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June 19, 2013, 04:23:52 PM
TIGSource ForumsDeveloperFeedbackDevLogsAndélia
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Tokinsom
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« on: September 02, 2011, 07:21:09 AM »





(mockups)


Andélia will be a small/medium-scale level-based platformer akin to early Castlevania. You play as Scirrus (working name) who journeys to the dark and mysterious lands of Andélia to, well, I'd rather not say this early  Wink

The game has been in development for about a month now, with Jamie Billings on music, Jerom-BD on art, animation, and game design, and myself on game design, programming, animation, and sfx.

It is being made in Construct Classic. Yup, Windows only. (unless you can get working with virtual windows or whatever, which I'm told has worked to some degree with my other games)


Your arsenal consists of 3 primary weapons and 3 sub-weapons (limited to your supply of "ammo"). There are 3 enemy types (Fleshy/Organic, Armored/Skeletal, and Airbourne/Ghost). Each enemy type is weak, neutral, and resistant to each of the primary weapons, so it's up to you to decide which is best for the situation. All weapons consist of

-Sword
-Whip
-Mace

-Bomb (TBD)
-Javelin
-Magic Shield (TBD)

Aside from this, each weapon will have a unique mechanic & ability. The sword can cut through bushes, vines, etc., the whip allows you to swing from pegs and hooks, and the mace can bust down statues, walls, and the like. The javelin can stick to walls, allowing you to jump on them (only one before it's destroyed, to prevent exploitation).

Primary weapons get special abilities which you can upgrade with skill gems (see below). The sword gets a 'ghost slash', allowing multiple hits, the whip gets a short projectile, further increasing its range, and the mace can smack the ground which throws up rocks that can damage enemies.

Throughout your journey you'll be collecting skill gems, which are dropped by enemies or found in bunches in hidden treasure chests. These can be used to upgrade your health/defense or attack/weapon ability, and maybe some other things..

As far as current developments.. The basic "engine" is done (player, weapons, HUD, early enemies, camera, level loading, blah blah) and the level editor is nearly finished..

(crappy test level)


Well I think that's it for now.
« Last Edit: September 02, 2011, 11:12:28 AM by Tokinsom » Logged
Nonsuch Games
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« Reply #1 on: September 02, 2011, 07:35:55 AM »

This looks fantastic. I particularily like the secondary uses of weapons. Kudos on that. Lightning in the first mockup would be awesome to have generated in-game. And while I understand these are mockups, there seem to be some inconsistencies in the grapics. Level editor seems well thought-out, yet rough.

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Shootout
Tokinsom
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« Reply #2 on: September 02, 2011, 08:11:08 AM »

Thanks!

You're right about the lightning/fog, they don't really fit. But as you said, they're just for the mockups.

The level editor may look rough but it gets the job done  Smiley
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MaloEspada
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« Reply #3 on: September 02, 2011, 09:16:47 AM »

will it play like the nes castlevanias, or more like sotn onwards? looks very cool!
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Tokinsom
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« Reply #4 on: September 02, 2011, 10:58:04 AM »

will it play like the nes castlevanias, or more like sotn onwards? looks very cool!

Kind of a mix between the two I guess. It isn't as fast as newer CV, but not as slow as old CV either, and then there's stuff like dashing/sliding, whip swinging, etc.
« Last Edit: September 02, 2011, 11:43:54 AM by Tokinsom » Logged
-Rob-D.
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« Reply #5 on: September 02, 2011, 01:30:26 PM »

I'm loving the pixel-work in your mockups. Being reminiscent of Castlevania and your proposed mechanics is going to be pretty nifty. Looking forward to seeing gameplay footage.
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