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TIGSource ForumsCommunityDevLogsHammerwatch - On Steam the 12th
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Author Topic: Hammerwatch - On Steam the 12th  (Read 173416 times)
Hipshot
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« on: December 20, 2012, 03:58:31 PM »


Before you do that, try out the beta =)







Greenlight trailer

Latest COOP-4P video






Everything below here is older and could be a bit outdated, could.

Media:
I know you want it, so lets start with it. It's a colorful pixel art styled game with different themes and graphical features, several enemies and heroes.

Two video files, slightly outdated, older graphics and no light engine, but showing some basic gameplay with the wizard and the paladin






(these videos, the look, theme and especially sounds, doesn't fully represent the current game)

This here first little fellow is our bat, flying peacefully around - the bomb can be spawned randomly by breaking barrels and such, or just thrown by certain enemies - the death animation of the paladin - slime creep exploding when the player comes to near.


Bronze, silver and gold key, used for, bronze, silver and gold doors - A rather big tick in idle, walk and bite animation.


A small line up with some skeletons and the three lich kings in the rear.


Here's the current 4-p HUD, that will be used when playing 4 players in co-op.



Design:
This game is a shameless rip inspired by the old Gauntlet-series of games, with some influence from newer action rpgs and hack & slash games, such as Diablo and titan quest, but, the core is simple, fast and action packed. We have sorted out most of the design but there are  still a lot to actually implant.

The entire game takes place inside of Castle Hammerwatch, where your goal will be to travel from down the prison up to the royal chambers in the top and kill the evil dragon. On your way to the top you will encounter several kinds of monsters, puzzles, secrets and be developing and upgrading your character. The story will be minimal and not distracting.

Features:
#12 levels, divided between 4 acts
#4 different classes, with unique features and skills
#Character development through unlocks and upgrades
#Several different monsters all with different skills and abilities
#4 large bosses, which requires more strategy than just hacking
#Survival mode, on small arena levels with waves of enemies just charging
#Hardcore mode, also, hard, medium and easy of course
#Controller support, supports various different gamepads
#Multiplayer COOP, for up to four players, online, LAN and local
#PC, MAC and Linux support
#Mod and editing support, make your own levels and change other things to your liking

What this game won't have is a inventory system, advanced skill tree and "loot", all upgrades to the player is made through purchase from NPCs around the game.

Editing support:
Seeing how people like to mod and change games, we are going to ship the editor so people will be able to make their own levels and campaigns. Hopefully we can also support editing and tweaking of other files, like graphics and tweakdata.

Team:
This project is run by a skeleton crew of two people, Myran a programmer and me a level designer - we share the game design process between us.

We've had great help from my good friend Jonatan, who made the base pixelation of our characters, without these we would have no enemies, more or less!

There are more things to show, but I'm gonna take it in a future post, I don't wanna make this too long! =)
« Last Edit: August 15, 2013, 02:04:03 AM by Hipshot » Logged

laxwolf
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« Reply #1 on: December 20, 2012, 04:21:09 PM »

Love it. Grin
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Solo artist, modeler, designer, and programmer.
Windybeard
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« Reply #2 on: December 20, 2012, 06:02:17 PM »

YES PLEASE!!!!
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Conker534
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« Reply #3 on: December 20, 2012, 07:01:33 PM »

Very cool!
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Ben_Hurr
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nom nom nom


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« Reply #4 on: December 20, 2012, 07:12:50 PM »

This

This looks very promising!  Corny Laugh
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jO
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Adventure awaits!


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« Reply #5 on: December 21, 2012, 01:06:23 AM »

this indeed looks super-sweet.
Can't wait to see more of it.
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egoitzOsa
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« Reply #6 on: December 21, 2012, 02:22:03 AM »

Like it!

*suscribed
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Bandreus
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« Reply #7 on: December 21, 2012, 02:41:30 AM »

Please tell where to send my money  Tiger
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exidl
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« Reply #8 on: December 21, 2012, 03:41:48 AM »

Awesome ! Subscribing.
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Maverick Denizen
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« Reply #9 on: December 21, 2012, 04:33:23 AM »

Looks amazing this far!
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eld
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« Reply #10 on: December 21, 2012, 05:16:42 AM »

Looking more awesome every time I see it:)
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FlukeXP
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« Reply #11 on: December 21, 2012, 05:19:08 AM »

sub'd!

Great looking action.

I'm curious what you guys are using to build it.
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mauz
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« Reply #12 on: December 21, 2012, 08:46:23 AM »

Great! I always loved gauntlet, definitely following it.  Beer!
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Leon Fook
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Ohh hi, or something like that.


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« Reply #13 on: December 21, 2012, 10:51:33 AM »

Exactly my type of game. I'm intrigued.
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Hipshot
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GOTTA GO FAST!


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« Reply #14 on: December 22, 2012, 10:46:22 AM »

Thanks a lot for your kind response so far, we're glad you guys like it.

I've also got several PMs from composers, we didn't write anything about music, cause we don't have anything there yet - same with sound-fx. We would like to have a similar quality of music as Gauntlet IV (genesis),

-

-track3, but we are of course open to suggestions, it might not be the music that fits the game best in the end.

Since the last post, I've made a little maggot, I'm just showing the 8 directions here, but this little bastard has walk and attack animations too. When I post a video again, you will see it in action, spitting green poisonous goo.


And I'm gonna show you the current line up of items we have, colors and looks might change a bit, especially the potions down in the bottom.
In the game, some of these items will glow more and some will bounce, depeding on the value and importance.


Also, we have the minimap, it's kinda rough at the moment, but atleast it's in there.



I'm curious what you guys are using to build it.

We are using our own engine and tools, that Myran developed himself. I can't be more specific about the technical details, but it uses OpenGL,that I know.

This is the editor, that we plan to ship the game with. I'm gonna be describing a little bit of the level making process in the future.


And here's the console, very useful to have, it allows you to debug the game while playing, with simple and fairly standard input commands, as you can see.


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Myran
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« Reply #15 on: December 22, 2012, 12:35:42 PM »

I'm curious what you guys are using to build it.
It's made in C# with OpenGL, we also have an XNA renderer but that's a little outdated right now (I haven't re-written the shaders for it). The editor is just a WinForms application.
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jctwood
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« Reply #16 on: December 22, 2012, 12:47:14 PM »

Wow this looks brilliant!  Gomez
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Bandreus
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« Reply #17 on: December 23, 2012, 02:08:57 AM »

Wow this looks brilliant!  Gomez

It does! You guys only need to put HUGE multi-sprite bosses in, then I would be 1000% sold over this  Screamy
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Atrus
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« Reply #18 on: December 23, 2012, 08:39:20 AM »

Graphics look so crisp...  Crazy
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SolarLune
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It's been eons


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« Reply #19 on: December 23, 2012, 08:57:51 AM »

Nice graphics, and it looks like it controls solidly. Good work.
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