When Stars Die Pre-Alpha (web build)
Hey ARPGers,
I play a LOT of ARPGs, PoE 1/2, LE, D2, Chronicon, Slormancer. I am also TERRIBLE at self promotion (and art), so i'll get straight into it. I have been building a custom game engine for the past 8 months, purely for isometric games. From there I have been building little ARPG maps and similar to test it, and optimise it, purely cause I wanted to learn more about engine creation and how to manage huge amounts of mobs on one screen.
From there I built the first boss, "forest warden", with a little map and a blobby warrior who could only cleave and slash. People loved the combat engine behind it, they said it was snappy, clean, and fun. They also said the game looked like trash.
So since then i've implemented ray tracing (vulkan build only), better art work (completely code based artwork NO AI), and many more abilities. I've even added a new class, the mage.
A little bit about me, i'm a business owner, and software dev for many years, long time nerd. I have always loved the idea of creating my own game, but existing engines like Unity never excited me because I want it to be completely streamlined, it come with a lot of bloat, and I wanted a reason to properly learn c++. Since this is a pure passion project, there's no reason for me to cashgrab, so i'll be keeping it completely f2p until actual release. No paid EA. For now people can play it on the web build here. Once we hit alpha, i'll compile it into a local build that people can download, then steam for the beta!
Would love for you guys to play it, roast it, tell me how bad it is, as i'm ready to really take this as far as I can whilst sticking to that core combat loop.
You can play it on the web build at https://play.whenstarsdie.com
And any updates will be through the discord!