mushbuh
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« Reply #20 on: August 08, 2013, 02:08:19 PM » |
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skeleton is spooky
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RyanHuggins
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« Reply #21 on: August 08, 2013, 04:50:04 PM » |
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I love the little battle animation you got here. I'll definitely be watching this project. It's so adorable and I really, really like the flat coloring. I hope that the art style stays fairly similar to this. It's got a great Adventure Time vibe.
I don't really have anything to suggest because it's honestly looking great, but I'm wondering how you're handling the terrain generation because I've always been interested in how different people do it!
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Conker534
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« Reply #22 on: August 08, 2013, 08:41:07 PM » |
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Hell yes.
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danbrani
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« Reply #23 on: August 08, 2013, 11:47:58 PM » |
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Thanks a lot!
There is no proper terrain generation yet, it's almost all flat now. After the battle stuff I'm going to do dungeon generation. Once done I'll be sure to tell how it's done and hopefully get some feedback on it.
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danbrani
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« Reply #24 on: August 10, 2013, 01:59:50 PM » |
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So I tried to add a dodge mechanic but it didn't help to make close combat better, so I'm not including it into the game. I'm working on the bow fights now, here are some results: The ammo will be limited in the game, so nobody will spam the arrows like this. Also I need to make sword deflect the arrows and see how generally pure melee vs distance would go. I want a melee fighter to have a huge advantage when fighting in a close range against an opponent with a bow only, and the a bowman to have it easy killing a pure melee fighter from afar.
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RyanHuggins
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« Reply #25 on: August 10, 2013, 02:22:36 PM » |
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Wow. That legit looks like it's a lot of fun. xD. Doing good things here.
Also, I didn't notice until now, but I was actually considering the Yoshi-style attack for cannons in one of my games. I didn't realize that it was like Yoshi's Island until I read your post though.
How's it all working out for you?
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« Last Edit: August 10, 2013, 02:32:35 PM by RyanHuggins »
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Conker534
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« Reply #26 on: August 10, 2013, 05:13:35 PM » |
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The combat looks like a ton of fun!
Seriously digging this.
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SolarLune
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« Reply #27 on: August 10, 2013, 06:16:02 PM » |
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This does look pretty interesting. I'm keeping an eye out for it!
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Impmaster
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« Reply #28 on: August 10, 2013, 08:23:01 PM » |
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Looks cool. Following.
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danbrani
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« Reply #29 on: August 10, 2013, 11:19:40 PM » |
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Thanks for the kind words! Wow. That legit looks like it's a lot of fun. xD. Doing good things here.
Also, I didn't notice until now, but I was actually considering the Yoshi-style attack for cannons in one of my games. I didn't realize that it was like Yoshi's Island until I read your post though.
How's it all working out for you?
It works well out of the box, but even though I had yoshi's style aiming for the bow too, I changed it to immidiate targeting so if you have many arrows you can spam them quite fast. This is less precise (8 directions only), but I also added a slight autoseek to the arrows to compensate for the precision loss. I assume for now that the items don't need be thrown rapidly, so the yoshi's style aiming will be OK for them. I don't know if I keep it this way though. I might want to unify the aim/throw routine later on, depending on the feedback. The combat has a quite different feel to it if you have to aim your shots carefully, and if you cannot you have to compensate it by changing your position.
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SoulSharer
Level 1
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« Reply #30 on: August 11, 2013, 12:33:50 AM » |
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So I tried to add a dodge mechanic but it didn't help to make close combat better, so I'm not including it into the game. I'm working on the bow fights now, here are some results: Niiice
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danbrani
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« Reply #31 on: August 13, 2013, 06:52:52 AM » |
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Added death animations and did some more testing, here are the results: Sword vs Bow Bow vs Bow no knockback version Sword vs Sword no knockback version Sword vs Bow no knockback version I definitely prefer the knockback versions, they are more fun. I think I will need to balance sword vs bow more, but I will test it more exhaustively when I'll be working on the final AI and limit the ammo. So initial combat tests are done and I'm quite pleased with the results, now I'll play with dungeon generation.
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Conker534
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« Reply #32 on: August 13, 2013, 12:53:39 PM » |
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The knockback gave the fights way more personality
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danbrani
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« Reply #33 on: August 16, 2013, 10:43:02 AM » |
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So I made a few test rooms and here's what the generator made of it:
I want the dungeons to feel as being quite separated from the outer world, so I'll probably make only the rooms you visited visible and try to see if there can be some nice camera work done while walking into the next room.
What do you think about doors closing after you enter the room until the enemies are killed - binding of isaac style? Any cool ideas in general?
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NoUU
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« Reply #34 on: August 16, 2013, 12:44:06 PM » |
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What do you think about doors closing after you enter the room until the enemies are killed - binding of isaac style?
I really like Binding of Isaac but I don't know that closing the doors for each room would work for this game. I'd say let the player leave rooms like in Rogue Legacy. Also this game looks really cool, can't wait to see what it ends up as.
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danbrani
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« Reply #35 on: August 16, 2013, 12:50:36 PM » |
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I really like Binding of Isaac but I don't know that closing the doors for each room would work for this game. I'd say let the player leave rooms like in Rogue Legacy.
Also this game looks really cool, can't wait to see what it ends up as.
I guess you're right, thanks for the feedback!
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Games Inquirer
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« Reply #36 on: August 16, 2013, 01:00:33 PM » |
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You can use both, just have some random encounters like with special mobs (not necessarily bosses) require killing, so that people don't get past them without fighting against their specialness.
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Vindora
Level 0
Abe.
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« Reply #37 on: August 16, 2013, 01:13:43 PM » |
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Looks really good so far, can't wait to play this.
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geepit
Level 1
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« Reply #38 on: August 16, 2013, 02:49:27 PM » |
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That mushroom eating animation! This is looking really really cool! Graphics are really nice and it sounds and looks like its going to be a load of fun to play. Will definitely be following
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danbrani
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« Reply #39 on: August 16, 2013, 11:52:52 PM » |
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You can use both, just have some random encounters like with special mobs (not necessarily bosses) require killing, so that people don't get past them without fighting against their specialness.
Good point, thanks! @geepit, @Vindora Thanks, I want to release a test build by the end of this month, I hope you'll give it a shot!
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