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1073943 Posts in 44022 Topics- by 36025 Members - Latest Member: bdsowers

December 21, 2014, 08:33:31 AM
TIGSource ForumsFeedbackDevLogsAscendant - 2.5D Side-scrolling beat 'em up with roguelike elements
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Author Topic: Ascendant - 2.5D Side-scrolling beat 'em up with roguelike elements  (Read 5971 times)
pants
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« on: August 23, 2013, 01:56:52 PM »




Ascendant is a 2.5D side-scrolling brawler that combines the depth and randomness of roguelikes, and the fast-paced action of beat 'em ups. The game is being developed for Windows, Mac, and Linux.

You, as the Ascendant, suddenly manifest in a world populated by raging fanatics, devout zealots, and wild beasts, furious at your arrival into their plane. You are a challenge to the rule of the older, tyrannical gods, and they will stop at nothing to eliminate you. The world has succumbed to their might and you must travel through the land gaining strength, enhancing your abilities, and gathering an army of followers to oppose their reign.


Gameplay
Ascendant is very much a brawler at heart. You will constantly be in the middle of combat as you progress through the game, bashing your way through the throngs of fervent zealots, rabid beasts, and indomitable bosses. Additionally, the game takes a lot of features from one of our favorite genres – roguelikes – and puts them to good use. Permadeath, character enhancement, random drops, dynamically assembled content; these things and more are featured in Ascendant.

  • Brawler Combat – Martial weapons are the primary way that the Ascendant dispatches enemies. You will be able to perform ground and air combos to slice your way through the frenzied hordes of beasts and fanatics. Additionally, enemies can be launched into the air using a chargeable power attack which can then be followed up by juggling with more air combos and ranged spells.
  • Blessings of the Gods – Aspects are part of a socket system that actively enhances a player's weapon, spell, or armor. Each aspect has their own unique characteristics and placing them into different sockets will yield varying effects. For example, an ice-based A Blessing on a weapon would freeze enemies that are launched into the air while the same Blessing socketed into the Ascendant’s armor would allow for a slow-fall effect to be activated during descent.
  • Breaths – Players can pick up Breaths as kind of a panic button. These are one-time use items that are like mini-Aspects. They embody an Aspect but only for a brief period of time.


Other Features
  • Multiple unlockable characters with different strengths and weaknesses to suit any playstyle
  • Random special events keep the gameplay fresh each playthrough. You will never know what to expect in the next room
  • Hundreds of weapons to wield each with unique characteristics allowing you to adjust and adapt to the swarm of foes attempting to stop you
  • Dynamically constructed environments means that the structure of every level will consist of randomly assembled rooms. Each level places the boss, treasure, and arenas differently so you will always be rewarded for exploring the depths of the world










Updates: (new to old)




In Progress:

  • Boss Iteration
  • UI cleanup
  • SFX
  • VFX
  • Story implementation
  • Persistence


Recently Finished:

  • Spring
  • Summer
  • Fall
  • Winter
  • AI: Stalker
  • Random Room Generation
  • Combat System
  • Room Events
  • Pickups
  • Main Character, enemy and boss animations
  • Most enemy AI
« Last Edit: March 03, 2014, 11:28:39 AM by pants » Logged

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« Reply #1 on: August 23, 2013, 10:55:05 PM »

Could be neat, like the art. Metroidvania?
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davidp
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« Reply #2 on: August 24, 2013, 04:14:14 AM »

wow this art looks amazingly cool Smiley
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eigenbom
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« Reply #3 on: August 24, 2013, 06:52:11 AM »

stylish!
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icompose
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« Reply #4 on: August 24, 2013, 01:24:48 PM »

Have you gotten anyone lined up to do music for it?  I am trying to get my name on a few projects and this looks pretty cool.  heres my soundcloud:  www.soundcloud.com/skyler-moosman
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Dugan
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« Reply #5 on: August 24, 2013, 01:45:05 PM »

art style looks very nifty!
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pants
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Current Project Ascendant


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« Reply #6 on: August 24, 2013, 07:11:56 PM »

Could be neat, like the art. Metroidvania?

Thank you, and yes in a sense it is. As of this point we're still working on the level designs, but once the combat is more developed we will be able to show more on that.
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Impmaster
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Scary, isn't it?


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« Reply #7 on: August 25, 2013, 01:17:43 AM »

Looks a bit like Guacamelee. Following.
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Leon Fook
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Ohh hi, or something like that.


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« Reply #8 on: August 25, 2013, 02:52:55 AM »

The art is neato, comment to follow.

Though i don't really understand the combat system.
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Purcy
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« Reply #9 on: August 25, 2013, 04:08:08 AM »

Oh my god those 'follower' graphics, teach me how please
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karlozalb
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« Reply #10 on: August 25, 2013, 04:54:26 AM »

Niiiiice design Smiley
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« Reply #11 on: August 25, 2013, 05:14:21 AM »

Very nice art, it remains me of Journey a little bit, which is not bad Wink
I'd like to see those characters in motion!
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pants
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« Reply #12 on: August 25, 2013, 05:40:54 PM »

Have you gotten anyone lined up to do music for it?  I am trying to get my name on a few projects and this looks pretty cool.  heres my soundcloud:  www.soundcloud.com/skyler-moosman

Those 3 tracks are pretty good, I really like Happy Ending. It reminds me of some of the music from Tales of Symphonia. However, we already have someone signed on to do the music for this game. Thank you for the offer though, and I'm sure you will find some teams to work for.

