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danbrani
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« on: August 03, 2013, 01:49:15 AM »

A project I restarted last month, I want it to be a an open world roguelike platformer.

Here's some progress:

This is basically what I started with.


Bombs and destructible terrain.


You can throw an item without using it, and also pickup a bomb once fired too.


Throwing while ledge grabbing.


Some new tiles - dirt and grass.


Changed tree tiles a bit and also added yoshi's island style throwing.


Trees drop apples, also added rocks.


First magical item in the game, I want to make quite a few of them.


Destroyable trees.


Autopickup.


Bow with yoshi's style shooting.


Changed the aiming to 8 direction, added arrows bouncing off each other.


Working on some simple AI movement behaviours.


Added a drill.


Now I'm working on a close range weapon, still figuring it out how close combat is supposed to work. I think sword slashes like in Samurai Gunn would be pretty fun.
« Last Edit: August 26, 2015, 04:41:24 AM by danbrani » Logged

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clockwrk_routine
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« Reply #1 on: August 03, 2013, 03:10:09 AM »

This is pretty cool, liked seeing the progression. the tree generation reminds me a bit of another project on here A Game of My Dreams.  The sprite reminds me of Finn.  Will be watching.
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danbrani
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« Reply #2 on: August 03, 2013, 03:34:46 AM »

Thanks a lot. Adventure time is a huge inspiration for me, and yes the character is based off Finn. The graphics are just placeholders, they will stay this way for quite some time though. I hope to have a little demo by the end of this month, after a sword is finished I'm going to do some dungeon generation code and skeletons.
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danbrani
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« Reply #3 on: August 03, 2013, 01:12:13 PM »

Added a sword, it can be used in 4 directions and for now it can only cut the grass.

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« Reply #4 on: August 03, 2013, 01:54:59 PM »

Following, what do you use for this project?
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danbrani
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« Reply #5 on: August 03, 2013, 11:09:59 PM »

Thanks! I'm using unity + 2DToolkit.
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danbrani
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« Reply #6 on: August 04, 2013, 02:06:24 PM »

Played a bit with sword clashes today.



Next up are some skeletons.
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karlozalb
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« Reply #7 on: August 04, 2013, 02:13:12 PM »

Don't ask me why but the character movement and style reminds me to Finn, of Adventure Time  Ninja

P.D: Looks cool!
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danbrani
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« Reply #8 on: August 04, 2013, 02:16:07 PM »

Thanks! The sprite is based on Finn so you're spot on.
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danbrani
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« Reply #9 on: August 06, 2013, 01:10:32 PM »

Added a skeleton. I'll be adding some fighting AI next.

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Sean Raia
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« Reply #10 on: August 06, 2013, 01:24:40 PM »

This game looks like it's going to be a lot of fun, if done right.

You should consider drawing everything twice (a bit different the second time) and include that in the animations. Start with the grass and see how it looks.

Don't know if i'm conveying this properly but I think it would suit your game very well
« Last Edit: August 06, 2013, 01:30:17 PM by Sean Raia » Logged

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danbrani
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« Reply #11 on: August 06, 2013, 01:27:10 PM »

Thanks! I'm trying as hard as I can!
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« Reply #12 on: August 06, 2013, 02:26:50 PM »

I hope you keep the visuals as simple as this, looks great!
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devi ever
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« Reply #13 on: August 06, 2013, 07:21:00 PM »

I hope you keep the visuals as simple as this, looks great!

What this guy said.  Wizard Hand Thumbs Up Right
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« Reply #14 on: August 06, 2013, 07:45:48 PM »

Nice! I love the Adventure Time-esque feel. 1 of my fav shows.  Smiley
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« Reply #15 on: August 06, 2013, 08:28:01 PM »

Can't wait to playtest Grin.  The mechanics are really cool. feels like an Adventure Time / Terraria hybrid.

Quick question: so far is there a goal for the game?  Like what is the purpose of everything you've come up with?
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« Reply #16 on: August 06, 2013, 08:53:11 PM »

Great progress, can't wait to see more Smiley
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danbrani
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« Reply #17 on: August 06, 2013, 10:18:25 PM »

Thanks guys!

There's still no clear goal in the game and I don't think one would be needed, I'd like the player to set his own goals for himself. That may be exploring, collecting artifacts or beating the dungeons and many others. If something like a quest mode would make sense then I'd make it, but it's too early to think about it.

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danbrani
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« Reply #18 on: August 08, 2013, 09:49:29 AM »

Working on the fighting, swords only for now. Next I want to test some kind of dodge mechanic.
I am also considering a no knockback version of this, going to test it a bit later when I've got death animations done.

Eye candy coming later, so no special effects for now!

« Last Edit: August 09, 2013, 02:17:53 AM by donbrani » Logged

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« Reply #19 on: August 08, 2013, 01:04:33 PM »

I get Adventure Time vibes too Smiley
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