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Community / DevLogs / Re: Hack, Slash, Loot
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on: May 03, 2014, 12:52:19 AM
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Having had a good share of fun with the desktop version I bought it on the spot (Android - Nexus 7). The fun is still there  Here are a couple thoughts: - The touch zones are a bit small on my 7'' display. This can be solved by magnifying the map, but remains true for the hud. - On my device, every time I suspend the application I can never continue my current game. Don't know if it's a bug or it's supposed to be this way, but if it's a bug it needs to be fixed and if it's on purpose, I think you should reconsider this decision. Mobile gaming is always a "stop and go", and a dungeon session in HSL can be pretty long, so having to restart every time is a very big turn off. Cheers! 
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Community / DevLogs / A Dungeon Versus (asymmetric, two players, virtual boardgame) - road to alpha
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on: February 18, 2013, 11:57:06 AM
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* ok... take a deep breath... aaaand,* my first devlog on TigSource! SynopsisA Dungeon Versus is a virtual boardgame for two players with a roguelike atmosphere. You can be the bold Adventurer, venturing into the dungeon to escape alive with as much loot as he can, or you can be the merciless Keeper, moving his Beasts to put an end to the intruder before he steals his treasures. RulesAs the Adventurer you can choose your Hero as one of four classes (Knight, Thief, Barbarian and Wizard) and two Traits among six for every class. As the Keeper you can choose four Beasts in a group of sixteen, each one with a fixed Trait. The game board is a grid of 10x10 hexagonal tiles. Neighboring tiles can be connected, blocked by a Wall or by a Door. Every character can see his tile and the directly connected ones, all the other ones are hidden. Every turn is made up of two actions, and possible actions are: The Adventurer uses both actions on his Hero, while the Keeper can distribute them among the Beasts at will. The victory condition for the Adventurer is to find the exit tile. The victory condition for the Keeper is to kill the Adventurer. There is a total amount of Loot distributed among a number of Treasures: the Adventurer's score is the amount of Loot stolen, while the Keeper's score is the amount of Loot remaining. On every tile there can be a Treasure, a Potion or a Key. - A Treasure subtracts Loot from the Keeper and gives it to the Adventurer
- A Potion restores some of the Adventurer's Life
- A Key opens one Door
All of them are taken automatically, the Treasure if there is no Beast on the same Tile and the Potion only if it's needed. On every tile there can be also a Trap, which springs as soon as the Adventurer enters the tile. Some Traits let the Adventurer locate Traps or even set his own. Every character has four stats: - Attack, which is the basic value to add to a random roll when attacking
- Defence, which is the value an attacker must beat to successfully land a blow
- Damage, which is the basic amount of damage dealt with every successful attack
- Life, which is the total amount of damage a character can suffer before being defeated
What I have so far- A main menu with game connection and character selection
- Movement, basic attack, walls, doors, treasures and potions working
- Victory conditions implemented and a temporary endgame screen
In my intentions this should be a relatively short devlog, ‘cause in a month or so I hope to reach alpha or pre-alpha stage, with basic features, two classes and eight or four beasts, and move to a feedback phase. Also, I know very well that Oryx’s sprites are far too abused and I was planning to hire an artist to redo the illustrations, yet I’m growing fond of how they look now, so still don’t know. A playable link will spawn here as soon as the build is decent 
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Community / DevLogs / Re: Chasm [2d roguelike metroidvania]
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on: January 29, 2013, 12:24:44 AM
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but I guess that's the price you pay for Agile development!
Indeed it is, but I bet everyone here can see the wonderful results. Keep up the good work, I can't wait to play this on my xbox   
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Community / DevLogs / Re: Chasm [2d roguelike platformer]
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on: December 27, 2012, 03:03:59 AM
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I like the art style very much, but, from a practical point of view, I think the main character tends to blend a bit too much with the background. This didn't happen in the underground/cave mockups. I am now noticing that there was a bit of blackish border in those ones. Is that going to be in the outdoor levels too? P. S.: the palette is gooooorgeous 
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Community / DevLogs / Re: Chasm [2d roguelike platformer]
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on: December 20, 2012, 02:13:58 AM
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Didn't know you had a devlog here, maybe because I've been away from twitter for a while.  Anyway I'm following this and looking forward to something playable. Cheers! 
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Community / DevLogs / Re: Chroma
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on: October 15, 2012, 02:03:38 AM
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I have some news, pretty big news for me personally and for this game.
I have quit my day job.
It's a giant risk for me and I'm terrified in all sorts of ways, but excited about the next chapter of my life unfolding - an adventure I need to take. I've been considering it for a long time and after doing some calculations it seems like now is an optimal time to go for it.
 Congratulations and good luck! It's a giant risk, yes, but I can understand the urge (having surrendered to it myself). Sure you have a promising work to start with.
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Community / DevLogs / Re: Project Rain World
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on: October 12, 2012, 09:10:10 AM
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Ok, I have to admit it: coming here only now, I just managed to see the video and to read some bits here and there... but it's been enough to pick my interest. I'm following this thread to see where this is going 
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Community / DevLogs / Re: Chroma
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on: October 12, 2012, 07:39:48 AM
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So, I leave these forums for a while and when I come back I find... this!  Awesome concept and aesthetics: I'm really looking forward to something playable. Good luck for IGF!
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Community / DevLogs / Re: forma.8, iOS action adventure game
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on: October 12, 2012, 07:18:26 AM
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Speaking of italian developers...  I'm loving the art style here, especially the palette. Any chance to see this on desktop? Else I'll wait to have an iThing to try it  Anyway, I'm following your progress here and on twitter. Good luck and keep up guys!
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Community / Townhall / Re: The Obligatory Introduce Yourself Thread
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on: April 05, 2012, 01:02:35 AM
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I've been a programmer for a couple of decades (I'm an old fart, not a young pup - ask me about freakin' Cinemania Online), but I've only recently migrated into the indie game developer camp. I've loved games my whole life, and eventually just got to the point where I looked at what I was doing with my life and decided "I could sit here and grind out code for someone else until I retire, or I could take a plunge and go into business for myself". Hooray for old daring gaming farts!  (beeing one of them myself  )
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Community / DevLogs / Re: piq
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on: April 03, 2012, 11:15:28 AM
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Good luck and take care of your life! The awesome in this game will still be here when you get better. 
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