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1034829 Posts in 41747 Topics- by 33342 Members - Latest Member: RocketBottleGames

August 22, 2014, 01:50:00 AM
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1  Feedback / DevLogs / Re: Secrets of Grindea (pre-orders and all that jazz) on: April 16, 2014, 08:16:39 AM
Hey dudes!

Haven't posted in this thread in a really long time, mainly because I just suck at it.

Figured I would give it a bump since we've reached a pretty mayor milestone in form of pre-orders opening up for the game.

It can all be accessed through our website over at www.secretsofgrindea.com

We've worked really hard for the last few years to get here, and we are looking forward to continue working hard to get this sucker fully completed! With the pre-orders, we're hoping to be able to focus full time on the game and not have to worry about stupid studies and jobs taking up all of the time.

Kinda feel like a dick bumping this thread only to ask you guys to hand us money, but I know there was a bunch of dudes that showed interested in the game in its early development who might still be interested in trying it out. If not, that's cool too!

I'll try to keep this thread more updated (which I know will most likely fail miserably) and, yeah. Have a good one dudes!
2  Developer / Art / Re: show us some of your pixel work on: November 29, 2013, 05:44:02 PM
Update:


This is the greatest thing I've ever seen.
3  Feedback / DevLogs / Re: Chasm [2d action-rpg metroidvania] on: May 06, 2013, 05:13:31 PM
Congratz!!!!!!
4  Feedback / DevLogs / Re: Secrets of Grindea (Beta signup started!) on: May 06, 2013, 05:08:03 PM
Hello again guys! We’re still fighting on with the dungeon, with Teddy implementing the last things before fine-tuning sessions and multiplayer edits.

Vilya has revisited some of the maps of the dungeon this week as well, improving its overall look and feel. As an example, here’s one of the outdoor maps before the improvements:


And here’s a couple of shots after:




It’s all in the details, and visual improvements will most likely keep being implemented all over the world of Grindea when there’s time.

When it comes to the animation department, I've started working on a Yeti-ish enemy for the Winterland. Below are some idle animations created during a streaming session from last night.


I'm gonna be doing streams a bit more often in the future since I have upgraded my 4 year old laptop to one of Teddy’s 4 year old desktops!

In other animation news, there’s also a level 3 version of the new Summon Plant spell! It has increased range compared to the lower levels, and of course it also deals more damage.

However, perhaps the most important feature is its increased cuteness:


Last but not least, we’re very excited to have received our very first fan art! This piece was made by Crispat87Crispat87 during the streaming session last night.


Thanks a lot man, we really appreciate it! :D
5  Feedback / DevLogs / Re: Chasm [2d action-rpg metroidvania] on: April 30, 2013, 03:36:04 AM
I played it, the look of it is brilliant. One of the prettiest games I've played in recent memory hands down. I think the combat falls behind a bit though, mainly because of the behaviors of the enemies. I would really love to see more of them get "proper" attacks instead of "they hurt you when they touch you". Wasn't a big fan of some of the seemingly random movement patterns some enemies had either, but I didn't play enough to get a really good feel about them. The bat in particular comes to mind, and the worms/larva had a bad habit och spazzing out at the edge of platforms.

I love the concept and look of the game, definitely a game I would love to play or make. Fine tune the combat a bit and I think you got a good chance of making some money!
6  Feedback / Finished / Re: Hammerwatch - GREENLIT! =) on: April 30, 2013, 03:17:02 AM
Congratz on getting greenlit dudes, you really deserve it! I played it a few weeks ago, really solid stuff so far. Couldn't get multiplayer to work, which is the part I'm most stoked about, but still. SOLID!

Keep at it, I want to play as the warlock!
7  Feedback / DevLogs / Re: Secrets of Grindea (Beta signup started!) on: April 29, 2013, 06:04:09 PM
Been a while! Mostly because I'm lazy when it comes to writing stuff, not because production been at a stand still!

Since last time, me and Teddy (mr programmer) have moved in together in a sweet apartment on a island a couple of miles outside the mainland of Sweden! This makes the overall work flow much more smooth and the production speed has steadily been climbing since we got the place up and running.

Here's our "office", accompanied by a picture of our living room featuring our pimped out coffee tables!  



As for the game itself, we've squeezed in some new content and are getting rather close on a pretty big beta update containing the complete first temple of the game!

We've added a few new skills and I can't wait to add more. Developing and testing them out is for sure one of the highlights when developing this type of game.

Chain Lightning
Kinda what you expect from a chain lightning spell these days. Jumps from enemy to enemy, dealing damage, level increases the number of jumps and damage (among other things). While it is pretty standard, the mechanic fits in with the rest of our spells really great.


Meteor Strike
A targeting spell which have a slight delay before it hits the target area, making it a bit trickier to aim but it really packs a punch and comes with a sweet AoE.


Plant Summon
Personal favorite, summons a plant in front of you that will aid you in battle for a short duration of time. You can do some really niffty setups with this spell to dish out some serious damage, but it takes some planning. It's going to be interesting to see what the beta dudes can do with this!


