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TIGSource ForumsCommunityDevLogsFour Realms - Action strategy RPG in the animal kingdoms
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Author Topic: Four Realms - Action strategy RPG in the animal kingdoms  (Read 13415 times)
del
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« on: September 27, 2014, 02:46:40 PM »



Join the menagerie in Four Realms, an action-strategy RPG in an animal filled fantasy world. Customize your Spell Book, then construct contraptions, transform targets, sling spells, and summon creatures on a quest of grand adventure.





An unnatural force commands the Wild Magic to creep across the land, causing beast to turn on beast. Only a Warden can unite the animal kingdoms and put an end to this menace

Change Nature

Summon Allies

Download the Demo

-------| Trailer |-------


***************************************



-------| Information |-------

Target Platforms: PC
Target Specs: 2GHz processor
Target Release: Q4 2016

-[Facebook]-            -[Twitter]-

***************************************
« Last Edit: October 24, 2016, 11:57:55 AM by del » Logged

Four Realms. Action RPG. Platformer. Animals.
del
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« Reply #1 on: October 25, 2014, 02:40:01 PM »

Making slow but steady progress. This week I've almost finished the the Air terrain:



Also, working on the tagline that doesn't use other IP's, basically you play Gandalf in Redwall.

Also, I've learned to love gifs! Man, wish I'd known how awesome they were earlier.
« Last Edit: December 01, 2014, 04:34:29 PM by del » Logged

Four Realms. Action RPG. Platformer. Animals.
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« Reply #2 on: November 04, 2014, 04:58:58 AM »

It's been a busy week, but I've been able to finish one more level and two more missions!



I know it's hard to make out much from the screen, but any thoughts on the new Air Terrain and Sand Castle Terrain?
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Four Realms. Action RPG. Platformer. Animals.
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« Reply #3 on: November 13, 2014, 05:37:31 AM »

Pre Alpha trailer ready to go:




Let me know what you think.
« Last Edit: February 26, 2015, 08:56:42 AM by del » Logged

Four Realms. Action RPG. Platformer. Animals.
del
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« Reply #4 on: November 23, 2014, 07:33:34 AM »

No big changes, mostly just polish stuff:
  • Polished Levels, wider border, stairs removed or look better, jump thru corners angled, random bits,etc.
  • Added more saturation to backgrounds and made it tweakable
  • UI can now be at bottom or top currently at bottom
  • Spikes look fatter and less like girders
  • Optimizations, primarily in HUD

Top HUD with daytime saturation.

Bottom HUD with nighttime saturation.


Top or Bottom HUD? Which is better? Anybody know of any design guidance that could help determine it? It is right now swappable in code pretty easy, should it be a player option?
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« Reply #5 on: December 01, 2014, 04:32:26 PM »

Another week of mainly polish:
  • Different BG for active/inactive spells.
  • Worked on Combat AI, it's getting pretty good, on the right track.
  • Reworked Racoon Thief and Gecko Saboteur art.
  • Minor optimizations in AI and HUD.
  • Large chunk of new health bar system in.
  • Bugs: Anglerfish targeting, base damage poison, AI effected by stun

New Racoon.

New Gecko.
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« Reply #6 on: December 01, 2014, 04:34:56 PM »

Another week of mainly polish:
  • Different BG for active/inactive spells.
  • Worked on Combat AI, it's getting pretty good, on the right track.
  • Reworked Racoon Thief and Gecko Saboteur art.
  • Minor optimizations in AI and HUD.
  • Large chunk of new health bar system in.
  • Bugs: Anglerfish targeting, base damage poison, AI effected by stun

New Racoon.

New Gecko.


Wow, I really love that raccoon. Gecko looks great too, but raccoons are my favorite animal! :D
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« Reply #7 on: December 01, 2014, 05:16:46 PM »

Wow, I really love that raccoon. Gecko looks great too, but raccoons are my favorite animal! :D

Thanks for the feedback! Since it's your favorite, here's some more Racoon Thief for you.

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« Reply #8 on: December 01, 2014, 06:46:06 PM »

Wow, I really love that raccoon. Gecko looks great too, but raccoons are my favorite animal! :D

Thanks for the feedback! Since it's your favorite, here's some more Racoon Thief for you.


Wow. I hate platformers, but I am pretty sure I'd play and love yours. The whole game is pretty awesome.
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« Reply #9 on: December 04, 2014, 05:48:28 AM »

Wow. I hate platformers, but I am pretty sure I'd play and love yours. The whole game is pretty awesome.

Great! I know it's a platformer at base, but it's got a lot more going on. Some of the primary inspirations are CCG's and King Arthur's World.
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« Reply #10 on: December 29, 2014, 11:26:21 AM »

Not dead!
It's been a long delay after suffering through two nasty colds and/or flus.
Here's whats new:

  • Two new Events
  • Nine new pieces of Equipment
  • Sketches for the Samurai Trout and Iguana Knight
  • Fox Tracker and Fencing Woodpecker are in
  • Updated Tutorial

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« Reply #11 on: December 29, 2014, 11:29:33 AM »

Can you pause the game while embiggening your rats?
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« Reply #12 on: December 29, 2014, 04:10:22 PM »

Your game is so different, i love it.
Don't give up!
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« Reply #13 on: December 30, 2014, 09:44:49 AM »

Can you pause the game while embiggening your rats?

