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879461 Posts in 32981 Topics- by 24367 Members - Latest Member: bastion_music

May 24, 2013, 06:31:22 AM
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1  Developer / DevLogs / Pocket Dungeon - Update 7! on: May 21, 2013, 07:52:08 PM
I really like the cape idea! It would go well with the mage class items I'm planning on adding soon. Maybe I could even change up the potential equipment selections depending on the class chosen. Warrior's get a shield slot, rogues get two weapon slots, mages get more accessory slots, and so on. This could help interms of variety but may damper on the freedom of forming your own character.

It's been a long time since an update so I thought I'd share some of the progress I've made. There are now "randomly-generated" weapons in the game but I only have some minimal art assets. I also added enchantments so armor & clothing have self-affecting bonuses and weapons have combat-affecting bonuses. This is very exciting since it has the potential to add a lot of variety to the combat.



Next on my list of to-dos is varied attack types. Dual blades will have two lines of attack, bows will require you to aim and pull back to a random spot, and so on. I'm also considering the angle of attack affecting damage making certain weapons better at one type of attack than another. Longswords may be better for downward strikes while shortswords are better for horizontal swipes. Although having a small affect on damage, the best way to use your weapon may be critical in a high-level boss fight.
2  Developer / DevLogs / Re: Eastward Quest on: May 21, 2013, 06:56:57 PM
I haven't checked your thread in a couple days and I can't believe how much better the game has gotten. Great work, this is truly turning into something great.
3  Developer / DevLogs / Re: Small Castelvania on: May 21, 2013, 11:35:44 AM
Looks promising! I really like the art.
4  Developer / DevLogs / Re: moonman (v0.3 win+osx 01/02/13) on: May 13, 2013, 07:31:54 AM
With the first weapon, I thought "Boney" was a dirty joke. Embarrassed
5  Developer / DevLogs / Pocket Dungeon - Update 6! on: May 12, 2013, 07:32:27 PM
Nice job with that defense mechanic!

Thank you Belimoth!

I think an equip screen would be nice, i really like that in games  Smiley

Maybe you could do something like: you select to change your boots from that screen then it shows only the boots you have on the inventory so you don't have to go through all items to find the right one. I don't know if that would be complicated to do and don't know if there will be that much equipment but it would help not to get lost i guess.

Your game is really interesting, i wish you'd release it for android too  Tongue

That was probably the best idea anyone could of come up with, so I added it! You are now presented with an equip screen with the ability to tap each individual armor part. It then brings up all of that certain item making it easier to select armor. If you don't want to do that, you can simply scroll down and find every piece of armor you have (which is less convenient.) This system is a lot better in my opinion and having the armor presented together is nice. Thank you so much Illugion! I also think I can release on Android now for free, so I will consider it (The software I use originally asked for an additional $199 for Android release but I received an e-mail saying I can publish for free.)



I'm still deciding on what the tabs should be but I think it will end up being Potions & Items (Combat-Related), Armor, Weapons & Spells, and Miscellaneous. Weapons & Spells will contain all your learned spells (not scrolls or books) and the weapon-augmenter (Fable-esque). I'm not sure how this will look yet but it should be pretty classy. Miscellaneous holds quest items and other items such as keys.

Devlog Question of the Day: Would it be a good idea to make gauntlets and boots representative of ONE item meaning you have to get two boots and two gauntlets to complete your armor set? And would any of you be interested in seeing extra armor pieces such as pauldrons (shoulder armor.) I like the idea because it's more content to collect but is it necessary? Thank you!

Happy Mother's Day!
6  Developer / DevLogs / Re: Adventure Town on: May 12, 2013, 04:54:00 AM
Awesome artwork! The hero sprites kind of remind me of the game Coffee Break Hero. Can't wait to see more of this. Grin
7  Developer / DevLogs / Re: I Am The Bomb (working title) on: May 11, 2013, 10:13:35 PM
I get the concept now, and it looks great. Only suggestion is on the explosion, have the bright fluff expand out and fade away.
8  Developer / DevLogs / Pocket Dungeon - Update 5! on: May 11, 2013, 10:04:25 PM
Just added a brand-spankin' new tab system to the inventory that groups items together based on their item type. I was worried I'd have to rewrite my inventory code and add a bunch of tables but alas, it only took one variable that selects item type and a few line rewrites. Doing this also helped me find a bug in my hotkey code so that's back to working order. I also added in all the armor and created a function which decides what items can be spawned based on your level and luck (pacing out the game's content.) You can put on armor and it affects your block. I also added in weapons but I don't want to show it yet since I have a few art challenges to work out. I also added in around a dozen more defense patterns.




Your Opinion? In RPGs, I've always loved the equip screen where you take armor & accessories and drop them into a square (where your helmet, boots, etc. are.) I really want this in Pocket Dungeon but it's not really necessary. Are you more in favor of an equip screen or just selecting armor and having it highlighted in your inventory?
9  Developer / DevLogs / Re: Sky Tourist on: May 11, 2013, 04:40:08 AM
Wow, looks amazing. Gameplay looks fun and the art is fantastic. Can't wait!
10  Developer / DevLogs / Re: MindTilt on: May 10, 2013, 02:54:44 PM
Looks great and that icon is a prime example of how a good icon will sell a game. Good luck! Smiley
11  Developer / DevLogs / Re: Magnaut on: May 10, 2013, 02:52:59 PM
I love the look! Great work. Grin
12  Developer / DevLogs / Pocket Dungeon - Update 4! on: May 10, 2013, 02:51:04 PM
Looks very good!

Thanks you happymonster, means a lot!

I don't know if I'll be on later tonight so I'll update you all now.
I worked on some new enemies and added a zombie (the great thing about the enemy system is it takes five minutes to add in a new enemy once the art is sorted out.) It can attack with its arms as well as bite you (for poison damage.) I also finished up all the current armor sets, some better than others but it works for now! P.S. If anyone knows a faster way to cut sprites with GIMP, let me know!

13  Developer / DevLogs / Re: Small Chronicles :: Unique Turn-based Strategy JRPG (iOS) :: Development Blog on: May 10, 2013, 10:06:14 AM
I really like this game. Only suggestion is replacing the button pop-up with something more dynamic. Great work!
14  Developer / DevLogs / Re: UNITY FPS ROGUELIKE [video added] on: May 10, 2013, 10:00:33 AM
Coming along nicely! I actually really like the sounds. Plus you are using blender for the models, my first love. Good luck!
15  Developer / DevLogs / Pocket Dungeon - Update 3! on: May 09, 2013, 07:09:30 PM
This looks really good so far!
I love roguelikes and the interaction with touchscreen sounds different and innovative.
Looking forward to seeing what comes of this

Thanks a lot, Phi6! Tiny Keep is looking great by the way and I wish you luck with the Kickstarter!

I decided to delve into creating more art assets, specifically armor. While doing so, I realized that my code only worked when I had "sets" of armor (helm, gauntlets, greaves, cuirass, and boots) and not for individual pieces. To fix this, I created a special armor table that holds "set-less" armor in individual categories separated by type (helm, gauntlet, boots, cuirass, greaves.) This is different from the rare armor generator as the rare armor generator takes existing armor sets and gives them unique names. Here's some of the armor I created today.

Other things I did:
- Improved combat math to balance strength and weapons.
- Dungeon is now generated with start and end.
- More defense patterns.
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