Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411422 Posts in 69363 Topics- by 58416 Members - Latest Member: JamesAGreen

April 18, 2024, 11:16:20 AM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsCommunityDevLogsVale - Turn Based RPG - 9 Classes, 16 Enemies
Pages: [1] 2
Print
Author Topic: Vale - Turn Based RPG - 9 Classes, 16 Enemies  (Read 5841 times)
yaomon17
Level 1
*


https://twitter.com/YaomonKS


View Profile WWW
« on: June 17, 2014, 04:31:24 AM »


https://dl.dropboxusercontent.com/u/48945867/ValeDemo9_14_15/index.html
Vale is a 2D turn based RPG that originally had its origins from a TI-84 (not Silver Edition). Eventually it made its way onto Construct 2 somehow, who knows. Anyway, the game is run-based where you start by picking a class, fight enemies until you are powerful enough and then take on the boss, earning a score based on the number of battles you needed before you could beat the boss (and some other factors). As of right now, there is not boss yet since I work like a slug, slow and steady and making sure I breed a lot of bugs into the game. This is where I need help! The bugtesting has been hell on Earth (mainly just confined to my house though) and I could use a bit of assistance. Any assistance is appreciated. Misc Game Info below:
Extra keyboard shortcuts:

D/F - Lower/Raise Volume
QWER in Battle - Select Ability
A in Battle - Attack
Number Keys in Shop - Buy Items
1/2 in Battle - Potions
Shift - Toggle Fullscreen
Tab - Cycle game speed
Space - Skip stuff that can be skipped
Backspace - Go back in Shop/Skills

Plans:
Multiplayer (waiting on C2 for this one though not completely necessary since it is turn based).
Adventure mode (think FTL but battles are the battles in this game. Random Skills and Stat raises)
Gauntlet mode (All RNG removed, fight enemies in order and reach boss)
4 Bosses (No additional details)
Skins and other cosmetic stuff (bought with diamonds, earned in game and IAP (on mobile))
More Classes (Don't know how much planned. I have ideas for like 50 more but realistically it would be closer to 5)

Working on enemy variants and stages

All suggestions welcome.
Blog at : Valedev.tumblr.com
Twitter: https://twitter.com/ValeDevelopment
Follow for updates!
« Last Edit: September 14, 2015, 03:04:07 PM by yaomon17 » Logged

yaomon17
Level 1
*


https://twitter.com/YaomonKS


View Profile WWW
« Reply #1 on: June 18, 2014, 06:57:03 AM »


Going to update the shopkeeper soon.
Logged

yaomon17
Level 1
*


https://twitter.com/YaomonKS


View Profile WWW
« Reply #2 on: June 19, 2014, 03:24:32 AM »

Adventure Mode Preview

Another mode consists of gameplay similar to that of FTL. The player travels from beacon to beacon and earns stats and upgrades before encountering the boss. Here are examples of the semi random beacon generation.



The beacon events are also based on their colors. They are also animated!



Logged

yaomon17
Level 1
*


https://twitter.com/YaomonKS


View Profile WWW
« Reply #3 on: August 23, 2014, 09:47:53 PM »

https://dl.dropboxusercontent.com/u/48945867/AdvEventStimH/index.html
Event simulation for Adventure Mode
Logged

yaomon17
Level 1
*


https://twitter.com/YaomonKS


View Profile WWW
« Reply #4 on: August 25, 2014, 10:45:02 PM »


Animation for new class.
Logged

yaomon17
Level 1
*


https://twitter.com/YaomonKS


View Profile WWW
« Reply #5 on: September 05, 2014, 06:04:02 PM »


Pumping out sprites  SMB Mario
Logged

dez
Level 1
*


^_^


View Profile WWW
« Reply #6 on: September 15, 2014, 10:41:28 AM »

I LOVE the pixel art style you have used.
The sort of semi-deformed muscle guys are awesome! Hand Thumbs Up Right
Logged

I'm developing OBEY - Steam | Devlog | Twitter | Facebook
Nicholas Lives
Level 1
*


Catch of the Day


View Profile WWW
« Reply #7 on: September 17, 2014, 04:31:06 PM »

That is quite the wonderful style you have there! Very unique, very crisp, and yet strangely amorphous, but in a good way. Smiley

 I'm very much looking forward to seeing more!
Logged
yaomon17
Level 1
*


https://twitter.com/YaomonKS


View Profile WWW
« Reply #8 on: September 21, 2014, 11:17:37 PM »

Thanks for the comments! Current version is in closed beta. Screens from current version. A lot of new skills and 3rd tiers on most of the original skills! Also updated the Victory/Death screens. Taking suggestions for the finding gold screen for when  you choose to continue.
Logged

bugo
Level 0
**

Boom!


