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TIGSource ForumsCommunityDevLogsDungeons of Asfore [Roguelike][Pixelart]
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SomberPixel
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« on: January 14, 2017, 10:23:18 AM »

Dungeons of Asfore





Hello! We are Somber Pixel! We are happy to announce our new game Dungeons of Asfore. Dungeons of Asfore is a roguelike where you have to explore various dungeons in search for your daughter. Explore, loot, craft, enhance and distribute points to get stronger and destroy the great evil.
About the game


Asfore, a peaceful village surrounded by green fields and tall mountains, is home of many humans who live their lives in harmony and prosperity. You live with your daughter hoping to craft a bright future for her. One day, a great evil takes away many of the village inhabitants including your daughter. You must now venture through many dungeons in search of your beloved daughter and discover the root of all evil.


Release Date
2017
Features
  • Many dungeons with unique and challenging rooms
  • Fluid battle system that requires good timing and preparation
  • Classic level up system, get stronger and learn new skills to slay the evil monsters. Distribute your stats the way you like and mark your own progress
  • Various materials to create new pieces of equipment or enhance existing ones.
  • Challenging boss fights
  • Colorful pixel art style and fluid animations
Explore challenging dungeons a get stronger


Every dungeon offers a unique array of enemies and loot that can be collected. Each time you reenter a dungeon it will be auto-generated in a smart way so exploring the same dungeon is always a different and rewarding experience.
Learn new skills and use then wisely in a fluid combat system



Acquire skills points and choose wisely! Experiment different strategies and upgrade your skills the way you like.
Meet a cast of charming characters



Meet different characters that may aid you in many ways!
...And more!

We will show more aspects of the game as we continue with the development!
And from the ashes ... an epic adventure shall begin
Feedback


As always, we would appreciate any advice from you. We want this game to be great and we are sure we will be able to achieve that with your help! You can always contact us or leave a comment!

We will post more updates soon!
Contact us



« Last Edit: February 11, 2017, 09:40:59 AM by SomberPixel » Logged

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SomberPixel
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« Reply #1 on: January 21, 2017, 10:18:15 AM »

Dungeons of Asfore Update 1: Basic movements


Last time, we published an article announcing our roguelike game currently in development “Dungeons of Asfore”. We talked about the general aspects of the game, without detailing much about the story or the gameplay. On this article/post we will talk about some of the things we have been covering this week.

This week we have been very busy with the code architecture and designing. Gladly, we were able to program some things that are worth showing.

Dungeons of Asfore is a roguelike where the combat is pretty dynamic and fluid. We are currently testing which attack fits better for the main character and settling physic values. In the game, you will have access to skills and different movements, but you will also have a regular attack that will look like this.


Other directions and combinations can be appreciated in the video below the article.

You will explore each dungeon moving freely through the place. You can have a look of the basic movement animation here.


Now, you cannot get far in the game by just attacking blindly, as your opponents will be pretty strong. You will be able to roll to safety an evade the incoming dangers. This adds more possibilities in battle and in the game navigation.


Together, this simple actions will create a fluid combat and, in addition to the skills, will serve you to fight strong enemies.




At the moment, we are testing everything inside a small dungeon room but expect different rooms and places soon!

We will show how everything gets together in combat in the future. In the meantime, we will continue developing Dungeons of Asfore. Your feedback is important so, as always, feel free to comment or send us a private message!

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JCRL
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« Reply #2 on: January 21, 2017, 10:34:04 AM »

Looks great
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SomberPixel
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« Reply #3 on: January 22, 2017, 08:39:06 AM »

Looks great
Thanks! We will show more content soon!
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SomberPixel
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« Reply #4 on: January 28, 2017, 03:56:47 PM »

Dungeons of Asfore Update 2: First enemy design

This week we have been designing different types of enemies with behaviors that invite the player to test different strategies and skills. This is in fact a challenge as we have to think about many variables that play an important role in combat.
We managed to design different enemies in pen and paper that will come to life in pixel art style in the future. At the moment, we needed a simple enemy to test the main mechanics of combat and other aspects of the game such as pathfinding and general AI behaviors. The result of our first enemy that we will use to test our main mechanics is a bloody skeleton that looks like this.


We tested some basic behaviors such as pathfinding so we created a walking animation for our first enemy. The idea is to polish our animations as we test them in our prototypes.


The player will have different abilities and skills to fight the dangers of the challenging dungeons. However, enemies will also have amazing strength and their attacks are vicious.
Also, we do not like enemies to be static while there is no movement so we did this idle animation for our skeleton.


As we previously stated, at the moment we are focusing on implementing the base systems of the videogame so we cannot show a full and dynamic combat until we are done with some internal aspects. But we think that sharing our base designs and progress with you generates feedback that help us make Dungeons of Asfore better.


We thank your constant feedback through private messages and other channels! We may not always reply instantly but we guarantee we will get back to you and reply soon! Your feedback is always taken into consideration as we develop Dungeons of Asfore.



