Hollow ARPG. Toned down hit effects... still missing something...
On suggestion from reddit I toned down the hit effects on impact for the game. The blood effect is still there. I think it needs something though....
On suggestion from reddit I toned down the hit effects on impact for the game. The blood effect is still there. I think it needs something though....
This is the generation process for one of the dungeon floors in my dark fantasy ARPG, Hollow.
The layout is generated with DunGen, then the A* Pathfinding Project scans the finished dungeon and builds the navigation graph for the enemies.
I’ve spent a lot of time making sure generation, navigation, enemy spawning, loot, and floor persistence all happen in the correct order without breaking saved dungeon sessions.
There’s something deeply satisfying about watching the entire floor appear from nothing
I've been working on Hollow, a dark fantasy ARPG inspired by the atmosphere of classic dungeon crawlers.
One thing I've been focusing on is making melee combat feel impactful instead of floaty. This clip shows one of the current combat encounters.
I'm still polishing everything before the Steam demo launches on July 23, so I'd appreciate honest feedback from people who play a lot of ARPGs.
What's working here, and what would you improve?
I've spent 2 years building a Diablo 1-inspired ARPG in Unity. Here's my first public beta.