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Magnesium Ninja
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« Reply #60 on: March 20, 2012, 10:52:58 AM » |
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Just got a chance to check this out! Not sure what's being worked on and what's 'finished', so I'll just spurt things as I remember them: -I really like the lighting, made the game feel very dynamic -Attack animation seems a bit stuff, as well as how the weapons are held -Ability to scroll through your inventory with the mouse wheel would be nice -Mage attacks seem to have no sense of height, they hit me even if the bolt is shown as flying above my head. I got killed in the water by a mage on the bluff above me shooting bolts Looking good, I enjoyed it 
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DrDerekDoctors
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« Reply #61 on: March 20, 2012, 11:41:30 AM » |
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Mouse movement has added a lot to this. Obviously it feels a lot more Arx Fatalis than Ultima Underworld now, but that's a good thing. Sword combat is starting to feel very slow, though, in comparison to the increased pace of the regular gameplay. Can't wait until it has some sound an' that for extra atmosphere. Looking forward to seeing where it goes in terms of puzzles, etc. 
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Me, David Williamson and Mark Foster do an Indie Games podcast. Give it a listen. And then I'll send you an apology. http://pigignorant.com/
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Interrupt
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« Reply #62 on: March 20, 2012, 11:45:38 AM » |
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Sword combat is starting to feel very slow, though, in comparison to the increased pace of the regular gameplay.
Have any suggestions on how to improve the melee combat? I don't want to go totally twitch with it but it is a bit clunky right now.
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DrDerekDoctors
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« Reply #63 on: March 20, 2012, 01:04:35 PM » |
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I think maybe have it so it doesn't slow you down until it's full "powered up" so it doesn't make movement leaden as quickly. Make the dagger "power up" faster, too. If it was a sword, I could understand the lack of pace, but it's a dagger.
Make the dagger strike animation jab into the screen a bit more, as it basically appears to pull away from the enemy when you release the attack button. Or possibly have it slash across the enemy (maybe rotate the angle of the dagger so it appears more animated), leaving a motion trail if it hits? Either way if you're concerned about the dagger being "too fast" in terms of the "power up" you could make the strike with it heavier and last longer to compensate.
Enemies could react to the hits a lot more, too, as that'll sell the strikes more. Even if it's just shaking them a bit, with a little rotation, rather than specific animations.
Adding some sound, even stuff you poop out of bfxr in a single half-hour session will help immeasurably, though.
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Me, David Williamson and Mark Foster do an Indie Games podcast. Give it a listen. And then I'll send you an apology. http://pigignorant.com/
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« Reply #64 on: March 24, 2012, 03:01:15 PM » |
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New testing version: 3-243-24: the sound update! I Updated libGdx to the latest nightly version, catching up on months worth of bugfixes, which should take care of all the save / load related issues and now the game can again run on Android. Also implemented a bunch of sound effects so most of my time lately has been in making things sound good. Thanks for the prod DrDerekDoctors, had been ignoring audio for too long. There still is a lack of ambient sound though, either needs some ambient cave sounds like wind and creepy noises or some music. I suck at music beyond NES style chiptunes, anyone have a placeholder track?
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DrDerekDoctors
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« Reply #65 on: March 24, 2012, 04:02:15 PM » |
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Hurrah! Downloading! ... The new sound works well with the visuals. Really adds a lot to it.  I reckon you could get away with a similar approach for ambient. Get some drippy cave noises and other miscellaneous stuff and apply an echo to it so it sounds a bit distance. Likewise if the creature have bleats you could hear in the distance that'd add to the atmos. 
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Me, David Williamson and Mark Foster do an Indie Games podcast. Give it a listen. And then I'll send you an apology. http://pigignorant.com/
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schipman
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« Reply #66 on: March 26, 2012, 01:21:35 PM » |
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Will the spell system be based more on the ultima underworld spell system- IE will it use a combination of runes?
Will you discover new spells as you explore the dungeon?
Edit: I can't run this build, I get a black screen and then crash to desktop.
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« Last Edit: March 26, 2012, 02:38:24 PM by schipman »
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UncleDec
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« Reply #67 on: March 27, 2012, 01:03:13 AM » |
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Hey, much better with sounds!  But after opening door and descent down, i got a extremely big lags! 
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« Reply #68 on: April 10, 2012, 12:50:22 PM » |
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Been making some progress lately, the game is now fully playable on Android, I replaced the inventory system with one more like in Ultima Underworld, and added the macguffin (Yithiian Orb) and a boss monster (Lich) on the final level. When the player has the Orb monsters will continously spawn and the player will need to make a mad dash back up to the dungeon entrance. Also put together a quick look video, talking and playing games is hard: http://www.youtube.com/watch?v=dattsmkfzhU
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DrDerekDoctors
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« Reply #69 on: April 10, 2012, 02:43:14 PM » |
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Good to hear it's still going well. The new video is nice. What kinda' things are you planning on putting into the game to make sure it has lotsa' replayability, btw?
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Me, David Williamson and Mark Foster do an Indie Games podcast. Give it a listen. And then I'll send you an apology. http://pigignorant.com/
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« Reply #70 on: April 10, 2012, 03:20:49 PM » |
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I'm hoping that different player classes (rogue, warrior, wizard) and generated dungeons and loot can be the big factor in replayability. I'm missing some item types alltogether in the current version, like scrolls and spellbooks, and the magic enchantments on items should be random as well. I'm thinking that each magical item can have a base spell type like teleportation, fireball, or heal and some tweakable values that control the effectiveness so that the item generator can make stuff like a 'Shortsword of Teleportation' that randomly teleports monsters away on hit 
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C418
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« Reply #71 on: April 11, 2012, 02:03:09 AM » |
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This is fucking awesome
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volkan
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« Reply #72 on: April 11, 2012, 02:25:28 AM » |
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omg! please finish it fast! how about adding a 4 player co-op like "Eye of the Beholder"?
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ajf
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« Reply #73 on: April 11, 2012, 02:28:34 AM » |
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Saw the video Notch linked to. This looks like it will be a really fun game! For me it looks like the parts I liked most about Minecraft (exploring, fighting, although I sucked at them). I hear this will run on Android - I'm getting an Android v2.3.5 Gingerbread phone, but it has an unusual screen size of 320x240 with a qwerty keyboard. Would it work correctly on that? 
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TheBlackSunshine
Manbaby
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« Reply #74 on: April 11, 2012, 02:37:15 AM » |
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Hey there, Congrats on the shoutout from Notch first of all, that's how I found the game and it looks great! Secondly, are we allowed to post gameplay on YouTube of the game? It's quite fun and I'd like to do a play through of somesort on my small YT channel, but many games don't allow that for pre-release versions of the game, so I thought I should ask first. Thirdly, I ran the game on my machine and there was a slight issue. It decided to use all 12GB of my RAM, and when it had used it all, the game proceeded it drop down to 1 or 2 FPS every few seconds. Memory leak? It started dropping frames hard when I went down the first set of ladders, however it was already using about 8GB of RAM at this point anyway, according to the CoreTemp desktop widget. System specs: i5 2500k @3.3GHz Gigabyte Z68XP-UD3 Nvidia GTX 560Ti, MSI Twin Frozr OC II Edition @930MHz 12GB Corsair 1333MHz XMS3 RAM @1600MHz Windows 7 64-bit Keep up the good work 
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