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Davi Vasc
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« Reply #5 on: January 30, 2017, 11:21:34 AM »

I love the village screenshots. It looks very peaceful and happy, makes me want to live there  Smiley
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SomberPixel
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« Reply #6 on: January 30, 2017, 07:24:55 PM »

I love the village screenshots. It looks very peaceful and happy, makes me want to live there  Smiley
Hello Davi Vasc! That is great! Keep in mind that living there may result in an adventure inside some dangerous dungeons Smiley We will show more details about the village soon!
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SomberPixel
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« Reply #7 on: February 04, 2017, 11:12:15 AM »

Dungeons of Asfore Update 3: Skills designs and main character




This week we were able to program some AI behaviours that we will use throughout the game and planning more of our system’s design.

In addition, we were able to design some of the skills that will be usable by the main character in the game. Now, we will not specify how the skill’s development works in the game but we wanted to show some designs of the skills.

First, a strong sword skill where you strongly pierce through your deadly enemies with your sword. This skill will be used in many situations and is designed in base of the type of enemies that will attack.




As for the magic aspect, we added a skill where you can throw fireballs in the desired direction. This skill allows the player to face the dangers in a different way where you do not have to expose yourself too much by getting close and attacking with your sword.


We have designed skills that will play well together in order to achieve useful combinations of attacks. In the near future, you will be able to see how the implementation of those works.

On a side note, we were playing with the main character´s design. We thought that it would be nice to add some gear to his design. It is not a big change but we would love to have your feedback, which design would you choose for the main character? We know it is just a cosmetic change but we think that new design fits more with the general dungeons crawling aspect and settling of the game.















At the moment, we will focus on finishing more AI behaviors to show you soon. Also, we want plan to show some of Dungeons of Asfore’s user interface in the near future, so stay in tune for more updates!
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Pixel Noise
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« Reply #8 on: February 04, 2017, 11:44:33 AM »

Really nice art style and animations! And thank you for including a dodge roll in your moveset  Hand Metal Left
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SomberPixel
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« Reply #9 on: February 06, 2017, 08:36:43 PM »

Really nice art style and animations! And thank you for including a dodge roll in your moveset  Hand Metal Left
Hello Pixel Noise!Thanks! You will be able to use the dodge roll in many dangerous situations!
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SomberPixel
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« Reply #10 on: February 11, 2017, 09:40:27 AM »

Dungeons of Asfore Update 4:

Enemy designs #2



This week while implementing the main user interfaces of the game we also made some progress in the enemy designs.

Do you remember this monsters from a previous article?




Now it has some company! A deadly pig-like creature who shares the same objective as the bloody skeleton: To make your adventures in the dungeon way more complicated and dangerous than they already are!




This enemy will have its own behaviors and will jump to devour you.





This new enemy has a superior movement speed compared to the skeleton so it can be a problem when encountering many of this enemies. Get rid of these quickly!




We also draw an animation where the enemy receives some damage, we will use it wisely as the game has to be fluid and some enemy actions may not bet nceled by an attack.




Even though it will also have simple behaviors, we plan to implement different types of enemies that will combine perfectly with each other. Expect to see some videos in the future where various enemy types join their forces to destroy you.

As for the user interface, we are currently implementing it and will show it soon. We spent some time making some tests with different designs and sizes and we finally got one we really liked and fits perfectly with the game general design. Also, we plan to reveal soon how the inventory system works as well as the equipment, character progression and more.

As always, don’t forget to send us your feedback via comments or private message to help us make Dungeons of Asfore a great experience!
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SomberPixel
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« Reply #11 on: February 18, 2017, 01:08:31 PM »

Dungeons of Asfore Update 5:
Enemy designs #3



This week we spent most of our time designing in pen and paper. We focused a lot in the algorithms we will be implementing for the game as well as the architecture for the different modules we will be programming.

Aside from the code, we could design a new enemy with a different mechanic. This time we are bringing to life an enemy that looks like a plant but has all the intention to kill you.




At first, it looks like a regular plant that only wants to spend its time chilling and receiving sunlight. But the truth is, it really wants to kill any life being standing on its way.




Keep your eyes on the plant's movement, because you can get badly injured if you are not cautious enough! This enemy will hide constantly after landing a vicious attack on you.






But what the plant may not know is that, no matter how strong its attacks may be, you have the strength to overcome any obstacle if you decide to do so, and with mighty sword blows you can destroy your deadly opponents.






That is all for this week's article. Next week, we expect to show some of our user interface for the game as well as inventory management and similar aspects.

As always, we appreciate your feedback so don't hesitate to send us your opinion via private message or comments!

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Pixel Noise
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« Reply #12 on: February 20, 2017, 08:28:35 AM »

Those animations look great! Especially the death animations for the plant and skeleton. The only thing I would say is that maybe the first animation could "wiggle" less at first, to help trick the player more. Once the player "alerts" it, it could start to wiggle? That way it's not so obviously alive, and the player might be more likely to get surprised by it at first?
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SomberPixel
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« Reply #13 on: February 20, 2017, 05:06:26 PM »

Those animations look great! Especially the death animations for the plant and skeleton. The only thing I would say is that maybe the first animation could "wiggle" less at first, to help trick the player more. Once the player "alerts" it, it could start to wiggle? That way it's not so obviously alive, and the player might be more likely to get surprised by it at first?

Hello Pixel Noise! It is a good idea since it may surprise the player. We are defining the final behaviors of this enemy keeping in mind that it has to play its role while there are other enemies in the area. Thanks for the feedback, we will definitely keep this in mind!
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