Looks a bit like Guacamelee. Following.

I don't think I heard of that game (or at least I don't remember haha), But I'm definitely going to show the team now. Thanks for the heads up and the following. Beer!

The art is neato, comment to follow.

Though i don't really understand the combat system.

Currently we're still working on the combat system, got us a battle room and everything to mess around in, and we'll explain it in more detail later on.
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pants
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« Reply #13 on: August 26, 2013, 03:50:34 PM »

And then there was an update... Team Edition!

Hapa Games:

There are 13 of us; 8 artists, 3 producers and 2 programmers, working full time developing the game. Such a big indie team comprised of mainly artists helps us to focus on making a very sharp and polished art style while still working on the game mechanics and features.

Day Night Cycles:

Hapa Games relies on 2 constants.

1) Nick Farah (designer) & Brian Widman (programmer) will come in at 4 - ish PM

2) Nick Farah & Brian Widman will leave at 6 AM

Thus the Day | Night cycle was born


The Day Night Cycle revolves around those facts above. Everybody comes in around 11 AM and starts to work on the game. Then around 4 pm Nick and Brian roll in and we catch them up on what we have done that morning. From then on they hammer out features until the wee hours of the morning and leave us a changelog detailing what they have done when we get back in.

Arting up the game:

Our art team is extremely strong. We have been graced to have so many talented animators (Andrew Yribarren, Jacob Hemphill) and modelers (Michael Kemp, Sean Buck, Karen McCarthy) that we decided to make Ascendant 2.5D with full 3D models when we first conceived it. To back up these models we have some pretty sweet VFX planned from our tech artists (Anthony Fariello, Robert Campbell) as well as some extremely crazy good concepts from Ryoma Tazi who has created some of the art you have seen on here so far.


^^ Created by Andrew Yribarren
« Last Edit: September 27, 2013, 11:49:16 AM by pants » Logged

marvinhawkins
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« Reply #14 on: August 27, 2013, 06:36:48 PM »

This does look really sweet. I'm following this.
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pants
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« Reply #15 on: August 30, 2013, 09:31:23 AM »

Weapon Concepts:

The artists have been hard at work arting up some weapons for the game. We're trying to go for a more magical/godly tone with the weapons. To pull that off we're trying to go for silhouettes that make up familiar weapons, but are constructed from smaller geometry that doesn't always connect.

Here we concepted out a few shapes and weapon archetypes with the godly style in mind.




A few of these we really liked so it was decided. 3D time!




This ^^ is the final tier for the weapon, for each lower tier it loses 2 of it's crystals, until it is just a pointy stick. We're still working out how the tier system will work.




Above ^^ are a few angles of another one of our weapons. This one is a bit more "normal" but we liked it because still has a cool magical look to it.
« Last Edit: September 27, 2013, 11:46:55 AM by pants » Logged

rocket5tim
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« Reply #16 on: August 30, 2013, 09:44:07 AM »

The character design for the Followers is fantastic! Well done!
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pants
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« Reply #17 on: August 30, 2013, 12:35:41 PM »

The character design for the Followers is fantastic! Well done!

Thanks  Beer!

We really want to make the characters and style feel unique. Pretty soon we should be able to show a bit more of them. Especially since we have been modeling and working on their rigs this week.
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pants
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« Reply #18 on: September 03, 2013, 12:23:33 PM »

Enemy Update:



Our enemies are coming along pretty well from the concepts. Right now there is a grunt that has been fully modeled, textured, and tossed into the game. I wanted to show you guys the different stages that he went through to get there.

Concept:

Here we took the first concepts that we did (found on the front page) and pushed the grunt further in concepts. Liking the headdress of the first grunt as well as the sleek profile of the one carrying bombs we created this guy.



Model:

The next day we came back in and this little guy was waiting for us to play with. Right now he only has his t-pose due to some problem with the animations, hopefully we can show them to you soon.
Gentleman


« Last Edit: September 27, 2013, 11:47:15 AM by pants » Logged

pants
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« Reply #19 on: September 04, 2013, 09:21:57 AM »

Animations Here!

We have animations now! Going off of the last update of the grunt we now have animations for him. We decided early that we wanted to have the enemies to be sort of a covenant of races all working towards the same goal, destroying you. This allows for the enemies to be vastly different in silhouette and easily recognizable. However the textures we give them will allow the player to understand what "rank" the enemy is.

The grunt, as his name suggests, is the lowest race in the covenant and the enemy that you will encounter the most of. Because of this we wanted him to be very animated in his attacks as well as a little ridiculous.

                                            

 


Hopefully we will be able to show this little guy in game pretty soon. However, we ran into a bit of a snafu the other day. We were going to use Unity's new Mecanim tool for the animations. It's really powerful and streamlines many of the steps of getting the animations into the game.BUT, and this is a big but, at this time there is no way for us to dynamically change the speeds of animations at runtime.

Once that was found out it was time for us and Mecanim to part ways. Mainly because its really important for us to be able to change the speed of attacks based on the weapons you pick up as well as the different auras that the player could have to slow down enemies or speed up followers. Now we have to go back to the legacy system, which requires the artists to redo a few things...
« Last Edit: September 27, 2013, 11:44:50 AM by pants » Logged

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