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1133807 Posts in 47599 Topics- by 38931 Members - Latest Member: BRWArts

June 29, 2015, 03:11:21 pm

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TIGSource ForumsFeedbackDevLogsCasmage: A cooperative-focused action game
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Connor
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« Reply #40 on: April 14, 2015, 05:29:50 pm »

While I was implementing the Shield Wall skill for bast, I was thinking that the Magnetic Ring was not actually fitting her design. If there were no projectiles the skill would be completely useless, so I've decided to remove it for now.

I didn't want to loose the damage absorbsion part of the Magnetic Ring, so I thought about a new ultimate ability: Bast absorbs all damage her allies take, after the effect is over she returns a percentage of the total damage she received to the enemies that inflicted damage, or something along those lines, still a WIP.

I made it so that the Shield Wall is able to push some enemies. Bast will be moving while using the shield (but of course, slower than usual) and it would be weird if enemies just clipped through this supossedly unpenetrable shield or wall of magic or however you want to see it (I don't even know myself lol..)




the one where shes falling towards the camera is really, REALLY cool. if you could add that in as a death type thing, dang. it would be pretty awesome.
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too bad eggybooms ents are actually men in paper mache suits and they NEED to be agile
Canotico
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« Reply #41 on: April 15, 2015, 09:52:50 am »

the one where shes falling towards the camera is really, REALLY cool. if you could add that in as a death type thing, dang. it would be pretty awesome.

Well, it was indeed a bug but I do agree, it looked cool because it moved the character in a 3rd dimension.
It would definetly be nice to have that kind of effect in game, specially since I'm gonna have a character that travels between dimensions. However, adding it as a type of death wouldn't work for the players, since I want the players the be able to revive their dead teammates, and they won't be able to do so if they can't reach their bodies. But I'll keep it in mind and see what I can do about it Smiley
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The game Im working on! Casmage | Check out my Indie development blog! canotico.tumblr.com | Twitter? @Canotico
Canotico
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« Reply #42 on: May 03, 2015, 04:41:34 pm »

Alright! so, been working fixing a lot of bugs and making the movement as good as possible for now. Also, I've finally started working on a couple of new enemies, the first one I call Burning Skull, its inspired in the ones from zelda.

Here is the actual draft I made, of course I didn't dedicate enough time to its looks, I just needed to know if it worked and well, it is indeed an annoying guy like I intended him to be :D
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The game Im working on! Casmage | Check out my Indie development blog! canotico.tumblr.com | Twitter? @Canotico
Canotico
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« Reply #43 on: May 05, 2015, 06:08:02 pm »

Well, while the super-most-important stuff gets done (like, enemies and, the game?), I wanted to have some fun and added Bloom because. I actually want to also add ambient occlusion, but I think it won't be as straight forward as slapping the script in the camera like this one was, so it will have to wait for now.



Looks cool, I like glowy things.
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The game Im working on! Casmage | Check out my Indie development blog! canotico.tumblr.com | Twitter? @Canotico
Canotico
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« Reply #44 on: May 13, 2015, 05:44:08 pm »

So I made a smarter camera which I am very happy with I will admit :D



It no longer just follows you around but also takes into account any kind of "interesting thing" I tell it to track and makes sure they are all in-screen.
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Shackhal
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« Reply #45 on: May 13, 2015, 06:26:04 pm »

Nice. Now there won't be fights for the camera xD
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Canotico
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« Reply #46 on: May 14, 2015, 09:42:27 am »

Nice. Now there won't be fights for the camera xD

Indeed! It was already too annoying to playtest the game and having the camera centered on just one player. So there won't be any friendships at risk because of that now :D

During one of the playtests with the Polymath guys one of them was outside of the camera and stuck in a pit, and so he took the challenge of getting out of there by walljumping without even looking at his character. It was funny, he did get out, but besides that nice story, no one should be able to comdemn their teammate to be outside of the camera and be forever playing in his mind.

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The game Im working on! Casmage | Check out my Indie development blog! canotico.tumblr.com | Twitter? @Canotico
Canotico
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« Reply #47 on: June 01, 2015, 05:51:41 pm »

Well, after a long cycle of bug fixing and tweaking, I finally got a working demo that I sent to Indiecade :D yaaay!

You can check the video of the gameplay right here!

Now that this demo is done I can finally go back to work on adding the missing 80% of the game!
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The game Im working on! Casmage | Check out my Indie development blog! canotico.tumblr.com | Twitter? @Canotico
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« Reply #48 on: June 12, 2015, 06:27:41 pm »

while I work on the world building, which is proving to be insanely fun btw, I'm working on a new sprite atlas for my test levels since... well, It's no secret that I HATE the placeholder tiles I made and that I've been using since forever.

So, I'm doing my best to step out of my comfort zone and make an atlas that is at least decent according to my standards.

This is the second day I've been working on it (I accidentally deleted the first one, yay me). It is nowhere near something interesting, but I think it's a good place to start. Notice those redish blocks? Oh yeah, it might not look like it but that's stepping way out of my comfort zone for these kinds of things. Why? Well it seems like I'm only comfortable using blue?... or at least cold colors.

Any way, I'll be posting a daily progress on this and by the end of this cycle I should have the sprite atlas of one of the levels of the castle. Oh yeah, I haven't talked about that, mainly because I'm still figuring out the zones the castle's gonna have. This one will be called the Magic School and it's supossed to be a place where you know... people learn magic and so I'm expecting it to be a very colorful place. I have absolutely no idea how am I going to get there but I'll figure something as I go.

Here, have this super-generic small tileset of bricks and more bricks, and a window apparently.

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The game Im working on! Casmage | Check out my Indie development blog! canotico.tumblr.com | Twitter? @Canotico
Canotico
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« Reply #49 on: June 14, 2015, 05:40:46 pm »

So I tried to do a better version of what I had for the tileset, and after meeting with the Polymath guys I realized that I should be dedicating more time to answering questions related to how this Magic School actually looks like. I spent some time working on this but I see it more as an excersice rather than a final version of the tileset.



Right now I'm gonna be focusing on figuring out what does the Magic School actually looks like before I tackle the tileset again because well, if I don't know how it looks like and why it's gonna be a lot harder :D
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The game Im working on! Casmage | Check out my Indie development blog! canotico.tumblr.com | Twitter? @Canotico
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