Steam Light of the Locked World - 0.5.3 - RPG - Play demo!

Ampersand

Member
I'm not sure if it's been said yet, but the geometric nature of the art style here is really truly beautiful. Gives an impressionist feeling at times while remaining super crisp and clean.

Rather excited to see where this goes. I may have missed it skimming the thread, but do you have any plans for releasing on mobile or any other platforms?

Edit: Also for the cut-away building graphics, I think it would look really nice to do a little exponential interpolation on the alpha to fade it in and out. Give a mini screen transition aesthetic/nostalgia. Something like alpha += (1 - alpha) / 2 and alpha -= alpha / 2 so it's still rather immediate, but not just an instant visibility toggle.
 

Zuurix

Member
I'm not sure if it's been said yet, but the geometric nature of the art style here is really truly beautiful. Gives an impressionist feeling at times while remaining super crisp and clean.
Thank you =]
I'm getting compliments whenever I post, heh. Guess I got a lucky idea.
(Not that I don't have the skill to maintain the consistency and whatever, go away imposter's syndrome)

Hopefully, the gameplay won't drag it down.

Rather excited to see where this goes. I may have missed it skimming the thread, but do you have any plans for releasing on mobile or any other platforms?
I think I'll be looking for a porting partner for that. I should probably start actually doing something about it, in case it matters if the game is released on multiple platforms simultaneously.
I don't see it being on mobile, but maybe on Xbox/PS/Switch?

Edit: Also for the cut-away building graphics, I think it would look really nice to do a little exponential interpolation on the alpha to fade it in and out. Give a mini screen transition aesthetic/nostalgia. Something like alpha += (1 - alpha) / 2 and alpha -= alpha / 2 so it's still rather immediate, but not just an instant visibility toggle.
Not sure if I can do it. Building layers are tile layers - otherwise, the game would run at negative 9001 FPS šŸ˜‚ - and I don't know if it's possible to mess with tile layer alpha easily.
And there is no way I could recreate all these massive - for a solo developer anyway - towns to work with a new system.

Other than that, yeah, I'm sure it would feel much much better.

I might do a bit of research on that in the second half of 2021 when I plan to start a pre-release polishing.
 

Zuurix

Member
It's now possible to destroy some of the obstacles and gain access to new locations or create shortcuts:

 

Pzaan

Member
Interesting to follow this game's progress over time. Love the GUI and how it reflects the main world's art style.

I'm curious to know what your definition of "done" is. Are you trying to implement the full vision of what you've imagined? Are you working toward what is needed to be commercially viable? Are you just trying to build out enough story / content to give the game good playability? Or "it's done when I say it's done"?
 

Zuurix

Member
Interesting to follow this game's progress over time. Love the GUI and how it reflects the main world's art style.

I'm curious to know what your definition of "done" is. Are you trying to implement the full vision of what you've imagined? Are you working toward what is needed to be commercially viable? Are you just trying to build out enough story / content to give the game good playability? Or "it's done when I say it's done"?
I'm glad you like it!

My definition is quite strict, I have a full list of features/content I want to implement, and I have time estimates - when I start missing deadlines, I start cutting content.
The full vision would take decades to make, it's not viable - that's just how many ideas I get, so it's a constant struggle to keep the game from being too huge.

I don't really think about games being "done" - rather "how much post-release support I'm going to give this game".
And the game is ready to release when it looks, feels, and plays the best I can, and when it has a story campaign with a decent amount of hours.
 
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