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treblemakers
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« on: April 15, 2024, 03:17:10 AM »



Hello, my team and I are making a dungeon exploration game that incorporates rhythm game gameplay as combat.

Alpha version update:

New Changes

Added different difficulty modes to allow experienced players to have more of a challenge
Added special enemy projectiles that tie into the HP and Mana systems
Enhanced the dungeon’s aesthetic
Added more VFX and SFX to combat
Added more, longer combat scenes
Added a new player spell
Made HP persistent between fights
Made healing spells consumables
Various bug fixes

Motivation

The motivation for many of the changes above are that we wanted to implement the rhythm game-like combat within the context of a magic-driven dungeon exploration game. For example, the enemies can fire projectiles that tie into the HP and Mana systems, such as a unique projectile that reduces the player’s mana if the player is hit by it. The player must now prioritize some projectiles to pay more attention to compared to others.
Another example is that healing spells are now consumables (rather than unlimited use), where if a player uses all of them in one fight, they may lack survivability in their next fight. This, alongside the fact that if you end a fight with less than full HP you start the next fight with the same HP, means that the decisions that the player makes in one fight impacts their performance later in the game.

Upcoming Changes

More visual effects to combat to make it more satisfying
Tweaking the story/beginning of the game to better illustrate the player’s motivations in this dungeon
Creating a more accurate method of calibrating the player’s audio delay
More spells and enemy mechanics
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treblemakers
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« Reply #1 on: April 15, 2024, 03:24:08 AM »



Beta DevBlog

Hello again, we are here to talk about changes made since the Alpha version of our game, DeadBeats. Here is the changelog for the Beta version:

What’s New?

Created better guidance for each of the special regions in the dungeon; the player is given a more clear understanding of the unique mechanic they will have to face
Extended the menu to allow the player to recalibrate their audio delay if they deemed that their initial calibration during the tutorial was not accurate enough
Also added more options, such as allowing players to change SFX and/or combat volume, and changing the difficulty mode during the game
Adjusted the number of healing spells obtained, where instead of a fixed addition to the player’s inventory, the game would be aware of how many the player already has and give less. Prior to this change, the player may have obtained too many healing spells by the end of the playthrough which made the game trivial.
Added more sound effects and visual effects to combat, such as during spell usage, player getting hit, or the enemy dying.
Added dialogue after the combat ends
Made significant updates to the dungeon layout, adding new tile sprites, lighting, props, etc.

Motivation

The primary motivations for our beta version were to give the player more guidance for the unique enemy mechanics so the player can play around them better, and to enhance the satisfaction of combat/exploration through additional visual/sound effects.
We also aimed to give the player more control over their playthrough, adding more options to the settings page for difficulty, audio offset, and volume.

Upcoming

We plan on adding an intro cutscene to the beginning of the game (after the player starts a new game) to better explain the context/motivations of the player character.
We also plan on adding additional spells, more animations to combat, and an option for the player to retry a particular bout of combat if they wish to obtain a higher score.

Build download link: https://shorturl.at/jkpUY
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treblemakers
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« Reply #2 on: April 21, 2024, 06:35:22 PM »



Hello one last time! We are excited to reveal the gold version of our game, DeadBeats.

Link to download: https://shorturl.at/iv248

What’s new?
Intro CutScene Added: We've included a slide show that narrates the cause of the character's journey into the dungeon, so the game has a complete story line.
Beat maps updated: We've adjusted the beat maps for the normal level to make the gameplay experience more comfortable for beginner players. We have also added an original metal track and extended the length of the final boss combat.
Parry guide adjusted: We've adjusted the trigger method for the guide message to make it more stable and greatly reduce the possibility of false triggers.
We made the combat UI shown incrementally during the guide so that players do not receive too much information at once.
We added unique sound effect to long hold notes which distinguish them from the normal notes so that players have different auditory feedbacks on hitting different types of notes
We tweaked some UI to make them look more dynamic and interactive. We also adjusted some of the UI's status in non-combat situations. Prior to the change, some players would be confused about these UI usages outside of fights.
Adjusted the appearance of some dungeon areas to make them less distracting to the player during combats; Decorated the final boss room.
Added key bind setting for the left/right spell.
Added glow effect to the enemy projectiles to make them stand out from the rest of the surroundings.
Added a cute cat!

Motivations
Our main motivation for the GOLD version is to improve the game’s storyline and to make it more visually and aurally appealing. We also tried to make our game as stable and bug-free as possible and provide a good gameplay experience for both beginners and experts.

What’s next?
This is our final version of the game. We will present it in a showcase and based on the feedback we receive, we will decide if we want to make a sequel Smiley
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