Ice Spikes
An old spell that has been tucked away for quite some time finally makes its return! Can freeze enemies and deals some good damage. The range is not great but the AoE makes up for it!


Besides skills, we've started working on a bunch of new areas! The Winterland, which dosen't have a proper name as of now, and also the lushes Mount Bloom.






We've tried to fill up the Winterland with as much intresting content as possible and so far we're really happy with the outcome. Helping Santa sort out trouble in the toy factory and helping season changing Faes is just the tip of the iceberg!


Mount Bloom is basically an indoors jungle, filled with mushrooms, poisonous spores, crystal miners and a ton of other weird stuff. We just got around working on it, but so far we've got a good feeling about it! We learn a ton of new stuff after ever area we work on so hopefully it will become our best one yet!


We keep throwing out weekly updates over at our devlog. Hopefully I'll keep up the posting over here at TIG, I love the community and you guys usually drop the most solid feedback. I'm just lazy. Oh well!

BYE FOR NOW DUUUDES!
8  Developer / Art / Re: show us some of your pixel work on: March 19, 2013, 06:17:02 AM
Love the colors and the overall shape of things JackWhat!


Here, a tentacle plant!

9  Feedback / Finished / Re: Hammerwatch - Co-op Hack & Slash (BETA/DEMO ACT1) on: March 15, 2013, 04:41:56 AM
I love this.
10  Feedback / DevLogs / Re: Secrets of Grindea (Beta signup started!) on: February 18, 2013, 06:35:00 AM
Is the beta still going on? Would love to test it! It looks so awesome.

Beta is till going strong, you can sign up over at http://www.desura.com/games/secrets-of-grindea/forum/thread/register-here1 if you or anyone else are interested.
11  Feedback / DevLogs / Re: Secrets of Grindea (Beta signup started!) on: December 03, 2012, 11:12:16 PM
This week, we’ve finally started working at full speed on the first temple! We’ve got a ton of stuff down, most notably in the enemy department. Three new enemies have been prototyped, and we’re mostly done with the fourth and final normal temple enemy. After that, we’ll start designing the layout of the temple itself!

Here’s a screenshot with the three enemies we’ve made so far:


The enemies in the screenshot are the following:

Pecko (the bird)

The Pecko is a giant bird that has made the temple grounds its home, and is quite merciless when it comes to defending its territory! It’s a tanky, quite mobile enemy with a large attack range thanks to its ability to stretch its neck.

Wisp (the ball)

The Wisp is a small, fast harass unit that fires homing projectiles at players. Trying to fight tougher enemies with Wisp projectiles chasing makes any fight twice as tough, so you’ll want to hunt these things down quickly.

Guardian (the crystal)

The Guardian is a support enemy, which disrupts the battlefield in the enemy’s favor. They can switch between three modes:



Green crystals fire deadly beams between each other, cutting off areas and limiting player maneuverability, purple crystals create gravity fields which slow players down and blue crystals shield other enemy units (except other blue crystals), making them immune to damage until the shield wears off or the blue crystal is destroyed.

To be as effective as possible while crunching out these enemies, Fred made a pilgrimage to Visby and has been crashing at Teddy’s place for the past week! They filmed some of their exploits with Teddy’s crappy mobile camera. As a boon to you guys, we’ve used the clips to create a short “documentary” of the week:

12  Feedback / DevLogs / Re: Secrets of Grindea (Beta signup started!) on: November 28, 2012, 08:53:08 AM
This week, we pushed out a new update for the beta! We introduce the bow, the boar enemy, a few small new areas and a lot of small fixes and minor polish.

We invited a new wave of beta testers aswell, to help us iron out any new bugs and keep handing us valuable feedback. If any of you guys here at TIG are signed up, check your inboxes over at Desura to see if you have received an invite.

Besides juicy beta news, production is moving forward. We’ve added the last layer of polish to the Evergrind South area, with flowing water and doses of wild life. Below is a before and after picture of the area.




Vilya has begun creating art assets for yet another new area that’s coming up after we finish up the dungeon. With Swedish viking blood running through our veins, we wouldn’t feel at home without a proper winter landscape to collect away in.


Since we finished school we have all spread out all around the place, Vilya even opted to leave Sweden in favor for the Netherlands.

We haven’t had any proper “office time” since we left, which has made a few things harder to design, the dungeon layouts being one of them.
Luckily, this week Fred will be heading out on a little business trip and stay at Teddy’s place to rap up as much “face to face”-needed design as possible. We'll keep you guys posted on this little epic adventure of ours with photos and maybe even some behind the scenes videos of the development!


The definition of handsomeness


beetleking22
Thanks dude. Ragnarok Online is a big inspiration so we take that as a huge compliment Grin

crazyheckman
I've never played the game so I can't say that they are. Floaty ball things might not be the worlds most original design however Grin

Wilds
Thanks man, we are all a bunch of polish freaks, spending a lot of time in that department (sometimes a bit too much perhaps).

PlanetsFly
Haha, thanks maaan!
13  Feedback / DevLogs / Re: Secrets of Grindea (Beta signup started!) on: November 06, 2012, 07:08:05 AM
I haven't updated this bad boy in a while now, felt like it was about time!

