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1066295 Posts in 43518 Topics- by 35541 Members - Latest Member: Andrew_Helenek

November 24, 2014, 05:34:34 PM
TIGSource ForumsFeedbackDevLogsRunic Rampage - Golden Axe meets Gauntlet
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Author Topic: Runic Rampage - Golden Axe meets Gauntlet  (Read 1220 times)
Dr.Electro
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« on: November 03, 2014, 12:05:18 PM »



About
Runic Rampage combines elements of Beat'em Up and Hack'N'Slash. Imagine Golden Axe meets Gauntlet!
Currently in development for Mobile/PC/Mac.


Story
Since their mighty rune stone is lost and the four heirs to the king have disappeared, the dwarven Kingdom is doomed. You are Grimbard, one of the few dwarfs left. On your quest to save your village you discover the truth about the happenings which led to your nations downfall.



Features
  • Intuitive combat with dozens of combo attacks! Easy to learn - hard to master!
  • Bossfights! and unique enemy behaviour!
  • Varying random generated levels and quests each time you play!
  • The Forge! Upgrade your gear, unlock new skills, complete your sets.

Screenshots




Links
Facebook: facebook/RunicRampage
Website: runicrampage.com


« Last Edit: Today at 02:03:16 AM by Dr.Electro » Logged

Dr.Electro
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« Reply #1 on: November 03, 2014, 12:30:43 PM »

After working on Runic Rampage for quite a long while now i finally decided to put it in the devlogs.
In the past years i worked mainly on content production - speaking of assets, textures, enemies - and i had absolutely no time left to update the progress i made in forums and Facebook.
But now its time for the fun part - getting the last features in the game, implementing some scripted events, adding sounds and tweak, balance, polish.. repeat.

I am currently working on the Bossfights and brainstorm some interesting behaviors.

Dark Shaman (Desert)
  • Attacking the player with an Axe (pushback effect) in melee combat
  • Switches over to range Attack and casts auto follow magic Projectiles
  • After some time he summons Skeletons

While in summoning state the Boss is most vulnerable. (Because he didn't attack  Hand Any Key )
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macepoodle
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« Reply #2 on: November 03, 2014, 12:36:19 PM »

You ad me at Golden Axe meets Gauntlet Smiley Very nice work and I applaud the dedication and time you put into the project. Video looks great btw. Will there be a two player mode?
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Dr.Electro
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« Reply #3 on: November 05, 2014, 12:15:33 PM »

Thanks macepoodle!  Yeah, i want to integrate a coop lokal multiplayer mode for the standalone version - the game is fully playable with gamepad atm.
Today the IGF entries went live - so many great games to explore  Blink 
Click here for the Runic Rampage IGF entry!

I have finished the Shaman fight - needs a bit of balancing though.




Cursed Satyr
  • Chasing player and attack with strong melee damage
  • Summons thorns which slows your movement
  • The player shouldnt attack the Satyr directly but 6 thorn brushes to free the fountain

Still have to model and code the thorn brushes.

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Dr.Electro
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« Reply #4 on: November 06, 2014, 03:28:49 AM »

Created the thorns for the pillars.

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Dr.Electro
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« Reply #5 on: November 07, 2014, 02:48:07 AM »

Everything put to gether:



Now onto the attacking behaviour: the player should cast thorns in straight lines, which hurts and slows the movement speed of the player.
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Dr.Electro
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« Reply #6 on: November 13, 2014, 06:32:52 AM »

Finished the Bossfights for the Shaman and the Satyr.
Have a look at some blurry gif footage.






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Dr.Electro
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« Reply #7 on: November 13, 2014, 12:21:03 PM »

I have started working on the <b>Oger Lord</b>. Its core mechanics are defined
  • ground smash with his club.. this should be an area of effect damage and pushes the player back
  • after each ground smash sometimes rocks fall from the caves ceiling
  • the player should attack the oger after the ground smash, because the boss needs some time to get his club off the ground

There will be a 4th boss.. kind of a mage - not sure about its mechanics.
Some suggestions?
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Dr.Electro
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« Reply #8 on: November 16, 2014, 05:10:49 AM »

Fnished the Oger Lord with flames, casting rocks and pushback attack - hui!  Toast Right







Well i definately have to balance the bossfights - its no good when even the developer cant beat them Wink
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mrKaizen
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« Reply #9 on: November 16, 2014, 02:16:44 PM »

Nice game, the video part with metal music looks very funny. Is the game speed - for that part - just for the video? I think the "normal" game is a bit slow, at least as a video - maybe if played could be perfect...

And, you know what, the counter over the "RAMPAGE" text looks like an error for me, the number should be completely visible. For the mobile version are the controls based on virtual pad?
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ALberto Doriguzzi Bozzo > mrKaizen
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Dr.Electro
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« Reply #10 on: November 17, 2014, 12:46:42 AM »

Hi mrKaizen.. thanks for your feedback!

- Yes the game speed at the end is just for the video.. but there are some buffs in the game, which increases your speed - but not as fast as in the video Wink
- You are right about the combo counter.. i'll put the text in the background.

Below is a screenshot of the mobile onscreen controller - i try to make the controls as easy as possible
.. nothing more frustrating than having 5 buttons or more on a virtual controller. Wink



oh forgot: do you think that the running speed is to slow or the overall speed?
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gunswordfist
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« Reply #11 on: November 17, 2014, 12:51:22 AM »

will follow this game.
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mrKaizen
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« Reply #12 on: November 17, 2014, 03:32:14 PM »

Hi mrKaizen.. thanks for your feedback!

- Yes the game speed at the end is just for the video.. but there are some buffs in the game, which increases your speed - but not as fast as in the video Wink
- You are right about the combo counter.. i'll put the text in the background.

Below is a screenshot of the mobile onscreen controller - i try to make the controls as easy as possible
.. nothing more frustrating than having 5 buttons or more on a virtual controller. Wink



oh forgot: do you think that the running speed is to slow or the overall speed?
I agree with the controls, looks fine for me btw. Wink
About the speed: for me the overall speed would be better if increased. Ok, maybe the second part of the video is too much, but the first seem a bit too slow Smiley
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Dr.Electro
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« Reply #13 on: November 19, 2014, 09:50:49 AM »

I took a break from the bossfights and started working on the menu UI.

You can upgrade your equipped set in the forge.
The forge evolved from something like this:



.. into this:



Still have to redesign/reimplement the upgrade mechanics.
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Dr.Electro
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« Reply #14 on: November 21, 2014, 11:03:27 AM »

I worked more on the ui of the forge. The screenshot shows the forge panel.

 

You can socket upgrades on items of your equipped set. Some upgrades are only available to specific gear, e.g. attack speed or critical attack are only available for weapons and gauntlets. Upgrades start with the copper value. Once forged you can upgrade to silver, gold and diamont (which adds a 2nd effect).
You can unlock additional equipable sets which contains items with unique upgrades adding gameplay behaviour.

I wasnt sure if i should add stats numbers but decided to not do it because there isnt something to compare and you would always choose the next one. What do you think about it?
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Dr.Electro
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« Reply #15 on: November 22, 2014, 08:30:07 AM »

I changed the camera distance, edited the terrain shader to improve the fog effect and got some nice results

 

 

 

 
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Dr.Electro
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« Reply #16 on: November 23, 2014, 05:59:15 AM »

I am struggeling with my upgrade system and started a thread to discuss it gamedesign wise.

Your opinion about upgrades without stats numbers?
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