Hello!
Hey, I'm Warkus! I make games with retro 3D graphics. You can check them out over on my itch page and on Steam.
Misplaced Lens Cap

blake kathryn
DEAR READER
Stranger Things

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Origami Around

祝日 / Permanent Vacation
ojovivo
dirt enthusiast
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Game of Thrones Daily
sheepfilms
Sade Olutola
i don't do bad sauce passes
Keni
KIROKAZE

PR's Tumblrdome
I'd rather be in outer space 🛸
hello vonnie
Lint Roller? I Barely Know Her

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@warkus
Hello!
Hey, I'm Warkus! I make games with retro 3D graphics. You can check them out over on my itch page and on Steam.
House of Necrosis can produce mind-boggling effects
(Releases Oct 6 on Steam, please wishlist, thanks!💀)
After 3.5 years, the doors to the House of Necrosis will open soon! 💀
Experience a Mystery Dungeon-style game inspired by Survival Horror and RPG classics of the 32bit era.
House of Necrosis launches Oct 6 on Steam (Windows & Linux). Wishlist now!
House of Necrosis
I'm a solo dev making "House of Necrosis" - a Survival Horror - Mystery Dungeon game. Experience a turn-based horror RPG with retro 32-bit 3D graphics! Survive the horrors of the mansion that changes every time you enter! Wishlist on Steam!
Basilisk 2000 pre-production art from the early 2000s.
Basidia Post #2
Menuz:
A lot of work put into Basidia goes into the various menus and ui elements. I'm sorry if it's not terribly interesting, but for the past two weeks its basically all I've been looking at. More specifically, I've been working on a door lock system and a bomber's notebook style journal.
Lock System:
The Winds of Basidia is a time-loop game, and, as such, Modus and I have put a lot of thought into how we want to allow players to take knowledge they've gained into a subsequent loop and do things faster next time. One of the things we came up with was a lock system. The idea is that the player will go through some questline to learn the combination to a lock, and then on the next loop they can just skip the quest and go directly to the lock with the combo they've recorded. For the actual design of the lock, we came up with a marble turning system somewhat inspired by various Myst and Riven puzzles. There are four marbles placed on a comet-shaped bit of blue marble that can be turned in 4 different orientations. The comet-shape has cultural significance with ties to the Basidia church, but I'll likely go into more detail about that another time.
Reminder Screen:
The journal is made up of two sections: the reminder screen, and the locks screen. This menu is a feature I've been very excited to implement, and as of today the "reminders" section is nearly complete. The locks screen will be used to manually write down any lock combinations the player comes across, but I haven't gotten started on it yet. The reminders screen allows players to scroll through a list of discovered locations and manually place little reminder icons on a timeline that goes through the three days that the game takes place in. That's basically it. Despite my excitement I have a hard time finding things to talk about with this menu. I just really love it when games put the onus on the player to keep track of all the things they have to do, and I also love it when games give the player little tools and interfaces to do with what they will. In a way, I think that (for a lot of genres) the closer a game plays to an operating system, the better. I am really happy with how the visuals for this screen came out, and I think that coming up with and adding in new little icons to represent things the player might want to make note of will be fun.
Conclusion:
I find it really hard to make quick progress on menus because working on them is kind of a slog, so I hope they are more interesting to learn about than they are to make. Despite how grueling the process is, I'm always really excited when progress gets made on them, and it genuinely pains me to see how many modern games put so little thought into how they can spice up menus and UI from an aesthetic perspective. Modus and I are both pretty passionate about vibin' UIs, and it's been nice for us to put some nice ones together for this game. I think it's something people should try to have the most fun with as they can, and I absolutely do not encourage anyone to think of menus as something that needs to be purely mechanical first and foremost. For the next two weeks I'm gonna be working on Midwest Lost (my souls-like that takes place in the american midwest), and I am gonna have a lot of fun showing that one off, so see ya then. Oh yeah, maybe I should also mention Modus and I are both working on making personal websites, so maybe you'll hear more about that in the future.
anchored
funky Dread Delusion duder one of my favorites
kingsfield-like thing? idk what to make
Some Blender renders of my low-poly skeleton from Lunacid.
Basidia Post #1
Introduction:
The Winds of Basidia is an adventure roleplaying game that I am co-developing alongside Modus Interactive. It's a sequel to his previous game The Snow of Basidia. Our main inspirations for this project include the n64 Zelda games, Fallout: New Vegas, Nausicaa, and Pathologic.
Tha Plot:
The kingdom of Basidia faces an apocalypse in the form of an extremely deadly, infectious basidium storm that is set to hit by the end of the next three days. Luckily, following an assassination of the king, the protagonist (a lowly nobody) chances upon an ancient artifact that was lost during the altercation. With this artifact they can relive the last three days of this beautiful, dying land over and over in order to try and find a way to save it.
Tha Factions & Misc. Basidia Politics:
There are three major factions in Basidia that are all trying to realize their own solution to the storm. Through their actions, the player can aid and join them on their respective quests. These factions include the Basidia Military, the Basidia Church, and the Rebellion (note: these are all working titles). The military and the church are in the process of fighting for primary control over the kingdom following the king's assassination. The military feel as though they have the majority of power and resources, so they should be able to take charge. On the other hand, the church feel as though they were second to the king in terms of closeness to God, so they have a right to be in charge. The military would prefer to just eliminate the church, but they cannot. The church is extremely important to the citizens of Basidia, and the military cannot risk losing that support. Operating in the background of this tension is a relatively small, organized anarchist-rebellion group. They were responsible for the king's assassination as a means to cause infighting in the kingdom. They operate through a horizontal hierarchical structure, and they are made up entirely of any Basidia citizens that believed in the cause. I'll leave it at that for now. Maybe I'll go into more detail with these factions and their motivations another time.
Tha Mechanics:
So this game is taking a while to develop due to how many interworking mechanics we need to build (as it turns out making a whole rpg is a lot of work). We want to emphasize player freedom (shocker ik), so we have to account for things like the player being able to kill whoever they want and go anywhere they want. This game has a timeloop, open-ended world, murder, infected areas, gliding, resource gathering, a weird marble lock system, a bomber's notebook type thing, etc. Maybe I should go into detail about the gliding since the game is kinda named after it. The player is going to be placed in a fairly vast world that takes a while to traverse on foot; however, as the game progresses the player will acquire various different types of gliders that they can equip and use. With these gliders the player can, well, glide freely to get around quicker, access new areas, and generally get more stuff done within the time limit. Sorry this section is poorly structured and rambely, but there are so many details I could go into for each mechanic that its probably best I just save a lot of it for individual development posts.
Conclusion:
There is a lot going on with this project, and I can't wait to share more of it. I'll see you next week when I probably talk about the marble lock system and/or the journal system that I am currently developing. Also go follow Modus and play Snow of Basidia if you haven't.
Spiritrest