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This is incredible! I used the left menu button mode where it tilts your view--I have to say: I usually experience nausea in flight games, but I actually experienced it the least here! Good work! I think the effective resolution increase (by shaking the camera a lot) has something to do with this. Only very mild nausea that's going away as I take a short break.

Glad you had fun with it! In another month the game I am currently working on should be launched and I can get back to this one and turn it into a real game with levels and progression.

Says not available on Windows?

Oh, whoops! It will run fine on windows, I will fix that. Thanks for the heads up.

Quick minor update today, reduced peasant movement speed a bit to make it more reasonable and stopped them from immediately wandering to another location in the village the instant they put out a fire.

New update!

There are now two villages, one over the hill in front of the starting spot, and one to the left of starting spot. There is also a hoard of gold coins right near the starting location - find the chests in the villages and drop them onto the hoard to increase its size.

New button - left grip while holding an edible object will eat it increasing healing the player.

Archer's have been added. Their arrows are not as dangerous as the catapults but can still bring a dragon down.

Peasants have been added, they will wander through the villages and put out any fires that the player starts.

Peasant path finding and firefighting has been implemented! At least a basic version that will be fleshed out. Archer enemies have been added as well. A large new release will be available in hopefully the next 2 weeks.

any suggestions on new features to add? I am working on damage models for most things and proper debris, red flashes when hit, enemy archers and peasants who can use a water source to fill buckets to put out fires.

Not sure on what else to add before mission design.

New update uploaded!

New features added:

Enemy catapults that can kill the player in 2 hits.
Various buildings.
Burnable objects now require various amounts of fire to be applied before they catch, this meter will lower over time if the object takes some fire but not enough to catch.
Certain objects (mostly trees, buildings, catapults) that cannot be picked up are instead now damaged by claws.
Destroyed/killed objects vanish, this will be replaced in the future with instead changing textures or similar.
When killed the player respawns.
Fixed a bug with pausing.

Main change was addition of an Interactable class for essentially all non-player objects allowing faster and easier addition of new features. This also has support for addition of damaged and burnt textures for objects for future implementation.

this game is awesome, but is multiplayer on your roadmap for the future? PVP dragon duels would be amazing, especially in VR

Unfortunately multiplayer is unlikely on the roadmap, but its not completely off the list.
Multiplayer is REALLY hard to implement - There is a lot of fiddly bits to get working just to have client connections (vs the host where it just works like singleplayer) to be able to affect anything. My tests so far with just picking up rocks don't work with multiplayer. I am going to focus on adding more game play elements ( just got enemy catapults mostly working) but if I stumble across the multiplayer solution it may make its way in.

Any comments or questions feel free to leave them here and I will answer as soon as I can