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Community / DevLogs / Prisoners of Tern- 7DRL Devlog
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on: March 09, 2015, 10:50:45 AM
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(This is here as a placeholder, and will update with more information when more is available)
Prisoners of Tern will be a squad-based roguelike where the units all pull from the same pool of turns. This allows for different strategies and ideas to the basic you go/they go strategy normally found in turn based games.
It will feature: +No defined classes, open-ended progression +permadeath, of course +predictably simple enemies that make combat more akin to a puzzle instead of relying on random numbers +and things!
Yep. That's all for now.
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Community / DevLogs / Re: Kerfuffle
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on: December 29, 2014, 08:57:13 AM
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I think double tapping to dash is the best option. It cuts down on keys, and, IMO, it feels more natural.
I don't play too many fighters, but I like the double tapping to dash in MvC and Skullgirls, and similarly the double tap to spring in Smash.
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Community / DevLogs / Re: The Soul of Eterna: A pacifist RPG focusing on dodging
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on: August 03, 2014, 09:18:46 PM
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I'm a fan of the art since I'm doing something similar right now for Ferryman's development. I like the idea for that boss guy! A thing to keep in mind when animating a sprite is to get the entire body of the thing moving in each frame. It will look way better and not as stiff, but takes more work in general. Is Eterna the main character's name or did I miss something?
You should also really brainstorm and research this pacifist angle you have going more.(I'm sure you are) I think stuff like taunts and charms could play a part if you wanted them to.
Anyway good luck with everything!
Yeah, I'm still trying to figure out a the perfect art style, so that boss is probably just a mock-up that'll never see the light of day  What is Eterna? That's a verrrry good question. I can't tell, since I don't want to spoil the story, but yes and no. I do want to have more options besides rolling, and I definatley do like the idea of charming or taunting enemies. I could see some ways of having that in the game...
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Community / DevLogs / Re: Reprisal Universe
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on: August 03, 2014, 01:00:38 PM
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Thanks for the feedback, With regards to the Chrome alert on PCs, I moved the ZIP files from DropBox to my own server, and now it gives a message of "PC - Reprisal Universe...zip is not commonly downloaded and could be dangerous." Sheez, anyway, if you choose the option to 'Keep' it seems to do just that  EDIT: Though the HUD and menus can be almost a bit too simplistic. Maybe there could be a box that fades in around something when you hover over it?
Do you mean in the actually game or the menu's on selection screens etc? the UI is super simplified now! ... maybe too much so ... I mean the menus on the selection screen where there's only the text and an arrow. Since there's pretty much only text it made me wonder what was clickable and what wasn't. In game I think the menus all look great! EDIT: I was just wondering about the music in the game, since I don't think it's in yet. What type of music are you going to have in the final release? I've been playing with some pandora on and stuff and some chill ambient electronic stuff and it sounds great...
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Community / DevLogs / Re: The Soul of Eterna: A pacifist RPG focusing on dodging
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on: August 02, 2014, 02:58:15 PM
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I haven't been making much progress on the game recently (burnt out by working full-time and then LoLing every other hour of the day) but the idea is still in my mind and I am working on some different gameplay concepts as well. Is it going to be fully nonlinear (i.e. Megaman or Link Between Worlds) or nonlinear if you can figure out HOW to do it nonlinearly (Super Metroid)?
I'm very interested to see where this goes. One suggestion, though. Invisibility or teleportation if you're adding stealth mechanics, please. They can be very useful for puzzles AND they're fun to use.
I'm still not 100% on this, but I want the player to approach the game's areas like Mega Man (or Link Between Words) in that the player can go about how to explore the land and fight bosses. However, I also want to have something similar to Dark Souls or Super Metroid where the player has to unlock certain areas before they can continue. This should work by how I'm going to go about approaching death and checkpoints in the game. On the topic of other mechanics, I'm thinking about adding in some new ones on top of the rolling. Since the game is almost 100% mouse controlled, I think I would settle with a MOBA or Risk of Rain style abilities, where the player uses QWER or some other combination of buttons to change abilities.
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Community / DevLogs / Re: Reprisal Universe
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on: August 02, 2014, 02:50:56 PM
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Woohoo ohmygosh this looks so gorgeous!  I bought and played the original a TON, and now this looks even more super. Definately jumping in and trying the Beta now. Will edit this comment once I have comments! EDIT: Grrr... I didn't have a lot of time to play it, but the AI feels a lot more aggressive (which is a really good thing). The art is BEAUTIFUL! Though the HUD and menus can be almost a bit too simplistic. Maybe there could be a box that fades in around something when you hover over it?
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Community / DevLogs / Re: The Soul of Eterna: A pacifist RPG focusing on dodging
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on: July 20, 2014, 02:57:15 PM
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Just dodging? Any plans on adding any stealth mechanics?
For now it's just dodging, though there's still a lot of room for new things to be implemented. I want the game to focus on weaving through enemies, but the whole game isn't supposed to feel like the player has to speedrun it. When I say it's more about dodging I mean that the player can't simply go through the game hacking away at everything they see (that's how I play Zelda). In TSoE, when the player enters a room they need to examine the layout of the room and the types of enemies in it to find the best way to make it through. And while the player can't directly hurt the enemies, enemies can hurt each other accidentally or be goaded onto traps as well. I want the player to be able to learn how enemies react and how they attack so that the player can lead to the enemies fighting each other through friendly fire. I will most likely include some form of sneaking in it, though I don't want the player to be able to sneak through the whole game. Enemies will have all have LOS, so as long as the player stays out of the enemies' vision they can most likely sneak around.
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Community / DevLogs / Re: The Soul of Eterna: A pacifist RPG focusing on dodging
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on: July 19, 2014, 11:21:30 PM
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I was attempting to work with animating bigger sprites for the first time, and this mockup came out of it: It's not quite as big as I was expecting it to be, but I'm happy with the results so far  I'm thinking this could be some sort of boss... The heart is so big and pump-ey to show that it's a weak point. You defeat it by doing stuff. Yeah. It's almost 3 in the morning and I've got nothing witty to say  EDIT: OH YEAH! I just remembered something before I go zzz off. The backstory to this dude is that he died and then came back as an evil ghost and built a throne out of his own bones. Pretty sick dude in more ways than one...
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Community / DevLogs / Re: Return of the Obra Dinn
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on: July 19, 2014, 12:43:52 PM
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Looks good! The way the hand moves already looks great too!
EDIT: I think it looks fine without a grabbing motion, at least for now and in that clip.
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Community / DevLogs / Re: Once
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on: July 19, 2014, 11:53:51 AM
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This looks really intriguing! I love your idea on how to manipulate the robot. I can't wait to see more 
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Community / DevLogs / Re: The Soul of Eterna: A pacifist RPG focusing on dodging
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on: July 19, 2014, 11:41:49 AM
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Wow, I've never heard of the Animator's Survival Kit. I've read about a hundred pages so far and I can already tell it'll help me down the road with more elaborate animations. Thanks! I've changed the sprite so far and added a head bob, but I don't know if it looks any better. I tried three different variations, which I'll post below for feedback. I think the second one with the one frame bob looks the best, but what do yal think? I may do something else too eventually... 1. 2. 3. 4. 
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