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polkm
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« Reply #80 on: January 12, 2015, 12:44:52 PM »

I am SO pumped for this game. The game looks like it would feel great to play, the kind of design that inspires me a lot. What platforms do you plan on releasing for, and when?
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koiwai
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« Reply #81 on: January 12, 2015, 02:03:22 PM »

I really enjoy watching how the skeleton is building structures for you. The graphics style is nice too. Good luck with the game!
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danbrani
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« Reply #82 on: January 12, 2015, 02:07:21 PM »

Oh man oh man oh man, I got a reply :D

What platforms do you plan on releasing for?

Main platforms: Windows/Mac/Linux, PSVita
Thinking about: Android

It would be tricky to make this game work on an android device, so if I'm gonna do it, then probably after the main platforms release.

When?

I have a deadline set to september right now, it is set to this date because of financial reasons, so I hope I can either finish it until then or get some money to continue the development.

@koiwai

Thank you very much!

Thanks for your interest guys!


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« Reply #83 on: January 12, 2015, 02:34:23 PM »

Vita?

I'm sold now.  Tears of Joy
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danbrani
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« Reply #84 on: January 12, 2015, 11:56:38 PM »

I love the vita too!
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danbrani
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« Reply #85 on: January 13, 2015, 10:12:57 AM »

Worked on vampires again today.

Firstly, now it is possible to attack and kill vampires, and the vampires can kill you too. They also have a new attack - summoning bats, so the bats were added into the game this way.



The bats leave corpses so your hero can use them as a resource. I haven't thought about this part of the game yet too much, but in most roguelikes monsters leave corpses which you can either eat or make skin or something like this and I like it.

What do you think of the new attack? The vampire AI is still very very random (it just either does dash in random direction or summons bats), but we're gonna make sure that it's smarter after we finish the third and last vampire ability. After that, more monsters, a boss, and a whole dungeon! Hopefully.
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« Reply #86 on: January 14, 2015, 01:36:21 PM »

Hey!

Today was mostly a bug-fixing and thinking day, made only one simple animation for the vampires which is used for a short-distance teleport.



I'm trying to come up with ideas how to make exploring the dungeons fun. Thinking a lot about this now.

Cheers!
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« Reply #87 on: January 14, 2015, 08:30:55 PM »

I left before you had finished the Vampire's teleport animation, it turned out really well!
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danbrani
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« Reply #88 on: January 15, 2015, 11:16:07 AM »

Hey guys, today did some work on dungeons. Mainly changed the way camera works in the dungeon, now it's more of a zelda style camera work. Another thing is I added a few test rooms, filled them with monsters and made sure the monsters are spawning when you enter the room and that they are frozen when you exit it. This way it will be so very much easier to design various rooms and whole dungeons. I still need to do a lot of work on dungeon generation.

Here's a video of results:




Sorry for the quality.
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danbrani
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« Reply #89 on: January 28, 2015, 12:22:33 PM »

Hey guys, finally got my degree, and I don't have to worry about exams anymore!

It's been quiet for a while, mostly because I've been reworking the character so it's more layered, which makes it easier to change armours, heads and so on. This took a lot of time, so I'm not gonna do it again, whatever I ended up with is gonna stay until the game's release. It was really a lot of tedious work!

Here's a new character with and without an armour. The only armour I made for now is leather, I anticipate to have 4 basic armour looks - no armour, leather, chain and plate. There probably will be some cool artifact armours too, maybe like dragon skin armour and such.



I also was working on a bow, still trying to figure out how to make it very fun. Right now you have 5 arrows, and those arrows never get destroyed, so if you want to use bow and use up all your ammo, you need to run around and collect it. Since it's very hard to hit anything that's small with the bow, the arrows are homing to the nearest target. I will probably need to tweak this a bit more so it's not too easy to obliterate everything.

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danbrani
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« Reply #90 on: January 31, 2015, 12:53:39 PM »

Made 2 new monsters today, one is an ooze that's really similar to the slime, but will have its behaviour slightly changed. Another is just a dumb stump.

In the past few days I also changed how the dungeon is laid out. Instead of having all the dungeons on one huge map, each floor of a dungeon will be on a separate map. I'm probably gonna change the room size to be wider, I liked them being 40x30 tiles better than 32x32 ones, which I got now.

Next I'll probably make a skeleton skin for a character and then make skeletons for the dungeon.

Here's a short video


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« Reply #91 on: February 05, 2015, 12:43:55 PM »

Time for a new update!

Worked on a new vampire AI so vampires are a bit smarter now:


Also made skeletons, they can fight only with swords for now, soon there's gonna be bow-wielding version too!


Here's me dispatching them with a bow:


I played a bit with character control, so now instead of sword using only one attack button, it works like a bow and it uses 4. I really, really like the result.


Here's a bonus, how to get your arrows back, if you shoot them into the ceiling!


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« Reply #92 on: February 05, 2015, 02:03:52 PM »

This is looking really neat so far!
I'd definitely say it needs some kind of loot system or experience or something. Also, from that gameplay video you posted, the bats look like they follow the player which could be very very annoying to fight. It might be easier if they had a more LoZ style AI, where the bat will chase you and come in for an attack once, then go back to flying around.
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danbrani
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« Reply #93 on: February 05, 2015, 02:54:58 PM »

Hey, thanks for thumbs up!

Yeah these are the kind of bats that just go for you all the time! I'm gonna try the zelda bats behaviour and see if I can get it right, maybe they will be better with it.

I'm probably gonna go for a better equipment instead of higher exp levels kind of character progression system, don't worry it's all in the plans!
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oahda
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« Reply #94 on: February 05, 2015, 03:58:56 PM »

I like those world destruction mechanics! Why does the old character look like the Adventure Time guy tho?
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danbrani
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« Reply #95 on: February 06, 2015, 12:58:35 AM »

Well the game's style takes a lot from AT style and so the hero with his backpack, squareish head, tiny eyes, thin arms and legs but big body, a t-shirt and shorts looks quite similarly to the main hero of AT. The new one has mostly the head changed, the body and posture is kept in similar style though it's a bit thinner. The skin color is also much more yellowish now than finn's, so now it feels like a different character altogether.

I'll have a nice system for changing skin colors, heads, probably backpacks so the game characters are all quite different from each other. I'll also draw a few other types of bodies, I've got a concept of a female character done which I'm gonna work on some time later.

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« Reply #96 on: February 06, 2015, 03:33:55 AM »

Nice!
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danbrani
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« Reply #97 on: February 08, 2015, 04:40:48 PM »

Hey guys,

Last time I finished bowmen AI, they are pretty hard to deal with so I'll probably introduce some easier shooting monster before I'll start spawning them.



I also added a new monster, cursed skull. If you kill it, you can get its golden tooth! Get rich quick!



Today I've been trying to make it possible to swap colors with shaders, and damn, I ended up having to use a lookup texture for indexes even though I just needed a simple array, but finally got it to work. Here's some changed colors on the adventurer sprite:



Also, this allows skeleton to wear all of the adventurer's armours! It looks fine with a leather armour on, looks stronger than regular, naked skeletons. In T-Shirt and shorts it looks super weird. Probably will not be using that combo in the game.

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« Reply #98 on: February 19, 2015, 02:15:31 PM »

Hey guys, was working on dungeon looks, minimap, lighting and stuff like this, now I'm gonna try to implement sounds into the games. I'm going to use temporary sounds for now made using bfxr, hopefully they won't sound too bad.

Here's a video:


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« Reply #99 on: February 20, 2015, 01:25:54 PM »

Similar video, but with test sounds now!



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