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101  Community / DevLogs / Re: Delver on: September 10, 2013, 11:01:50 AM
Speaking of a pre-dungeon area, I've still got that outdoor test handy. How is that aspect coming along, if any progress was made at all?

I'll probably end up using that infinite world tech for what comes next after Delver, the starting town will be a small limited area. Making an infinite world worth exploring will be a ton of work, may as well be a whole new game.
102  Community / DevLogs / Re: Delver on: September 10, 2013, 10:09:57 AM
  • Consistent potions.
    • The first red potion I drink may heal me, while the second may poison me. This makes potions almost useless while in combat, since I don't want to risk poisoning myself instead of healing.

Also saw this pointed out in the preview over at rockpapershotgun. I could have sworn it used to be that they were random between saves but consistent in each save. Bug?

After reading that article I went back and scoured through the potion randomizer to make sure it was working correctly - it saves a random seed on the player at game start that is used to shuffle the potion effects. It assumes that the potions are loaded from the data file in the same order every time though, maybe it's the lower level loading code that's returning the potions in a different order on some systems.

I got a chance to spend a bunch of time with Eldritch last night, that along with the RPS article has me thinking about what kind of between game persistence should exist. I know I want some kind of progression between deaths, but I don't want to turn Delver into some kind of grind-to-win game like Rogue Legacy. If anything, it should just allow the player to plan ahead a bit for the next run.

After mulling it over, here's the road I think I want to head down:
* Add currency in the form of gold pieces. Could be found in the dungeon as loot, and dropped by monsters
* Shops and shopkeepers - to buy and sell items from
* Banks - safe deposit boxes and currency storage. When you die, some or all of your gold would automatically be deposited into the bank (Life insurance Smiley)
* Starting area with a shop and a bank - can spend gold here to prepare for your run
* Randomly generated shops and banks in the dungeon, or a halfway down town

All of them! :D
Moster variety = awesome!

That would be super hard to animate, unless we had a system that would just swap out a random head on a body. Which is not that bad of an idea Smiley
103  Developer / Workshop / Re: Joshua's Art Improvement Thread on: September 09, 2013, 10:42:37 AM


This guy is moving in the right direction - he could look less angry and more derpy though. Maybe change his eyes and mouth and give him the hair tustle from the derptastic guy?
104  Community / DevLogs / Re: Delver on: September 09, 2013, 10:17:05 AM
The game doesn't start at all anymore  Cry I'm thinking its the new lighting, as I can't play Boarding Party either.

Oh, that sucks. What device are you playing it on?
105  Community / DevLogs / Re: Delver on: September 07, 2013, 10:18:56 AM
Just spent $8 for this game on Steam, immediately regret it.  No ability to rebind keys in game or via ini files?  Thanks for the giant F-You to left handed gamers.  Not everyone in the world uses WASD.

Soon:


The UI still has some issues, but I probably could kick out an update pretty quickly that lets people change the bindings via editing that options.json file.

Might be a good idea to flesh out the description with more details regarding what's in the game now, what's coming soon and what's planned but not coming quite so soon.

I have that stuff in the 'early access' area, but I'm not sure if anyone actually reads that. Probably a good idea to make it more prominent. [EDIT] Updated the Steam store to repeat the 'this is still in beta' section down in the description as well.

I still like the big pixel style, but it really does seem that Minecraft ruined it for everyone judging by the comments I see. Maybe I should have gone the flat shaded polygon route, that hasn't been killed yet Smiley
106  Community / DevLogs / Re: Delver on: September 06, 2013, 01:09:08 PM
Will people who got the game prior to it being added to steam get a steam key?

I'm going to send a big chunk of Steam codes over to the Humble guys, and you'll be able to request a key from their dashboard. I'll post again when that's all ready, hopefully today.
107  Community / DevLogs / Re: Delver on: September 06, 2013, 12:40:14 PM
Dude. dude!

http://store.steampowered.com/app/249630/
108  Community / DevLogs / Re: Delver on: September 05, 2013, 01:10:33 PM
Boarding Party is pretty cool on Android. Reminds me that touch FPS are screwed in the shooting part but quite better than gamepad in term of reactivity. Just a physical shoulder button could be enough to make it work totally, as the Nintendo DS was able to do in games like Metroid Prime : Hunter, or Doom/Heretic/Descent homebrew ports.

Reminds me too that touch FPS is ideal with (not too fast paced) close combat centric gameplay, like Delver, or even old FPS like Hexen. Stealth-centric games like Thief could perform well on touchscreen too.

Yeah, touch control for both move & shoot doesn't work very well. I wonder if tilt based movement and touch to fire would work any better, it would at least let you do both at the same time instead of having to stop to line up your shots.

Unfortunately even version 0.85 of Delver from the Humble Store crashes on my Xperia Play. At least now i can access the menu, but when i choose an empty save game and press Start, it force closes.

I can confirm the same thing on both a Nexus 4 and Nexus 7 using the Humble Store version. I get the the menu, pick an empty slot, choose start and it states "Unfortunately, Delver has stopped"

If you have a chance to PM the Play edition happy to try it out to compare.

Sent, give it a shot.
109  Community / DevLogs / Re: Delver on: September 03, 2013, 11:51:08 AM
Unfortunately even version 0.85 of Delver from the Humble Store crashes on my Xperia Play. At least now i can access the menu, but when i choose an empty save game and press Start, it force closes.

