Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

 
Advanced search

1075763 Posts in 44140 Topics- by 36112 Members - Latest Member: Nbohlsen

December 29, 2014, 12:53:48 AM
  Show Posts
Pages: 1 [2]
21  Feedback / DevLogs / Re: Collecton on: August 13, 2013, 06:52:52 AM
Added death animations and did some more testing, here are the results:

Sword vs Bow


Bow vs Bow no knockback version


Sword vs Sword no knockback version


Sword vs Bow no knockback version


I definitely prefer the knockback versions, they are more fun. I think I will need to balance sword vs bow more, but I will test it more exhaustively when I'll be working on the final AI and limit the ammo.

So initial combat tests are done and I'm quite pleased with the results, now I'll play with dungeon generation.
22  Feedback / DevLogs / Re: Collecton on: August 10, 2013, 11:19:40 PM
Thanks for the kind words!

Wow. That legit looks like it's a lot of fun. xD. Doing good things here.

Also, I didn't notice until now, but I was actually considering the Yoshi-style attack for cannons in one of my games. I didn't realize that it was like Yoshi's Island until I read your post though.

How's it all working out for you?

It works well out of the box, but even though I had yoshi's style aiming for the bow too, I changed it to immidiate targeting so if you have many arrows you can spam them quite fast. This is less precise (8 directions only), but I also added a slight autoseek to the arrows to compensate for the precision loss. I assume for now that the items don't need be thrown rapidly, so the yoshi's style aiming will be OK for them. I don't know if I keep it this way though. I might want to unify the aim/throw routine later on, depending on the feedback.

The combat has a quite different feel to it if you have to aim your shots carefully, and if you cannot you have to compensate it by changing your position.
23  Feedback / DevLogs / Re: Collecton on: August 10, 2013, 01:59:50 PM
So I tried to add a dodge mechanic but it didn't help to make close combat better, so I'm not including it into the game.

I'm working on the bow fights now, here are some results:


The ammo will be limited in the game, so nobody will spam the arrows like this. Also I need to make sword deflect the arrows and see how generally pure melee vs distance would go. I want a melee fighter to have a huge advantage when fighting in a close range against an opponent with a bow only, and the a bowman to have it easy killing a pure melee fighter from afar.
24  Feedback / DevLogs / Re: Collecton on: August 08, 2013, 11:47:58 PM
Thanks a lot!

There is no proper terrain generation yet, it's almost all flat now. After the battle stuff I'm going to do dungeon generation. Once done I'll be sure to tell how it's done and hopefully get some feedback on it.
25  Feedback / DevLogs / Re: Collecton on: August 08, 2013, 09:49:29 AM
Working on the fighting, swords only for now. Next I want to test some kind of dodge mechanic.
I am also considering a no knockback version of this, going to test it a bit later when I've got death animations done.

Eye candy coming later, so no special effects for now!

26  Feedback / DevLogs / Re: Collecton on: August 06, 2013, 10:18:25 PM
Thanks guys!

There's still no clear goal in the game and I don't think one would be needed, I'd like the player to set his own goals for himself. That may be exploring, collecting artifacts or beating the dungeons and many others. If something like a quest mode would make sense then I'd make it, but it's too early to think about it.

27  Feedback / DevLogs / Re: Collecton on: August 06, 2013, 01:27:10 PM
Thanks! I'm trying as hard as I can!
28  Feedback / DevLogs / Re: Collecton on: August 06, 2013, 01:10:32 PM
Added a skeleton. I'll be adding some fighting AI next.

29  Feedback / DevLogs / Re: Collecton on: August 04, 2013, 02:16:07 PM
Thanks! The sprite is based on Finn so you're spot on.
30  Feedback / DevLogs / Re: Collecton on: August 04, 2013, 02:06:24 PM
Played a bit with sword clashes today.



Next up are some skeletons.
31  Feedback / DevLogs / Re: Collecton on: August 03, 2013, 11:09:59 PM
Thanks! I'm using unity + 2DToolkit.
32  Feedback / DevLogs / Re: Collecton on: August 03, 2013, 01:12:13 PM
Added a sword, it can be used in 4 directions and for now it can only cut the grass.

33  Feedback / DevLogs / Re: Collecton on: August 03, 2013, 03:34:46 AM
Thanks a lot. Adventure time is a huge inspiration for me, and yes the character is based off Finn. The graphics are just placeholders, they will stay this way for quite some time though. I hope to have a little demo by the end of this month, after a sword is finished I'm going to do some dungeon generation code and skeletons.
34  Feedback / DevLogs / Collecton on: August 03, 2013, 01:49:15 AM
A project I restarted last month, I want it to be a an open world roguelike platformer.

Here's some progress:

This is basically what I started with.


Bombs and destructible terrain.


You can throw an item without using it, and also pickup a bomb once fired too.


Throwing while ledge grabbing.


Some new tiles - dirt and grass.


Changed tree tiles a bit and also added yoshi's island style throwing.


Trees drop apples, also added rocks.


First magical item in the game, I want to make quite a few of them.


Destroyable trees.


Autopickup.


Bow with yoshi's style shooting.


Changed the aiming to 8 direction, added arrows bouncing off each other.


Working on some simple AI movement behaviours.


Added a drill.


Now I'm working on a close range weapon, still figuring it out how close combat is supposed to work. I think sword slashes like in Samurai Gunn would be pretty fun.
Pages: 1 [2]
Theme orange-lt created by panic