Yeah you can pause. I think you want to see him at different sizes?
Here is a normal sized mouse.



A mouse with one enlarge enchantment.



And with two enlargement enchantments.



You can also enlarge other objects, like ladders, which can be a great way to open new paths.

Your game is so different, i love it.
Don't give up!

Oh this game will get done!
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« Reply #14 on: January 12, 2015, 06:20:31 PM »

Alright here's what's new!

  • Samurai Trout and Iguana Knight are in
  • Armor Enchantment and Disenchant are in (Disenchant also removes traps and ambushes)
  • Water Level 4 is in
  • Sleeping Town and Race missions are in
  • Air Level 4 is halfway done

Exploration levels are an experiment in levels with more puzzles, platforming, and a bigger space. So far I like them but the two newest missions, Stolen Town Key and Race, may not work out.

Stolen Town Key is a mystery level where you talk to towns people to find a suspect.
Race is a timed race. I've made it fairly easy at this point since I know timed levels can be seen as unfun.
But with a planned list of 70+ missions I think they can make for good variety.

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« Reply #15 on: January 29, 2015, 06:12:22 AM »

Alright here's what's new!

  • Air Level 4 done
  • Two map events
  • Earth Level 4 done
  • Magic Awry & Supplies needed Missions in
  • 18 new pieces of Equipment (Helms, Weapons, and Accessories)

It's been a busy couple of weeks, but I'm happy with the progress!
Levels and equipment are growing, hopefully soon (and by soon I mean two months) there will be enough to play the game through once. Though that'll be about half the planned content.

The pink blocks are accessories that don't get in game art.
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« Reply #16 on: February 12, 2015, 06:32:06 PM »

Two weeks down and more content!

  • Angelfish Archer
  • Pontiff Cardinal
  • Sea Snake Corsair
  • Mole Spearman
  • Heart of Fire, Soul of Ice, Pierce, Flight, Shell, Attack, Dark Vision, and Heal spells in

Woo characters are always fun to work on. And eight spells! OK so they were easy to put in spells, but they are fun twists in game.

That puts Four Realms at an estimated 50% content. Not complete mind you, but content. It's hard to guage polish. Still feels good to have a big chunk of the game in! That means I'm going to tick my ol' TIG counter up a bit!


I was considering trying Twitch sometime soon. Has anyone had any luck with it?
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« Reply #17 on: February 26, 2015, 09:04:53 AM »

Here's what's been happening with Four Realms for the last two weeks. A lot of smaller changes, but I'm taking the time now to fix up more bugs and improve the overarching gameplay. New map art! Doesn't one develop an adventure game to make a map?

  • Gem Pickup Juice
  • Spell Pick Juice Fix
  • New Map Art
  • New Map Location Art
  • Map Lines
  • Map Generation First Pass
  • New Cursor Art
  • Fixed Misc. Shop Bugs Fixed
  • Swapped Mouse for Mole in Tutorial
  • Fixed Misc. Tutorial Bugs
  • Working on New Screenshots

So yeah, a lot of little things, but it's coming along!



There are lots more screens on Facebook if you want to leave some feedback.
https://www.facebook.com/media/set/?set=a.10155363246650602.1073741828.262837470601&type=1.
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« Reply #18 on: March 12, 2015, 05:41:19 AM »

I've been continuing work on smaller bugs and polish. The main thrust of the last batch has been on the look, feel, and options of the world map. Now that I have the basics in I can start looking at the overarching narrative and feel.

  • Platform Color Variation
  • Moved barks above action
  • Cannon Shots work independantly from damage system & improvements
  • Generator Enemies don't give Gems
  • New Map Time Costs & Hidden Location Information
  • Fixed Blue Chest, Memory, and in Level Card Select Menu
  • Turret shooting speed fix
  • Collected Gold awarded only on Success & end level menu improvements
  • Dithered light effects
  • Added Time Shop & Trust Shop to Map
  • New Aether effect
  • Misc. Level Fixes
  • Still Working on New Screenshots

And here's a few more screen shots, I'm starting to think I may need to do screens sans HUD. Any tips on how to capture good screens? I think gifs are way easier but I know now you can't plaster them everywhere!

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« Reply #19 on: May 13, 2015, 10:21:43 AM »

It's been awhile since the last update, but here's a log:

  • New Aether Art
  • First Final Level
  • Two Final Missions
  • Two New Characters for Final Level
  • Damage Shake Effect
  • New Logo
  • New Trust Bar Icons
  • Game Icon
  • New Cursor
  • In Game Manual
  • Gold Pickup Effect
  • World Map Optimizations
  • Info Board Optimizations
  • First Dialogue Revision & Level/Mission Narratives
  • A Bunch of Misc. Bugs

I'm currently working on prepping a journalist preview build. Then comes prepping marketing materials and making a trailer. All of this is in course to pave the way to Greenlight and Kickstarter.

Thanks for reading. All comments are welcome.
-Del
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