We got greenlit on steam, like some of you already mentioned. Super duper exciting, feels awesome knowing that Steam will pick up our game once it finished. Definitely a huge weight lifted of our shoulders, so thanks to all of the TIGdudes that voted for us.

So I've kinda missed out on a few weekly updates over here. I mostly just crosspost from our devlog over at www.secretsofgrindea.com/devlog, so you can catch up on anything you missed over there if you're interested.


This past week, Vilya begun working on the graphical assets for our very first dungeon in the game, which is kind of super exciting! There’s still some other things we must rap up before we can start actually designing the dungeon it self, but we’ll get there soon enough.

In short (and without spoiling too much, but still spoiling) the first dungeon is a ancient military base, driven by magic technology. It is inhabited by strange military machines designed purely for combat. Since Grindea has been at peace for a long time, what the Ancients needed a military base for is somewhat of a mystery. A mystery for you to solve!

We did some experimenting with the colors and lighting before settling on somewhat of a darker tone.

The first version, above, which we discarded shortly after.


Second version, which we liked better! With enemy sketches and character added for effect.


We felt the second both fit the theme better, as well as helping the enemies stand out from the background. Of course, we still wanted it to feel like both the enemies and the environment belong together. Therefore we chose to use magical energy details in both the backdrop as well as the enemies themselves, to connect the two. Once again we did some minor variations of the color of the energy, to help separate the two even further.

Besides the temple, Fred has done some NPC animations, as well as wrapping up the level 5 version of the Fireball spell.





PsySal
Thanks man!

Graham.
We are working on some similar features for the game, such as optional bosses and things like that. Optional areas is also something we have on the wishlist, we just have to prioritize a bit since we are such a small team.
But all in all great suggestions, something we for sure want to add!

Ninja Dodo
Thanks duuude!
Yeah, the portraits are probably what we've had to iterate the most so far. I think we have made major improvements from the original versions, we'll see if we'll give them even more face lifts before we are fully satisfied. Some people seem to like them, some people seem to hate them.
14  Feedback / DevLogs / Re: Secrets of Grindea (Beta signup started!) on: September 25, 2012, 04:09:56 AM
This week, we have done some changes to the Collectors Exam the players must pass during the early parts of the game in order to become a Collector. For those of you who doesn’t know, the exam is divided into a three part trial. Initially the three parts were treasure hunting, puzzling as well as a juicy combat part.

After some feedback and a lot of talking and discussion within the team we decided to change the treasure hunting into a fishing event instead. The main reason for the change was that the fishing system is used much more frequently through out the game, so it made more sense making it a part of the trials. It also streamlined the introduction of the fishing much more for us, something that we have been having headaches over for a while.


The fishing event in action!


Besides reworking and touching up old things, we have made some new progress.  We have started working on a new boss! Two actually, as they are a pair of demon twins. They are an optional encounter, but we are putting just as much love and care into them as the main bosses.

We’ll not dive into detail into the mechanics of how they work since they are still in the prototype stage, so you’ll have to do with some eye candy and the promise of fierce boss battle once it all comes together.


From early design sketches to finished sprites!



And some freshly baked animations!


seagaia
Glad you liked it dude, and thanks for the post in the first impressions thread. The feedback really helps us a lot with figuring out what works and what doesn't.

Bandreus
Haha, thanks man! If you've signed up in our Beta thread over at Desura, the chances are good you'll get in sooner or later. As more content gets added, we need all the testing help we can get!
15  Feedback / DevLogs / Re: Secrets of Grindea (Beta signup started!) on: September 19, 2012, 07:05:37 AM
A lot of effort have gone into polishing things we’ve got feedback on, and fixing bugs hunted down by our testers. But we have also spent some time adding new content for the game, which should be available in the coming patch.

To begin with, there will be some slight improvements of the Arena. We have refined the point system of the challenges, which now works as follows: Your best grades in every challenge will add up to a total score, and when that total reach certain key numbers, you gain unique items.

For instance, let’s say S is worth 500 and A is worth 300. Then you would have 800 points in total, should you have achieved rank S in one and A in another. If you later increase your A to an S you will earn the remaining 200 points, giving you a total of 1000.

In such a system, we could let players who aren’t super hardcore get a taste of the unique items as well by having a reward at 500 points (which you could get with two As), and a second one on 1000 points (which only the best can get, with two S ranks).

This might be very technical, but hopefully it will make sense to you in the game. Speaking of which, to reflect the new point system we have also improved the arena interface as such:


As you can see, you can now view your current points, which reward you’ll get next, and how many points each rank will give you.

If you’re curious on which the next 3 rewards will be, we have added a poster showing just that on the wall of the Arena Lobby:


Speaking of those rewards, here are some of the new hats offered, in action:


The first three will be offered as rewards in the arena, as you just saw, while the fish hat will replace the old reward for unlocking the Pillar Mountains fishing achievement.

Another improvement we added was effects for some of the potions currently offered in the game. This one will be shown when you drink the Damage Potion, which boosts both your normal attack and skill damage:


We also made one for the Gale Potion, which increases your attack- and castspeed:


That’s all for now! Hope to see you soon in the beta Wink
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