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TIGSource ForumsCommunityDevLogsDragonpath - Top-down action RPG (released on Steam)
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Author Topic: Dragonpath - Top-down action RPG (released on Steam)  (Read 11625 times)
Fainz
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« on: August 20, 2015, 06:08:56 AM »



Dragonpath is a Diablo-like action RPG. It's created with Unity by two dudes from Finland. I do 3D art, coding and Unity stuff while my buddy does 2D art and writing. We have been working on the game for about 2 years thus far.

Info:
  • 15 levels with unique bosses and over 30 basic enemy types.
  • Randomgenerated maps with some special rooms (for example ambush, treasure or hidden zone).
  • Hero gains all abilities directly from equipped items.
  • Singleplayer, local co-op and online co-op.


April 2014: Project started

30.10.2015: Greenlit

14.12.2015: Steam Early Access started

7.7.2016: Version 1.0.0 reached, Early Access ended

Demo (with 4 levels) || Store page

-Fainz



Videos:







Screenshots:














Edit 7.7.2015: Added mention of v1.0.0 release and changed video
« Last Edit: August 17, 2016, 01:10:21 AM by Fainz » Logged

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Fainz
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« Reply #1 on: August 21, 2015, 08:52:58 AM »

I'm finally starting to learn how to make gifs, so here's a couple of them.


2h sword basic attacks and Dwarven Runeblaster pewpew



Death message inspired by Dark Souls
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Pixel Noise
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« Reply #2 on: August 21, 2015, 11:54:37 AM »

I like the idea of equipment giving abilities - so the game will be "class-less"? You can basically change your play-style/class simply by switching equipment - and levels just make you stronger in general?
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Fainz
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« Reply #3 on: August 21, 2015, 10:39:23 PM »

I like the idea of equipment giving abilities - so the game will be "class-less"? You can basically change your play-style/class simply by switching equipment - and levels just make you stronger in general?

Yes, that's correct.

The hero can have up to 6 abilities:
1. Weapon - basic attack (often a 3-hit combo)
2. Weapon - special attack (blink strike, shockwave, counter, spin-to-win etc..)
3. Trinket - varies, often a medium-cooldown ranged special attack
4. Armor - usually defensive ability, can be passive
5. Blessing (gained when reaching a certain level) - usually a powerful passive ability which occasionally activates in combat
6. Boots - movement ability (dash, slide kick, blink etc..)

Player can also quickly switch between a melee and ranged weapon in combat (changing the first 2 abilities)

Leveling up gives a passive boost, which player chooses from 3 options (which in turn are randomly picked from a total of about 10: Health, damage, attack speed, cooldown reduction etc..)
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Fainz
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« Reply #4 on: August 24, 2015, 09:18:09 AM »

Level transitions are now +152% more awesome than before:
The hero jumps into a portal (which opens after level boss is defeated), then falls down with a thud to starting room of the next level.





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Jalapenosbud
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« Reply #5 on: August 24, 2015, 09:27:31 AM »

Looks good! I love when the main character has a huge-*** sword, like in the first gif. It just makes you feel that more badass.
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Fainz
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« Reply #6 on: August 24, 2015, 11:26:44 AM »

Looks good! I love when the main character has a huge-*** sword, like in the first gif. It just makes you feel that more badass.

Glad you like it! There's currently 8 different big swords in the game, plus one huge hammer and a giant axe.
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« Reply #7 on: August 24, 2015, 11:35:05 AM »

Holy crap I LOVE that transition animation!  Your game's looking more brilliant all the time, keep that polish up! Smiley
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Fainz
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« Reply #8 on: August 25, 2015, 10:55:22 AM »

Holy crap I LOVE that transition animation!  Your game's looking more brilliant all the time, keep that polish up! Smiley

Hey, happy to hear that! It's quite fun to add these little things to the game every now and then, and see how they add up over time Grin
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« Reply #9 on: August 29, 2015, 02:56:43 AM »

Trying out some new hairstyles for the hero


A couple of hair models:



Some color variations for one of the styles:


Old hairstyle:
« Last Edit: August 29, 2015, 03:06:59 AM by Fainz » Logged

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« Reply #10 on: August 30, 2015, 10:43:40 AM »

It's now possible to reflect projectiles by blocking with a melee weapon. The block has to be timed correctly though, the window is 0.5 seconds (with a small cooldown so simply spamming block won't work).
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« Reply #11 on: September 03, 2015, 07:20:58 AM »

I'm testing out local 2-player coop in Dragonpath. The video linked below has just the bare minimum systems working. I've updated several features to work for both players (such as inventory, camera and skill buttons) after the video was made and next demo will probably have a fully working local coop.



« Last Edit: September 03, 2015, 10:40:14 AM by Fainz » Logged

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« Reply #12 on: September 16, 2015, 06:00:07 AM »

I'm working on a system for scripted events at the moment. It will probably be used for the game's intro and some special events.




The events are crafted using a custom inspector inside Unity. The video's cutscene looks like this:



[edit: changed "cutscene" to "scripted event". The system would work for cutscenes too, but I probably won't do many of them]
« Last Edit: September 16, 2015, 09:19:20 AM by Fainz » Logged

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« Reply #13 on: September 17, 2015, 09:50:07 AM »

Today I made made some walltile models to make staring at walls more interesting. Here's a couple of them:



(Ye olde flat planes look like this)
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« Reply #14 on: September 21, 2015, 04:09:32 AM »

A few screenshots of stuff I've done over the past few days:

Inventory comparison now shows the difference in modifiers between the compared items.


New armor inspired by Legacy of Kain.


Updated map UI (top right corner)

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« Reply #15 on: September 26, 2015, 01:31:48 AM »

The hero has learned the art of proper potion drinking! He must now briefly stop to chug down the tasty healing juice, but the nourishing enjoyment lets him get more health from each potion.

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« Reply #16 on: September 28, 2015, 02:28:14 AM »

This is how Dragonpath would look with an over the shoulder 3rd person view. Trying this out just for fun Grin




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« Reply #17 on: September 29, 2015, 04:16:24 AM »

I started testing various camera effects today, most notably the bloom effect shown here. It'll take some tweaking to get the most out of them, but I think they'll boost the overall visual quality nicely once I figure out a good setup.

No bloom vs. reddish bloom


Bloom without color tint

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« Reply #18 on: September 29, 2015, 05:33:54 AM »

This is how Dragonpath would look with an over the shoulder 3rd person view. Trying this out just for fun Grin






You know, with better lock-on camera mechanics, I'd say this is a really good look for your game!
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Fainz
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« Reply #19 on: September 29, 2015, 07:56:29 AM »

You know, with better lock-on camera mechanics, I'd say this is a really good look for your game!

Thanks! But I think I'll stick with the top-down camera, in part because a lot of things would need to be redesigned to make this view work well. I might however make another game (or a spin-off) with this kind of view in the future Smiley.
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