gambrinous
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« Reply #280 on: August 19, 2014, 08:12:50 AM » |
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Update: v0.6.28 Aug 19thChanges since the last version - more SOUND EFFECTS REVAMP! - added the first voice SFX. These are the male dungeoneer's. Will be doing a female set to match shortly. Play this version: Browser (Flash)Installable (AIR)Any feedback on these sounds??
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joseph ¯\_(ツ)_/¯
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« Reply #281 on: August 19, 2014, 08:57:36 AM » |
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This is really nice. Will eventually need a lot more polish to make it shine, in terms of subtle motions of the paper pieces, and '~gamefeel~' stuff. Of particular note: The slide/tween when a character moves is heinously awkward and going to give me motion sickness.
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gambrinous
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« Reply #282 on: August 19, 2014, 09:19:05 AM » |
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Would love to hear more examples of ~gamefeel~ stuff! And by subtle motions of the paper pieces do you mean things like making them wiggle when idle and the like? On the move animation this is the tween I'm using. Go here: https://greensock.com/rougheaseAnd change the duration to 1 and the ease to 'Back.easeInOut' and then click visualize. What would you suggest instead?
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gambrinous
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« Reply #283 on: September 02, 2014, 05:33:11 AM » |
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I'm extremely happy to announce we have found a composer for Guild of Dungeoneering. His name is Steve Gregan and you can check out his site or follow him on twitter ( @stevestems) if you like. I'll be sharing some of his work for you to have a listen to over the coming weeks :D
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gambrinous
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« Reply #284 on: September 04, 2014, 11:58:57 AM » |
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Update: v0.6.29 Sep 4thChanges since the last version - MUSIC! - a couple of sample tracks by Steve are now included in the game. You can toggle music on and off by hitting M, when it comes on it picks one of the tracks at random. So far you can listen to Dungeon Delvers or Adventurers Tavern- more sound effects: now when you place a monster they all make an appropriate sound (rubber ducky honk honk!). All sound can be toggled by hitting S, by the way. Play this version: Browser (Flash)Installable (AIR)Which of the two tracks do you prefer?
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gambrinous
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« Reply #285 on: September 04, 2014, 12:01:49 PM » |
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Here are direct links to soundcloud if you want to listen to the two tracks. These aren't final tunes by the way, just some early exploratory work Steve's done while we explore the direction to take the soundtrack. Dungeon DelversAdventurers Tavern
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gambrinous
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« Reply #286 on: September 19, 2014, 08:42:56 AM » |
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So we've come up with a new mechanic that I'm quite excited by: Tactical Combat
Right now the combat is too predictable and too automatic. Instead we're going to give you a lot more control of what happens each round.
The basic idea is that when combat starts you will be dealt 5 cards from a new Combat Deck. These cards will represent combat moves and you need to play one each round (combat ends in a draw after 5 rounds unless someone wins). They will each represent a type of move (dodge/melee/ranged/block say) with a slight bit of rock/paper/scissors element to them (ie if you pick block and they pick melee, you get a nice bonus). They will also correlate with the new stats/equipment system (still being worked on - more on that soon), so specialising to be amazing at ranged weapons for example means you will do great with those attacks, but sometimes they won't be available due to the luck of the draw.
Monsters you battle will also be using a combat deck and picking cards according to their AI, so each round you'll see what you each picked and the effect will be resolved. You will then hit each other (or not) according to the effect of the combat cards played and the stats/battling system (still being worked on) and a little bit of dice-rolling/variance.
This will open up the combats to be much more interesting I think. You will now be able to sometimes go into a tough battle and escape unharmed or maybe win, just by playing your cards right. Conversely a walkover battle might go harder than you think because you aren't dealt your best combat cards when the fight starts.
The idea of a combat deck also opens up lovely options to feed into from the other sides of the game. For example rooms you build in your guild can add new or better moves to your combat deck; monsters can add 'debuff' moves to your deck as a special ability (example: giant spider adds 3 'stuck in web' moves to your deck for the duration of a combat); equipment you have on you can add cards to your deck (like a magic shield adding a powerful block card), or could modify how many cards you get dealt at the start of combat (offering you more choice).
What do you think?
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gambrinous
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« Reply #287 on: September 23, 2014, 05:58:50 AM » |
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So Owen ( @oscan) has joined the team and is working on programming and game design, and he's already nailing some great stuff. Here's the (long overdue) drag and drop for cards he's just built. What do you think?
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gambrinous
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« Reply #288 on: September 24, 2014, 01:53:58 PM » |
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Question. Which of these two do you prefer? We've added slightly randomised hatched borders to break up the completely straight lines that were previously around the edges of rooms and corridors. At doorways we have two options. On top you can see just using a gap, and on bottom we add the other half of the doorway (as it will look if you put a connected room there). Right now I'm leaning towards the top way..
