Mausoleum spawns skeletons that move to the nearby road tile (as you can see there are two adjacent tiles, and one of the skeletons went to the wasteland. It should be placed adjacent to the road but not on it. Here we placed a landscape card not meant to be walked on - the mausoleum. Furthermore - skeletons are more powerful, but drop better loot.ģ. We placed a cemetery here, so now the skeletons will spawn once per n days (so we don’t want to spend time wandering around and get into long fights). It’s not bad, just the day timer is ticking up.Ģ. The less HP we have - the more the hero rests there. An early vision of Loop Hero's interfaceġ. We didn't have any more suitable ideas for the jam, and so the story of Loop Hero began. The theme was “start with nothing”, and shortly before that, Deceiver talked about his idea for an idle game about a hero who walks along the path and chops monsters on his own, and all the player has to do is put on the hero's equipment and build up the road. And after six years, one released game, 14 Ludums, and several frozen prototypes, we came to LD45.įrom left to right: TheRandom, Deceiver, blinch, finlal In 2014 we started participating in Ludum Dare jam, a three-day game-making competition, where the goal is to make a whole game from scratch just for the fun of it. It turned out that it was quite difficult to develop games with just two people, and a little later Aleksandr "Finlal" Vartazarian joined as an artist assistant, and then Dmitry “theRandom” Lagutov, as a programmer. Suggested that he and Dmitry “Deceiver” Karimov work together (like “hey, you can draw, and I can make music and code games, we’re just made for each other”). Initially, Aleksandr "blinch" Goreslavets The Loop Hero team assembled around 2013, piece by piece.
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