View Profile WWW
« Reply #9 on: September 21, 2014, 11:26:34 PM »

Pretty cool pixel art, mind if I ask what software are you using to animate those?
Logged
yaomon17
Level 1
*


https://twitter.com/YaomonKS


View Profile WWW
« Reply #10 on: September 21, 2014, 11:59:50 PM »

Spriter is used for most animations. Some are drawn frame by frame in Graphics Gale.
Logged

Moth
Level 4
****



View Profile WWW
« Reply #11 on: September 22, 2014, 02:22:16 AM »

Really love the concept of this game! Do I see you overshot your 10 enemy goal with all those sprites? Smiley I'd love to be a beta tester if you were interested!
Logged

nox
Level 0
***



View Profile WWW
« Reply #12 on: September 22, 2014, 06:02:18 AM »

I love the look! Hand Money Left
Logged

yaomon17
Level 1
*


https://twitter.com/YaomonKS


View Profile WWW
« Reply #13 on: September 22, 2014, 10:16:50 AM »

Really love the concept of this game! Do I see you overshot your 10 enemy goal with all those sprites? Smiley I'd love to be a beta tester if you were interested!
I'm going to try for over 10 enemies on release. When the next version of the beta is ready, I'll give you a link Smiley
Logged

yaomon17
Level 1
*


https://twitter.com/YaomonKS


View Profile WWW
« Reply #14 on: October 04, 2014, 07:26:39 PM »


I'm very excited to post this next build. Note that this is probably the last build to go public.
Extra plug. Streaming pixel art occasionally at http://picarto.tv/live/channel.php?watch=Yaomon. Follow if you want to give some direct input or see the drawing process.



https://dl.dropboxusercontent.com/u/48945867/ValeDemo10.04.14/index.html
Logged

mattestache
Level 0
*



View Profile WWW
« Reply #15 on: October 07, 2014, 12:57:09 AM »

Really cool sprites! Great job!  Gentleman
Logged

yaomon17
Level 1
*


https://twitter.com/YaomonKS


View Profile WWW
« Reply #16 on: October 07, 2014, 05:58:49 PM »

I was playtesting (for the millionth time) and was killing off monsters with 600+ damage laser beams when I realized that if this were a player that I was facing, he would have no chance to do anything! That was when I found a huge flaw in the XP scaling. The monster's health originally scaled too fast so the player's damage had to ramp up very quickly as well, forcing an imbalance in a player vs. player matchup. I did a large overhaul of the system making all of the player's damage scale a lot less off XP and more off the stats, as well as making the player gain extra health per battle in addition to the health they gained from the XP. Also the new skill Underhand has been nerfed a tad. The class portraits also no longer have breasts that look like they had more Operations than a Hasbro factory.
Logged

yaomon17
Level 1
*


https://twitter.com/YaomonKS


View Profile WWW
« Reply #17 on: November 17, 2014, 04:23:56 PM »

New class added to the closed beta!

Passive: The doctor revives upon death with half of his maximum Health.



Ailment: Stun the enemy on the turn used and deal small damage over 3 turns based off your Spell Power (20 Mana) (5 Turn CD)



Mortal Kiss: Toggle on a heal that heals a small amount each turn based off your maximum Health and Spell power. (5 Mana per turn) (Toggle)



Bound Revival: Revive a corpse to fight. You take 20% less damage and deal damage based off your attack for the next 5 turns. The corpse’s attacks apply basic attack effects. (50 Mana) (6 Turn CD)



Psycho Break: The foe takes damage based off your Attack and Spell Power for the rest of the battle. Stacking Damage (30 Mana) (5 Turn CD)



The Doctor can build a huge variety of builds. Attack based builds can abuse the corpse’s on hit application. Reanimation also allows for a strong hybrid build with the Aura Tap skill that allows you to deal extra damage on basic attacks based of your Spell Power! Of course you could go plain Spell Power and maybe throw in some cooldown reduction and/or Masterful Conscience for extremely strong Ailments! On hit effects that work on both spells and attacks work extremely well on the Doctor since he hits in so many ways! Have fun playing (when the game eventually gets released… Sorry, closed beta :\)

Death is the cure for life…
« Last Edit: November 17, 2014, 05:39:16 PM by yaomon17 » Logged

HopelessComposer
Guest
« Reply #18 on: November 17, 2014, 05:07:02 PM »

Hey, it's you! I remember trying to help you with a painting of the slime enemy of yours over at pixelation...that was a long time ago, hahah! Game's looking good! I'll edit after I've finished playing the demo. =)
Logged
yaomon17
Level 1
*


https://twitter.com/YaomonKS


View Profile WWW
« Reply #19 on: November 17, 2014, 05:40:23 PM »

Hey, it's you! I remember trying to help you with a painting of the slime enemy of yours over at pixelation...that was a long time ago, hahah! Game's looking good! I'll edit after I've finished playing the demo. =)
Oh boy that seems like ages ago when I was a lot less ambitious... Now I feel I might be in over my head! Thanks for the look!
Logged

Pages: [1] 2
Print
Jump to:  

Theme orange-lt created by panic