That's a little better than before. I'll PM you a Google Play build of the game, but it might just be a device related issue this time.
110  Developer / Workshop / Re: Joshua's Art Improvement Thread on: September 03, 2013, 10:36:30 AM
The default hitbox for the mobs in Delver is something like 0.4 x 0.4 x 0.6, where a tile is a full 1x1x1. Broken down into pixels, that would be something like a 13x22 section the whole 32x32 area that would take up the full tile. The current mob sprites generally match pretty closely to the hitboxes, sometimes going a bit over.



In pictures, it's a bit like shown above, where the white area is the characters actual hitbox. That hitbox should be a good rule of thumb for humanoid characters, it gives them a bit of maneuvering room within a tile.

Bigger monsters could definitely take up a whole tile and then take up most of the available area for that sprite atlas, but those may be best saved for minibosses and the like.
111  Developer / Business / Re: Indie Game Sales Figures and Postmortems on: September 02, 2013, 07:51:01 PM
I debated posting any figures here since I'm still not technically fully released but I didn't see many Android sales figures so here, have a datapoint:

Delver(2013)$5 PC / $1.99 AndroidWindows / Mac / Linux / Android23.5k Android copies / 4.5k desktop copies/ 1 year, 4 months
112  Community / DevLogs / Re: Delver on: September 02, 2013, 07:13:11 PM
Grats on the Greenlight.

Man, I don't even know what the DevLog forum is going to be like once this game is done.  t's been here for a year?  Year and a half?

Delver is like this forum's rock.

When the time comes we should all pitch in and send you a cake or something.

Ha, that's so weird. I spent so much time reading through all of these Devlogs that I thought it would be a cool thing to stop lurking and actually post one myself - never really expected that it would have lasted this long.

Like look at the views, this thing has 286,412 views right now. How the hell did that happen? When I sort by most viewed this shows up at the top of the list, that can't possibly be right.
113  Community / DevLogs / Re: Delver on: September 02, 2013, 06:51:53 PM
Big Week!

I pushed a new build of the game to the Humble guys this past weekend, and has been out on the Android store for about a week.

Changes:
* Fancier menu screen, updated the menu systems to allow for a background image on a per-screen basis.
* Traps now have an audible click and a split second delay before fully activating.
* More dungeon tiles, testing out how to use static meshes to add detail.
* Changes to the lighting shader to allow more lights

On the marketing side I updated the Google Play listing with some better screenshots and a Russian translation, and have been taking some gameplay video to hand off to a guy to edit into a new trailer to use for the initial Steam alpha launch.

I also said fuck it and put a build of Boarding Party up on Google Play (https://play.google.com/store/apps/details?id=com.interrupt.boardingparty)
114  Community / DevLogs / Re: Delver on: August 30, 2013, 01:38:33 PM
Huge congrats on being greenlit man! Beer!

thanks guys!

Next step is to integrate with the Steam API, have a lot of reading to do.
115  Community / DevLogs / Re: Delver on: August 28, 2013, 08:05:55 AM
In the words of the poet Ice Cube, today is a good day:

116  Community / DevLogs / Re: Even the Ocean on: August 27, 2013, 10:15:53 AM
yeaahhhhh it won't be a public demo for a bit though . ill send u the pax build though.

Can I get on that list too? Smiley
117  Community / DevLogs / Re: Delver on: August 23, 2013, 07:55:36 AM
I'm not sure if it is working for me. It turns the world into a rapidly flashing checkerboard of pure black or white.

I'd also love to play around with normal mapped sprites/textures sometime, but I need to stay focused on my current task.  Wink

Yeah, that's totally borked for you. I'm probably going over the limit of how many attributes I can send to a shader for your graphics card. Running on some integrated laptop graphics card?

hm....on my iMac 2.4 ghz intel core 2 it blinks on then vanishes... D:  Mock Anger

I have that same problem trying to open any .jar file by double clicking on my Mac after updating to the latest OSX, running via the command line works fine though. Not sure what Apple did to break that process.

Hi,
I have a question about the new verision... Everyone who bought the alpha gets it? Becouse since I bought the game I haven't received any email or something.

The Humble Store doesn't do any sort of emailing about new versions so I'm getting setup to do my own email blasts, probably via MailChimp, since I need to send out that update email to like 4000k people. Can't just send that out via Gmail Smiley
118  Community / DevLogs / Re: Delver on: August 22, 2013, 06:19:47 PM
Wow, you badly need an epilepsy warning on that! :D
Thought it would be somewhat playable, but every blinks like a crazy rave party..

Toned it down a bit.. may have been too much Smiley
119  Community / DevLogs / Re: Delver on: August 22, 2013, 04:55:14 PM


I'm thinking about adding per-pixel dynamic lighting (and maybe normal maps) to the Delver engine as a graphics option, can anyone test out this build of Boarding Party with fully dynamic lighting and tell me how it performs for them?

http://www.intrrpt.com/downloads/boarding-party-pixel-lighting.jar

I'm doing some crazy stuff with the lighting in there for testing to show off the dynamic nature, don't be too alarmed Smiley
120  Community / DevLogs / Re: Delver on: August 20, 2013, 10:06:20 AM
I was able to finish that 7 day FPS project into an actual game this year, learned a few things that I can hopefully fold back into Delver. I may also do something fun with it to hold as hostage until the Delver Greenlight gets enough votes Smiley

Check it out:

Download: http://7dfps.com/?action=games&id=228
Video:

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