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TIGSource ForumsCommunityDevLogsSongbringer: a procedural action RPG
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Author Topic: Songbringer: a procedural action RPG  (Read 56913 times)
wizardfu
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Nathanael Weiss


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« Reply #140 on: August 30, 2015, 07:53:02 PM »

Really happy with how these cliffs turned out. It's starting to give the world more depth / height.

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gereon
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« Reply #141 on: August 31, 2015, 03:07:56 AM »

I like the artwork Smiley
This place must hold a mystic secret. Really nice designed!
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wizardfu
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Nathanael Weiss


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« Reply #142 on: August 31, 2015, 01:34:02 PM »

Thanks! I like the character idea for your game Plasmoid. Really unique.
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wizardfu
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Nathanael Weiss


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« Reply #143 on: August 31, 2015, 01:37:23 PM »

This

covers development for the last two weeks. Topics discussed are:

* the ghost sword, fire sword, ice sword, lightning sword and fear sword
* procedurally placing terrain types
* creating various art styles for the different terrains
* creating cliffs to give more height / depth to the overworld
* procedurally generating ground textures



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gereon
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« Reply #144 on: September 01, 2015, 03:45:01 AM »

Very interesting video. These different sword types add an interesting strategic component to the game, I like that.

Quote
I like the character idea for your game Plasmoid.
Thanks Smiley
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wizardfu
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Nathanael Weiss


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« Reply #145 on: September 01, 2015, 10:08:56 PM »

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marcgfx
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« Reply #146 on: September 01, 2015, 11:48:23 PM »

really like the style. I have the feeling the waterfall splash should be slightly higher up and be a bit wider/more massive.
ghostsword: wouldn't it make more sense to be able to start shooting after your health has dropped? as you are then closer to death...
lightningsword: getting hit randomly could piss off players quite badly. maybe have a safe area? if you move out of the safe area before the lightning strikes you can get hit, if you stay were you are, you are safe.
keep up the good work!
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The MegaMagic Dude
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« Reply #147 on: September 02, 2015, 12:57:59 AM »

I'm wondering about the mechanics and the gameplay, I have a good feeling about it. There is an original idea behind the game, and the player will get aware of it throught the art palette, which I love.

Very useful video, btw, lots of details there.

Thank you for sharing.
I'm following this!
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gereon
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« Reply #148 on: September 02, 2015, 01:33:24 AM »

Very nice!
I think, the waterfall looks a bit too static. Maybe it would help to make it just brighter than the pool. And maybe stroke particles instead of points.
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Highsight
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« Reply #149 on: September 02, 2015, 05:27:05 AM »

This game looks like a pixelated visual marvel!  Combined with your mix of lighting filters and effects, you've got yourself an amazing looking game.  I'll be keeping an eye on it. Smiley
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wizardfu
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Nathanael Weiss


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« Reply #150 on: September 02, 2015, 10:16:59 AM »

really like the style. I have the feeling the waterfall splash should be slightly higher up and be a bit wider/more massive.
ghostsword: wouldn't it make more sense to be able to start shooting after your health has dropped? as you are then closer to death...
lightningsword: getting hit randomly could piss off players quite badly. maybe have a safe area? if you move out of the safe area before the lightning strikes you can get hit, if you stay were you are, you are safe.
keep up the good work!

Hi margfx. Thanks for your thoughts! Your comments on the ghost sword exactly describe the function of the fear sword. Ghost sword == most powerful at full health. Fear sword == most powerful at lowest health.

Lightning sword: actually I haven't ever been struck by lightning and I've been using this sword quite a lot. I want these powerful swords to have a balancing element (ie. drawback). Although I get your point. The fire sword has the balancing element that you cannot step on your own fire without getting hurt. This boils down to skill. The lightning is more of a random chance. I will think if I can make the lightning sword a little bit more skill based. The safe area is one possibility. Thanks again for sharing.
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wizardfu
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Nathanael Weiss


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« Reply #151 on: September 02, 2015, 10:19:44 AM »

Very nice!
I think, the waterfall looks a bit too static. Maybe it would help to make it just brighter than the pool. And maybe stroke particles instead of points.

Gereon, thanks for sharing some art feedback. I will be working on version 2 of the waterfalls today, including the ability for them to be wider or skinnier, taller or shorter, placed at different x locations and for them to have a river / stream flowing out of the pool. All of this is based on the procedural world seed. I will keep your feedback in mind!
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wizardfu
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Nathanael Weiss


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« Reply #152 on: September 02, 2015, 10:22:09 AM »

@The MegaMagic Dude, @Highsight: thanks for your comments!
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wizardfu
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Nathanael Weiss


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« Reply #153 on: September 04, 2015, 10:23:29 PM »

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gereon
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« Reply #154 on: September 05, 2015, 05:15:21 AM »

Yea great! Much more motion now. The water animation is making me thirsty Wink
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Mef
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« Reply #155 on: September 12, 2015, 01:52:00 PM »

Looking great, posting to follow.
 Hand Thumbs Up Left Smiley
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"Stand rigid for the next battle
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wizardfu
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Nathanael Weiss


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« Reply #156 on: September 15, 2015, 09:20:03 PM »

Working on the entrance to a new dungeon...

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wizardfu
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Nathanael Weiss


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« Reply #157 on: September 17, 2015, 01:46:44 AM »

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DevDennis
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« Reply #158 on: September 17, 2015, 02:20:26 AM »

I'm digging the look and the animations, how many people are you on the team?  My Word!
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wizardfu
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Nathanael Weiss


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« Reply #159 on: September 17, 2015, 07:43:39 AM »

Just one. Live stream everyday, they share lots of ideas, so it doesnt feel like one.
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