play elements ( just got enemy catapults mostly working) but if I stumble across the multiplayer solution it may make its way in.
Constructive criticism here because I want this to end up being a great and successful game
First off, the chopping off of limbs and slicing the heads in half or just shaving the top off depending on the sword swing is awesome! I also liked swinging the morningstar around and getting momentum and hearing the whooshing sounds increase as I got it going.
What needs fixing - while physics based movement is awesome (I have no idea how you got that working) it seems to trip up the enemies more than it lets them walk. I saw a bunch of times they could barely walk because they were literally tripping over their own legs.
Picking up the sword needs to be fixed, it has a weird angle when you grab it. may be best to have the angle it is in your hand correspond to its and your hands orientation when you pick it up.
What did you use to make this game? Unity?