
Kaliber Nites
A downloadable game
-Update! collision issues should be resolved. I updated how Collision is handled on objects, and shifted from Rigidbody to Character controller.
Also added an options Menu from the status screen.
This is going to be the last stablitiy update, you shouldn't be voiding out randomly anymore and even if you do you should be ported back to the set spawn areas. Next Update will be a Visual/Content update.
Kaliber Nites Baby! HOT DAMN! THIS WAS QUITE THE BLAST FROM THE PAST FOR ME!
Sadly Wasn't able to get this entirely in the state I wanted. Basically at some point the Jam became a Solo effort, I did have some artist for the Jam, but they where ether not fast enough, or just where not there. I was stuck plucking away at programming, and was able to just barely finish Graig's Sprite, though it is VERY rushed, and I will be redoing it.
But time for my diatribe. Sorry if it's a bit rambling and filled with typos. I'm half awake right now and my phone is bugging me to do my Duolingo Lesson. I'll try to an update this if need before the Jam us up.
Kaliber Nites was this game idea I had with my friend BlartFlarg (not his real name, but could you imagine if his parents did name him that, absolutely based) It was an idea we had mucking about back in high school... which was 14 years ago... ow that hurt... Anyway the original project never took shape because we where stupid high schoolers back before their was a tutorial's of decent quality on the internet. Now I'm a slightly less stupid adult, with a lot of time on my hands, so I've been pursing my passion and working on learning games again. And making real progress.
The Goal for this project was to remake a Scene made from Concept art I drawn twice
However I wasn't able to completely get it made. Missing one of the 2 characters technically, wasn't able to make the Boss fight (still trying to figure out static encounters) But I was able to make the Cave Level... Absolutely in time for the Jam... Don't look at that update time NO DON'T!!!! (Addy was chill and gave me some extra time on DMs, I'm sure he gave others the same Overtime Window as well. I'm just glad to have been able to make it to the finish line this year, unlike last time. )
Despite this game looking like a mess of assets from a bunch of different fail/cancelled projects, which it is. It's probably my most solid game I've put together, like the core is amazing to build off of, just needs a bit more features, like a save system, the ability to have set encounters and such. but all and all pretty happy with the results of this one, especially since I was the one coding on this one.
Plus a lot of aspects and systems I can translate in my Main project, as well as back port into the next release of Nightmare Break.
But the amazing thing is, I can finally make Kaliber Nites just like we wanted to do 14 years ago, Just need to get with Blartflarg so we can start theory crafting, and making a story and crafting the world up again and seeing what surviving files I can find on my computer, sadly it's was made during the time where I was doing a poor job at keeping all my files, It's probably somewhere but in hidden away in some lost ancient folder
But hey, It's has no context, no audio, and all you can really do is attack, but it still hist my goblin brain just right so I feel like it's enjoyable despite itself. Hope I'll be able to do an expanded version on this one without it imploding on me... like the other projects on here...
Status | Prototype |
Rating | Rated 5.0 out of 5 stars (1 total ratings) |
Author | Wanted Poster Studios |
Genre | Role Playing |
Tags | 25d, 3D, Game Jam, No AI |
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Development log
- Cave Area71 days ago
Comments
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Very nice character art and I liked the combat system but it was a bit repetitive after a few times, I don't know much about making these but maybe some skill checks based on enemy attack would be good. Nice game tho id love to play more if updated
Yeah, It was a Jam game, more of a Proof of Concept more the anything, I'm currently working on assets for a new area, and then I'll be looking into to adding proper static encounters, as well as skill system and fixing the bugged Pocket system.