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879784 Posts in 33005 Topics- by 24379 Members - Latest Member: alisiahl87

May 24, 2013, 11:56:38 PM
TIGSource ForumsDeveloperFeedbackDevLogsMicRogue - New Build - July 11th
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Author Topic: MicRogue - New Build - July 11th  (Read 32485 times)
JasonPickering
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« Reply #30 on: November 27, 2011, 07:50:11 PM »

Okay Guys. Doing more cleanup for the game. Still a lot of weird artifacts that happen and the game will need a tremendous amount of polish, but right now with just 2 monsters (rat and Goblin) its pretty fun. I still have not been able to beat it though. I died with one enemy left in the final wave and that's using the goblin, one of the best enemies in the game.
Next I need to add the boss monster. I needed to do something interesting for the boss, I didn't want the standard roguelike of you hit me I hit you till one of us falls down. Currently the idea is the the Boss will spawn with their own wave. so an example might be:

wave 1 = 8 guys
wave 2 = 10 guys
wave 3 = 12 guys
wave 4 = 12 guys + Boss

the boss can not be killed until their wave is defeated, and then its a single hit. The boss is the first to spawn. Its basically an unstoppable monster chasing you through the level as you try and kill the minions. All Bosses will have attacks that kill you and minions, so it might be advantageous to take a hit if it means killing a bunch of minions in the process. also hitting the boss will "Dizzy" them for a few turns, giving you time to run.

I can post up a build for everyone to try out, but it is pretty buggy. My major bugs are if you happen to kill a monster who's turn it is next, the game will hang. and every once in a great while two monsters will get stuck in each other.

Edit: here are some animations for the main character
Idle + attack (needs better timing)


Death
« Last Edit: November 27, 2011, 09:32:51 PM by JasonPickering » Logged

happymonster
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« Reply #31 on: November 28, 2011, 12:21:45 AM »

They look great Jason!
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SpaceHero Command ... In Development
http://forums.tigsource.com/index.php?topic=23173.0
Claw
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« Reply #32 on: November 28, 2011, 01:08:36 AM »

This looks really cool, love the sprites and animations; idle makes me think of quagmire saying 'giggidy giggidy'  Tongue
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JasonPickering
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« Reply #33 on: November 28, 2011, 05:26:10 AM »

thanks. its a little hard to do a good idle with so few pixels.
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JasonPickering
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« Reply #34 on: November 28, 2011, 09:36:33 PM »

Well all the animations are in. The monsters have their code redone so they are all based off one base file so I can change that to make code changes instead of redoing each one, and the new turn system is in. I had a build ready to post, but I added in an effects system and its causing a weird turn issue that's leaves all the monster standing around not taking their turn. I will be cleaning that up tomorrow and hopefully finishing off all Priority one tasks which are

Priority 1:
- Redo the Pathfinding Code. (rarely Enemies get stuck in each other)
- Add Win system
- Add Lose system (with Player Death)
- Add Boss Monster
- Add Skills
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Zack Bell
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« Reply #35 on: November 28, 2011, 10:12:04 PM »

I LOVE THE ART STYLE. MORE THAN ANYTHING. EVER. NOT EXAGGERATING.

... Coffee
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st33d
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« Reply #36 on: November 29, 2011, 03:41:53 AM »

You should probably use flooding pathfinding for the pathfinding.

Looking pretty good at the moment.

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JasonPickering
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« Reply #37 on: November 29, 2011, 05:26:19 AM »

yep I do use floodfill pathing. the one small problem I have is sometimes a monster wont register another monster as being on a tile. so when they walk into each other and get stuck, because the square is marked with a wall and their distance at the same time. I need to go through my function and see what the main cause is. I think it happens when the two monsters are one after the other in the Turn Queue. and when the pathing runs it doesn't see the just moved one. I can try and fix the code, or add a bandaid for now and fix it, but not actually know the problem.
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JasonPickering
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« Reply #38 on: November 29, 2011, 09:50:11 PM »

Still going Strong, although it seems everything has slowed to a crawl. I need to add the Boss next, but havent been able to get a good idea for one. my goal was to have something on thursday and so far looks like I am on schedule. It wont be a pretty game, but it will be a decent prototype, showing what I want in game. I cant decide if I should wait to post a build or put one up now. what do you guys think.
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happymonster
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« Reply #39 on: November 30, 2011, 12:25:16 AM »

Wait until you have something you are happy with
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SpaceHero Command ... In Development
http://forums.tigsource.com/index.php?topic=23173.0
st33d
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« Reply #40 on: November 30, 2011, 11:10:52 AM »

also hitting the boss will "Dizzy" them for a few turns

I believe the industry standard term for this is stun-lock  Droop
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JasonPickering
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« Reply #41 on: November 30, 2011, 06:07:52 PM »

so still going. trying to fix the pathfinding code for the moment. its being a bit of a pain. pathing breaks when one very special occasion happens, and it happens more then I thought it would. Once that gets fixed I can move on to other things. In the mean time I planned on working on the boss monster, but the bosses seem a little silly at the moment, they don't really add much to the combat. So I might forgo them and work on more variety of enemies.
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wademcgillis
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« Reply #42 on: November 30, 2011, 06:19:08 PM »

also hitting the boss will "Dizzy" them for a few turns

I believe the industry standard term for this is stun-lock  Droop

Touch fuzzy get dizzy.

 Screamy
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C
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« Reply #43 on: December 01, 2011, 11:38:11 AM »

Posting to follow this.
Godspeed, holy diver.
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cynicalsandel
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« Reply #44 on: December 01, 2011, 12:36:24 PM »

I like the look of this. I will play it when it is done.
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