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TIGSource ForumsCommunityDevLogsEastward Quest
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AD1337
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Lucas Molina


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« Reply #20 on: May 04, 2013, 06:39:51 AM »

It's just me doing all the coding/art, though my loyal musician should join up soon to make the sountrack.

Watch as I annoyingly point out with the new cursor that you now gain gold by killing enemies!

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AD1337
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Lucas Molina


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« Reply #21 on: May 04, 2013, 07:12:04 AM »

Coins dropped animation:

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AD1337
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Lucas Molina


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« Reply #22 on: May 04, 2013, 10:17:19 AM »

Design for an Assassin character: less HP but can "sidestab" enemies and kill them taking half damage by attacking them from the sides rather than the front:




New grass and better coin drops:

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AD1337
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Lucas Molina


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« Reply #23 on: May 04, 2013, 02:29:55 PM »

Prepare for a revolution!


Back to the basics.

I want to finish this game. That's why I'm scaling down and sticking to the core mechanics.

I have prototyped enough to realize there are some bloated features in the project.

The inventory is one. It's gone. While playing, using the inventory is a distraction of the core mechanics. Even looking at it is a distraction. So I'm getting rid of it for now.

If there's no inventory, there's no need for gold. Gold will be replaced by XP. It is gained the same way gold was, from killing enemies.

XP, the blue bar, indicates when you level up. When you do, your max HP increases. The number is your current level.

So it's a lot more tied together now. I can always make a sequel with some of the cool bloated stuff, but for now I'm keeping it simple.

Wish me luck.
« Last Edit: May 04, 2013, 02:37:21 PM by AD1337 » Logged

AD1337
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Lucas Molina


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« Reply #24 on: May 05, 2013, 09:49:31 AM »

Progress: extended tilemap. I've also decided gold will be used to buy upgrades (in the form of items, perhaps) between levels.

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AD1337
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Lucas Molina


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« Reply #25 on: May 08, 2013, 06:28:49 AM »

Working on some enemy sprites:




Also added damage floating text:

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Blodyavenger
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« Reply #26 on: May 08, 2013, 06:33:08 AM »

Sexy!
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mushbuh
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« Reply #27 on: May 08, 2013, 06:51:24 AM »

 Evil
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AD1337
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Lucas Molina


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« Reply #28 on: May 08, 2013, 07:50:44 AM »

Thanks.

I think these will be the stage 1 enemies, sorted by toughness:

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AD1337
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Lucas Molina


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« Reply #29 on: May 08, 2013, 11:36:33 AM »

Added the new enemies to the game:

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laxwolf
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« Reply #30 on: May 08, 2013, 01:11:59 PM »

I really like the game! I had some ideas; possibly make some enemies lunge at you so you have to dash from the side, make some enemies ranged so you don't want to stay right infront of them, and make some slow you down (such as the slime). I also had an idea to have a key appear that opens a gated wall. If you don't get the key, you smash into the wall and hurt yourself. And ideas you're probably considering; pits and bridges, combos by stringing attacks, and split roots that may lead to more enemies, more treasure, etc.

Good luck! Grin
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Solo artist, modeler, designer, and programmer.
AD1337
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Lucas Molina


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« Reply #31 on: May 08, 2013, 02:42:30 PM »

Good ideas, thanks.

Working on the end of the level:



When you cross the finish line, the camera stops and the character keeps going.

Then the victory screen shows:

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AD1337
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Lucas Molina


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« Reply #32 on: May 08, 2013, 04:05:44 PM »

Started working on the victory transition:

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AD1337
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Lucas Molina


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« Reply #33 on: May 08, 2013, 04:46:08 PM »

Now with confetti!

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AD1337
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Lucas Molina


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« Reply #34 on: May 09, 2013, 10:25:12 AM »

And the defeat screen:



Still need to animate the cape.
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mushbuh
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« Reply #35 on: May 09, 2013, 10:27:31 AM »

And the defeat screen:



Still need to animate the cape.
you should make it rain rose petals when you die
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AD1337
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Lucas Molina


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« Reply #36 on: May 09, 2013, 12:21:49 PM »

Not a bad idea, but I don't think I can make them not look like confetti.

I changed the end of the level a bit. Instead of a finish line, the player finds a road, indicating that he's left the wilderness. It's very likely that different levels will have different endings.

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AD1337
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Lucas Molina


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« Reply #37 on: May 09, 2013, 12:48:07 PM »



Defeat screen animation.
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Konidias
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« Reply #38 on: May 09, 2013, 12:59:55 PM »

Hahaha... but I kind of liked the racing finish line.

Also I find it hilarious that the hero is crying over a boo-boo.

Wouldn't it be more fitting to have a loved one crying over his tombstone or something? Didn't he just get killed by a wolf creature thing?
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AD1337
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Lucas Molina


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« Reply #39 on: May 09, 2013, 01:04:24 PM »

Hahaha... but I kind of liked the racing finish line.

Also I find it hilarious that the hero is crying over a boo-boo.

Wouldn't it be more fitting to have a loved one crying over his tombstone or something? Didn't he just get killed by a wolf creature thing?

Probably. Yes.

But this will have to do.
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