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Mini Souls Game : focused on levels / 3D / Space Fantasy

A topic by gnsolo created 91 days ago Views: 411 Replies: 7
Viewing posts 1 to 10
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Hi everyone here! 

I am a solo developer  who has made two games and now finally decide to touch my favorite game style: Fromsoftware's Souls games.

I really wanted to capture the essence of Fromsoftware's Souls games. Alhough I think it is impossible to do it alone, I still want to try by focusing my main efforts on map/level design.  

This new game will be Space Fantasy theme instead of Medieval Fantasy because I think Sci-Fi models are easier to access and can give me different inspirations on level arts. The story will take place on a spaceship/station*mostly indoor scenes. You can think of my game as a Fromsoftware fan game *if I can make it!!

A draft of space station: It will have six mini areas for different elements that we are familiar with in FS's Souls games.

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I would greatly appreciate it if you could leave a comment and provide feedback if you are interested in this game!!

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The first level I want to replicate is the Prison level, which I mean are levels similar to DemonSoul Latria Prison of hope, Bloodborne Research Hall and DarkSouls Duke Archives. Something with that kind of atmosphere. I even create a sketch to show why I think those levels are so good complex. I am making a 3d level map inspired by them in following days. It will be the first level of the game.


...

I came up with 4 prototypes for my first level today. I think one or two of them might be good.

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The souls-like action part, specifically player control, is more complicated than I thought. There might be some delay, might not be. 

I am using Mixamo animations, and because they don’t have a root bone and I don’t want to add one, I am manually adding timeline nodes to control actions' taste. Bytheway I think FromSoftware is manually adjusting it in their animations directly.


My development tool is UE4 because the Blueprint system is awesome to me. And since there’s no budget for this game, there are no fancy models. I’m trying to use free assets well.    (..`  ω `..)

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The playable demo isn't ready yet, it will take much more time than I thought... but I feel like I need to share something today. 

Please note that all images are not the final presentation, they are just what is currently in development.


The first level of our story : Cryo-Hall. 

It will be a complex, multi-layered structure with at least three floors. (Part of one layer below)



And here is the background of our story : a huge Dynamic Solar-Earth stage setting.

Players will have this epic view in the central area. Please note again, it is just what is currently (totally haven't finished yet)


I haven't used any paid fancy assets (can't afford them), so just basic materials and free models for now. I'll credit the asset creators when the game released.

See you next month!

it's beautiful, but it's buggy...  LOL



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Howdy! I'm actually a composer looking to help out on smaller projects to develop a more efficient workflow! I'm studying under Jason Graves (Dead Space, Tomb Raider, Until Dawn, CoD MWII) And I think the concept stuff you've got going on looks pretty neat! I'd be happy to take a look at your audio and see if maybe I can contribute in any way :)

Hi Wilson!!  So nice to have your comment. Your pages looks so cool, I am following you. 

About this game it is still in a very early stage now, so I’m not super confident if you’ll still be interested when it’s done.. I’d love for you to keep following my progress. When the game gets to a more playable stage (around 40% done), it will be awesome to collaborate on music🎵 *If there’s any way we can DM, please let me know.

Okay, I think I haven’t updated in a while… to be honest, it’s been super cold lately, so I’ve been sleeping a lot. I haven’t worked on it much each day, so progress has been slow ,,,,,, LMAO,,,

I can show a quick look at the current... paths or ... what should we call them??..  It’s a bit like a maze, I’m excited, this is the atmosphere I want. I’m sure I’ll be making changes, so it’s just a draft. Don't worry.



Honestly, working on and tweaking the enemy AI has been pretty brain-draining, so things have been moving slower. I’ve been thinking about not just one enemy but a bunch of them, and how to write the Blueprints in a way that’s less effort for multiple enemies. 

I’m aiming to have something more complete to show everyone by Chinese/Lunar New Year. So see you next month!