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881
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Community / DevLogs / Re: Eastward Quest
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on: May 04, 2013, 02:29:55 PM
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Prepare for a revolution! Back to the basics.I want to finish this game. That's why I'm scaling down and sticking to the core mechanics. I have prototyped enough to realize there are some bloated features in the project. The inventory is one. It's gone. While playing, using the inventory is a distraction of the core mechanics. Even looking at it is a distraction. So I'm getting rid of it for now. If there's no inventory, there's no need for gold. Gold will be replaced by XP. It is gained the same way gold was, from killing enemies. XP, the blue bar, indicates when you level up. When you do, your max HP increases. The number is your current level. So it's a lot more tied together now. I can always make a sequel with some of the cool bloated stuff, but for now I'm keeping it simple. Wish me luck.
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882
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Community / DevLogs / Re: Eastward Quest
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on: May 04, 2013, 10:17:19 AM
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Design for an Assassin character: less HP but can "sidestab" enemies and kill them taking half damage by attacking them from the sides rather than the front:  New grass and better coin drops: 
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884
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Community / DevLogs / Re: Eastward Quest
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on: May 04, 2013, 06:39:51 AM
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It's just me doing all the coding/art, though my loyal musician should join up soon to make the sountrack. Watch as I annoyingly point out with the new cursor that you now gain gold by killing enemies! 
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885
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Community / DevLogs / Re: Eastward Quest
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on: May 03, 2013, 06:11:22 PM
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this looks preety cool, so simple but sometimes thats what gets you hooked, plus the graphics a nice.
As for the AE logo, thats treading on thin ice if you ask me, especially with a company like that, horrible bast**ds.
Yeah, it's just a joke. I laughed a bit so I figured someone else might too. I like the naem "AE Gaems" though.
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886
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Community / DevLogs / Re: Eastward Quest
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on: May 03, 2013, 04:03:24 PM
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No but there is no a lot of work to do to smooth out the slopes with pixels, I think it would look better.
Yeah, you're right. I resized that art and didn't treat it more carefully, when I work on the level backgrounds I'll improve it. I disagree with those saying attacking should be manual. I like the idea of it much more as a resource management and reflexive decision-making game (split-second "Can I take on this enemy or do I switch lanes?" "Do I take the health potion or the strength powerup?") more than anything, and adding manual attacks seems like it might detract from that simplicity.
also I kind of liked the old mockup character's design more. This dude feels super generic now. Which might be the point but still.
Thanks. I hear what you're saying about the character. I wanted to make a standard character that you start with and have unlockable classes, like Mage which would be the old character. So the starter would be more generic and the unlockables more unique. Here's a pretty pic for the new page:  I have also been thinking of an original company logo for when the game is distributed worldwide. Considering something new, unlike anything before: 
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888
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Community / DevLogs / Re: Eastward Quest
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on: May 03, 2013, 02:33:33 PM
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You could honestly just have a double tap forward be a dash attack and that's how he attacks... then you'd still only need one hand.
It just feels like there's not a whole lot to do right now. If you can't actually time attacks or do combos or do anything else... it's just literally moving up and down to the right spots. I can't see that being entertaining for very long.
Thanks for the feedback!
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889
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Community / DevLogs / Re: Eastward Quest
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on: May 03, 2013, 02:12:01 PM
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I need some opinions on this. About the landscape view, do you mind if the pixel resolution of the background is different from the character's in this manner?  Reminding you that this is just a view that lets you know how close to the end of the level you are. Thanks.
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890
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Community / DevLogs / Re: Eastward Quest
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on: May 03, 2013, 11:21:48 AM
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Wouldn't it be better if you had to press a button to attack instead of just running into enemies?
Maybe? I like it the way it is now, makes it more unique and fits in with the simplicity. I like that you can play with just one hand on the keyboard. Next up is "wouldn't it be better if the player could move westwards too?" and that is just heresy.
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893
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Community / DevLogs / Re: Eastward Quest
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on: May 02, 2013, 02:14:41 PM
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The game will get faster on harder levels. You will also be able to buy "Quick Boots" to increase walk speed or buy "Stone Boots" to make yourself slower (could be useful in a level that goes too fast). I feel it's important to let the player control the speed a little bit. I would be extremely annoyed if the character didn't go faster when I pressed right, and slower when I pressed left. That's why I added those. I have added food to the game. It heals you. Apple for 5, bread for 10. The heart now increases max HP. 
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894
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Community / DevLogs / Re: Eastward Quest
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on: May 02, 2013, 11:53:57 AM
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Are there going to be ranged attacks?
I plan to add them, both by enemies and by the player. But only in later levels. Based on how that screenshake works, you may want to consider unloading the tiles a little later. I can see the gray of the canvas when you get hit in the gif
You're right. I tried fixing that quickly, but it will take changing a bit how I do tile generation, so I'll leave it for later. I added some tile props: flowers, signs, bushes. The first level will be "cheerful grassland" like this, but later levels will have different tilesets (dungeon, snow, lava). 
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895
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Community / DevLogs / Eastward Quest
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on: May 02, 2013, 07:17:31 AM
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Eastward Quest is an action RPG where you always move east. Only victory can stop you - or death. -- Newest Screenshot: -- -- Original post: --Development began last week. I had the idea last Sunday at the end of Ludum Dare 26. The theme was minimalism and this would be a minimalist RPG. As I had already finished my LD game, I had no time to finish this one, but I will now. Below is a recap of my progress so far. This was the first mockup:  A 3x3 tiles map, some stats, items, enemies. The idea was that the player could only move up or down, so in that image he could either fight the goblin or enter the castle. Then I started coding (in Flash) the basics: tile generation and movement:  I added a character which could be moved up and down:  Needing more space for the UI, I played around and decided it was best to make it horizontal, and replaced the placeholder graphics in the prototype with my mockup graphics:  After that, a bunch of stuff was added. UI changes, enemies, animations, screen shake, HP loss and regen, speeding up and slowing down, and a landscape view that shows where you are in relation to your goal:  Such is the current state of the game. I made the logo today to put it in the beginning of this thread. There's still much left to do, let me know if you have any suggestions or comments (  ). Thanks!
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897
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Developer / Playtesting / Re: Game Name Clinic - I will rate your game's name
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on: April 28, 2013, 11:22:33 AM
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What name should this have? It's a mockup.It's a mini "side-scrolling" fantasy RPG. The map scrolls automatically, you can only move up or down to choose where to go - for example, in that image the player chooses to fight the goblin or go to the castle. You are always walking. A few of my ideas: -Narrowland -Wander Quest -Trial of Pilgrimage -Elf Road -Crusade Way -Knight Hood -Sword Pass -Wanderland -Half-Elf Pilgrim -Your Elfness
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