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gambrinous
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« Reply #289 on: September 26, 2014, 04:59:59 AM » |
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Update: v0.6.30 Sep 26thChanges since the last version - Drag & Drop. You now play cards by dragging them from your hand onto the board. This feels approximately 82x times nicer than the previous click-and-click way! - Added a sound for the Spider (what sound does a spider make anyway!?) - Added a third music track called Final Synthasy (toggle music with M) - Custom cursor in the same hand-drawn style - Slight AI tweak. There is a now big negative modifier for the last room your hero was in, which should prevent a lot of back and forth movement - Fixed pluralisation of monsters in speech bubbles (this actually came up in the indiecade judge feedback) - Monsters now randomly face left or right when placed for a bit of visual variety - Slightly randomised hatching around the edges of tiles to break up the straight line edges a bit - Fixed an off-by-one-pixel problem with the blue lines not matching up with the ones in the art for placed rooms Play this version: Browser (Flash)Installable (AIR)
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gambrinous
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« Reply #290 on: October 04, 2014, 10:19:08 AM » |
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Mmm.. a nice effect for when new rooms are 'drawn' in
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Shockedder
Level 0
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« Reply #291 on: October 09, 2014, 12:01:15 PM » |
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@gambrinous This game is turning better and better, congratulations. Regarding the music.. "Dungeon Delvers" and "Final Synthasy" sound great for some prolonged dungeoneering, with tranquil tones that fit very well... The "Adventurer's Tavern" though, not so much (there's something grating about it) Nice touch with the music toggle (M), almost missed that...however it doesn't seem to cycle through them at times, I've gotten "Adventurer's Tavern" twice in a row a couple of times. The room draw effect.. Is pure eye candy; can't wait to see it in-game. The drag and drop effect.. Very nice...very nice. Would love to see TACTICS in BUGS: - There seems to be an issue with the dread counting : I'm able to set monsters with a higher dread price than dread available. - Can't seem to get the flavor text for the cards anymore. Am I doing something wrong ? Pheew long post. Best wishes.
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gambrinous
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« Reply #292 on: October 09, 2014, 01:32:58 PM » |
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Hi Shockedder, thanks so much for the comment! I was starting to think only I read this thread after a record NINE posts in a row by me! If you like that room-draw effect, check out how it looks now that we've made it draw in the rooms in two separate passes. First the room, then the background hatching. I can seriously watch this for ages, really just love what it does for the feel of the game... Cheers for the feedback on the music, I'm still trying to work out what I like and what I don't for Steve (the composer), who in the meantime has produced another three or so more great-sounding tracks! On placing monsters, there is no longer a restriction on how much dread you have to be able to place them (the instructions screen is simply out of date now!). Flavour text for the cards is shown when you hover over them, this is done but not yet published. I should be packaging up a new update tomorrow so you can see all this and more in-game. On Tactical Battles I'll share some of our specific plans for this very shortly.
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bombjack
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« Reply #293 on: October 09, 2014, 11:28:14 PM » |
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the drawing effetc is really cool
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knifeySpoonie
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« Reply #294 on: October 10, 2014, 12:16:33 AM » |
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Hi Shockedder, thanks so much for the comment! I was starting to think only I read this thread after a record NINE posts in a row by me! People follow but don't post because you seem to be going in a pretty solid direection and feedback isn't often required... So don't worry about that
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gambrinous
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« Reply #295 on: October 10, 2014, 12:48:30 AM » |
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People follow but don't post because you seem to be going in a pretty solid direection and feedback isn't often required... So don't worry about that Hehe, yep I do the same myself on the many other devlogs I follow here. Read everything but comment only infrequently. All the same thanks for the comments guys, it is nice to hear!!
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Shockedder
Level 0
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« Reply #296 on: October 10, 2014, 02:19:07 PM » |
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Cool effect. Can't wait to play the new version, to see it all come together (and also hear the new music ). I'd also be interested on what came out from the slew of ideas you've written a while ago (the June 06th post) there are a lot of hidden gems in there. Best of luck.
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gambrinous
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« Reply #297 on: October 11, 2014, 05:42:15 AM » |
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Update: v0.6.31 Oct 11thChanges since the last version - Your dungeoneer now has a NAME. Feel heart-tugging emotions when you inevitably cause their doom! - Card flavour text is back! And now monster & equippable item stats are also shown. Hover your mouse over a card in hand to see more detail. - Hero 'level' now shown on character sheet. This is based on what equipment you have and should give you a good idea of which monster level you should be able to take on. As suggested by John Romero when we got him to try the game at an event in Dublin a couple of weeks ago! - Totally sweet looking scribble effect added when placing new rooms down. Feels good! - TREASURE ROOM. When you start playing a treasure room is spawned near-ish the start of your dungeon. If you reach it the treasure chest gives you a huge Glory boost (we'll be making this spawn some nice equippable loot instead once we rejig the equipment system). Watch out though because the treasure room also spawns some Dread Doodles around it. If you build a room on one of these it spawns something bad inside (just a random monster for now, but we have some more ideas for this!) - Pathfinding line improved - Currently playing track now appears at the top left of the screen. Remember you can toggle music on and off with the M key (and all sound with the S key) - Attempting to drag an unplayable card (like a room that doesn't fit anywhere or a treasure you can't afford yet) now causes it to give a little wiggle in your hand, so you know it did actually register your drag attempt - Tightened up the look of the battle screen so there is room for BATTLE CARDS (our tactical battle system - coming soon!) - Set up some text labels to automatically shrink the font when you use longer words (eg see card names) Play this version: Browser (Flash)Installable (AIR)
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gambrinous
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« Reply #298 on: October 11, 2014, 06:23:58 AM » |
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gambrinous
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« Reply #299 on: October 11, 2014, 07:00:30 AM » |
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I'd also be interested on what came out from the slew of ideas you've written a while ago (the June 06th post) there are a lot of hidden gems in there.
Yes, I refer to that post a lot as I decide what to work on next actually. Here it is: http://forums.tigsource.com/index.php?topic=36421.msg1028687#msg1028687Here's the main problems I identified then: - why play harder monsters?
- why build a big, interesting-looking dungeon?
- combat & equipment is too straightforward
- where are my interesting choices?
A lot of what we've built recently has been to try and break these down. Eg the new treasure room concept helps with problem 2. And something we're changing very shortly (it's mostly built now) is to remove the hope counter entirely, and instead have a rule where you can only place treasure/equipment in the same room as a monster of at least matching level (so you can only put a level 3 sword on a level 3+ monster). This will help a lot with problem 1.
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