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1027668 Posts in 41235 Topics- by 32851 Members - Latest Member: suetx2105

July 28, 2014, 06:34:58 PM
TIGSource ForumsFeedbackDevLogsFinishedHammerwatch - On Steam the 12th
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Author Topic: Hammerwatch - On Steam the 12th  (Read 94268 times)
phubans
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« Reply #60 on: January 17, 2013, 09:54:34 PM »

Funny, because I was cooking up a 4-player top-down cooperative action RPG that I started working on right around the time this devlog was posted, but now it appears that I no longer have to continue working on it. Tongue

While the games do have some similarities, I think mines more of a Smash TV type game with some versus elements while yours is more pure Gauntlet style... But I have to say that I'm absolutely in love with the graphics!

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« Reply #61 on: January 18, 2013, 04:18:45 AM »

This is looking really nice, haven't played gauntlet in years so will definitely be following this.
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« Reply #62 on: January 22, 2013, 07:51:32 AM »

Thanks for the Nox remark, I love that game, played it so much back in the days and I was hoping so long for a sequel. However I don't think we come close to that game in terms of graphical quality =) But a good thing you guys brought it up, because that game has a lot of level features similar to the ones that I'm building here, with traps, buttons etc - I'm gonna reinstall it again.


On to some dev things...

We have just sorted out who's gonna be making the music for this game and we are working out details about our Greenlight trailer, hopefully we will be able to sort that out this week, not sure about that though... but we wanna get this game onto GL asap.

Added a few types of secrets to the game, standard "mega-man-esque" secrets with destroying a wall or walking through one. Also, I just tried using something other than the 360-controller, I used the SNES one and it was so great playing with that, the snes dpad really is the best ever produced.



Most active skills are in the game now, except for the warlock (more on that later), it's a great coop-experience using the skills in combination with another class, like for say the Overgrowth (ranger) and the Meteor Strike (Wizard), the Healing (Paladin) is obviously a very powerful skill too.

We decided to redesign the Warlock, because summoning isn't that fun so we are removing it and replacing it with something which doesn't play for you.

The first draft of the shop, this is where the player buys upgrades and such, it will most likely look different later on. Right now you need to enter it through the console, it should of course not be like that =)


Also, localization support is being added, so the game can be translated to other languages, modders could do this later if they want... We will of course ship the game both in Swedish and English.


* LONG TEXT *
Hope this helps!  Smiley

Yes, this help. Some really good ideas, especially the one about requiring more than one player to accessing certain areas.
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Netsu
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« Reply #63 on: January 22, 2013, 08:14:27 AM »

When will we get to play some of this? Smiley
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Hipshot
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« Reply #64 on: January 22, 2013, 12:50:59 PM »

When will we get to play some of this? Smiley

After our greenlightstuff's done, our next goal will be to create a beta of act1 with full features and a boss. We are not sure yet, if it's gonna be public or closed for certain people... Seeing the increased interest in the project, it might be a public test. It's still a couple of weeks until then.
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« Reply #65 on: January 22, 2013, 01:31:31 PM »

I just want to tell you this:
The only thing more awesome than the crisp graphics of Hammerwatch is its sound design.
Dat crate-destroyed wood-breaking noise  Evil
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« Reply #66 on: January 22, 2013, 11:29:41 PM »

I just want to tell you this:
The only thing more awesome than the crisp graphics of Hammerwatch is its sound design.
Dat crate-destroyed wood-breaking noise  Evil

Some of these sounds will most likely be changed and a lot of sounds are missing, it's not that easy finding sound effects as you might think.
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Martin 2BAM
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« Reply #67 on: January 25, 2013, 06:34:48 PM »

You should make some, but process them a bit. It's fun! I remember making some sword hit sounds with forks hitting pots and stuff, and grinding against each other.
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« Reply #68 on: January 26, 2013, 06:10:12 PM »

Your game looks great! I'm really looking forward to trying it!
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« Reply #69 on: January 27, 2013, 02:47:17 PM »

We were playing a lot this weekend, to get material for the Greenlight trailer. The trailer will be a sum of most things I've shown, will be partially in SP and COOP 2/3/4, show the puzzle, buttons, secrets and will also feature our first music.

You should make some, but process them a bit. It's fun! I remember making some sword hit sounds with forks hitting pots and stuff, and grinding against each other.

When I have more time, I think sound is one of the things I need to see if I might wanna get more into.
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« Reply #70 on: January 30, 2013, 03:28:15 AM »

Ok, these are three different vendors, they are just recolored versions, the speech bubble is supposed to indicate whether they sell offensive or defensive skills, or misc items such as potions, 1ups and so. The store is in the game now, in a proper way, just go get close to the vendor and hit attack and the vendor panel displays.


I did symbols instead of writing text, because it used up too much space, I hope it's clear enough what they mean.


This is the greenlight splash image. If everything goes as it should, the greenlight should be up today, with a real trailer.
« Last Edit: January 30, 2013, 03:36:11 AM by Hipshot » Logged

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« Reply #71 on: January 30, 2013, 05:44:48 AM »

Those screens look so crisp, I want to eat them.
Bring on that Greenlight thing, you have my vote.
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« Reply #72 on: January 30, 2013, 05:54:35 AM »

...you have my vote.

And mine too (and of course, my money too Wink, haha)
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« Reply #73 on: January 30, 2013, 10:08:20 AM »

...you have my vote.

And mine too (and of course, my money too Wink, haha)


And my axe!
... I mean, you have my vote too! Grin This game is looking amazing! I'm very anxious to play!
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poe
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« Reply #74 on: January 30, 2013, 11:52:00 AM »

The symbols are definitely clear enough Smiley
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