Hobohood - Survival game with 2.5D viewpoint (fake 3D)

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Post » Tue Mar 22, 2016 2:44 pm

Message: fejaomaravilha can only post plain text URLS until they have 500 rep. 1 URLS modified. Why?
Hi! Finally we are working on our second game called Hobohood . But take it easy , this is a very early prototype version yet. The look is so simple and white, the buildings are small...
This is working for us to test the basics mechanisms.


In this video, Im simulating the "Bilboard vision" or a "2.5D" (3D fake) on Construct:
I cant put URLs here. Please, copy and paste it "https://" in begining of this: youtu.be/Vj7BeLzKUmI




--- Game High Concept ---

Hobohood is a survival game about urban survival while being a homeless person. It's not an easy game just because it's not situated in the wilderness, though. The city is ruthless, providing a variety of dangers to the player.

The concept of the game is simple. We want to provide an unforgiving environment with tons of possibilities and rewards to those who work hard for them.

The Hobo
The hobo is the protagonist of the game. He became a homeless person for some unknown reason. But he must face the elements of the city to survive. He will need food and water to survive, as he will need to stay cool when it's hot and stay warm when it's cold. He may get some disease if he's careless.
We want to give the player opportunities to survive, so, for example, if the hobo is feeling hungry and has nothing to eat, he can either steal food from someone or he can try to get some honest money to pay for it. Each one with its own consequence and difficulty in the process. We want to make the whole game like this, not just with food. The player may choose whichever way he finds most suitable for him, if he's able to deal with the consequences.

The City
The city is procedurally generated, with its own districts, being equivalent to biomes in wilderness survival games. Each one has its own advantage and disadvantage, for example: if you set camp in a ghetto district, the authorities will leave you alone, but thugs will harm you and steal your stuff more often. Or you could choose to live in the sewers, where authorities and criminals don't dare to delve in, but where giant, aggressive rats and creatures live, not to mention the danger that are the disease-spreading fungi.

--- ---




Steam Greenlight:
(Again copy http://) and paste steamcommunity.com/sharedfiles/filedetails/?id=379169832

Our website:
http://www.bogdoggames.com
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Post » Wed Mar 23, 2016 2:00 am

cool idea...will there be a hunger and/or cold meter? can you die in the game.. if so do you respawn?

seems like you will need some sort of range of ways to make money.. stealing or begging.. or you could play an instrument or something...or collect bottle returns... shine shoes..

and also for food there's dumpster diving, trash night scouting, restaurant scraps, soup kitchens..

the homeless in LA are relieved from the cold unlike a lot of homeless on the northeast coast.. but still sleeping in the cold is almost a death sentence...

sounds like an interesting setting for the game...
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Post » Wed Mar 23, 2016 2:36 am

I'm really curious how you implemented that 3D rotating, if you don't mind sharing. I wanted to make a Super Paper Mario template capx and this would be a good small reference.
Zelda Gamekit (my project)



Example capxs:

Zelda-Style Inventory

Zelda Health

3-saveslot system

[url=https://www.dropbox.com/s/d4396pwak0oh7q6/ZeldaDialogueSystem.capx?dl=0]Zelda-like Dialogue[
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Post » Wed Mar 23, 2016 2:50 pm

LaDestitute wrote:I'm really curious how you implemented that 3D rotating, if you don't mind sharing. I wanted to make a Super Paper Mario template capx and this would be a good small reference.


Looks like the ground is an object that's being rotated and the buildings are pinned to image points. Then just z-sort by Y value to put the character in front of or behind the buildings. It'll be interesting to hear from the author what was actually done.
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Post » Wed Mar 23, 2016 2:54 pm

@fejaomaravilha You could use this if you wanted to add more fake 3D depth to your game. https://www.scirra.com/forum/technique-for-adding-depth-to-an-isometric-game_t169446
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Post » Thu Mar 24, 2016 10:08 am

@jobel We have a bunch of planned features and mechanics, actually everything you mentioned is already in our game design document. You can actually die in the game, it's going to be a big part of it actually. We're thinking about implementing some sort of permadeath, but not the cruel type where you don't get to keep anything upon death. We're thinking of a way to make it worth for the player to play more and more, some sort of encouraging permadeath, not a frustrating one. We have an in-depth interview with someone who was actually homeless for a while. He gave us a bunch of insight on what the experience would be like, and also lots of mechanic ideas.

@LaDestitute & @roguecore thanks for interest, I will upload the capx file here.

@roguecore you are right, the objects are pinned and I just work with Z-order.


Thanks guys
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Post » Thu Mar 24, 2016 10:35 am

Message: fejaomaravilha can only post plain text URLS until they have 500 rep. 1 URLS modified. Why?
3D fake capx file here:

(Please, paste this here: https://) www.dropbox.com/s/dac0y72zm860ydv/prototipo_v0_3%20-%20up%20Sc%20for.zip?dl=0




http://www.bogdoggames.com
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Post » Thu Mar 24, 2016 10:40 am

Thank you, man, and good luck with your project, I'm eager to see more.
Zelda Gamekit (my project)



Example capxs:

Zelda-Style Inventory

Zelda Health

3-saveslot system

[url=https://www.dropbox.com/s/d4396pwak0oh7q6/ZeldaDialogueSystem.capx?dl=0]Zelda-like Dialogue[
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Post » Thu Mar 24, 2016 10:57 am

Thanks @LaDestitute !
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Post » Thu Mar 24, 2016 11:04 pm

I got a thought for the permadeath. What ever Hobo A had could stay where s/he died. The player would then assume the control of another Hobo elsewhere in the city. This Hobo B could have a shot for A's stuff within a time before police/competitors/etc clean them away. This would be indicated with a timer for example. Food for thought!
Have a happy day!
- Markus Lappalainen, Composer & Audio Engineer
Open for commissions!

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