Hey
Silverfell- yeah the trailer doesn’t give the best look at the character animation … I made some really silly mistakes with the video capture and lots of the files were too low res and ended up being compressed two or three or four times in order to change between formats, so the really crisp pixel edges have been lost and the colors are a bit messed up from shot to shot. I learned a lot and won’t be making those mistakes next time! I’m sure there will be room in the future to do some less frantic trailers which better show the characters not just the explosions and effects
As for controls, they are an important issue for sure- I really want to keep this simple and arcadey and easy to pick up, so I’ve set myself the limit of all basic function on 1 attack button, and then I allow a second “special attack” button for advanced attacks/using items etc. But the notion is if someone picks up the controller and I say “press x to attack” then that’s enough for them to take part and get into the game.
I’m trying some things with alternating attacks and context/timing sensitive moves- eg. The spiders attack button alternates between dropping a web and doing a small bite attack etc. Still testing out how far I can push the “unique” control for each monster, as I want it to be effortless to pick up a new guy. I’m trying to make sure any guy who has more complex controls are still fully playable if you don’t know them- eg. The tentacle guy above had a melee attack where he lashes out with a tentacle, but also a teleport if you time your press and attack again straight away after the melee. I’ve tried to make sure if you don’t know about the teleport, it doesn’t feel like the guy is broken, you can still run around and attack the same way you would expect.
I’m really looking forward to doing some special case guys too- going to try the zombie for example where you control a whole swarm of them and they all respond to your joystick with some extra swarm ai and stuff- still got no idea if it will work or not but looking forward to testing it out!
Hahaha
Cunnah- weren’t you curious what was under there?
Keops, eigenbom, blackmoondev, Jrap- thanks for the encouragement guys! We've been working on this in isolation for quite a few months now, so it's great to get some reassurance that there are people who share our taste and appreciate what we're working on!
Games Inquirer- we are definitely thinking about what kind of different gameplay modes we might be able to build for this, although for the time being we really have our hands full with the regular mode. I haven't actually played Guardian Heroes so I should check it out and see if it has good stuff to teach me
Currently the leveling up and monster evolution is pretty basic, but i want to expand this so you have a branching evolution tree with lots of variations of each monster type to try, and for the hero to feel like d&d style character development on fast forward, so a game might last for only 10 minutes, and in that time the hero goes from puny level 1 guy, all the way up to superpowered level 50 dude kitted out with crazy magical weapons and gear, and the monsters have evolved from little rats and slugs up to dragons and huge beasts
hey
karlozalb- not 100% sure this is answering your question, but the system works like this: when your monster gets killed you become a ghost, and then you just have to take the ghost over to a "spawner" and you can respawn as another monster
thanks for taking the time to look at our game everyone, really good to get this feedback