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21  Community / DevLogs / Re: [Demo Build 3!] Hazelnut Bastille: A Lush SNES-era Topdown JRPG Adventure on: July 03, 2017, 12:10:52 AM
A new feature In Alpha Beta Gamer today:

http://www.alphabetagamer.com/hazelnut-bastille-alpha-demo/

22  Community / DevLogs / Re: [Demo Build 3!] Hazelnut Bastille: A Lush SNES-era Topdown JRPG Adventure on: June 30, 2017, 03:01:05 PM
Not sure how we pulled this off, after not posting to IndieDB for a month, lol...

23  Community / DevLogs / Re: [Demo Build 3!] Hazelnut Bastille: A Lush SNES-era Topdown JRPG Adventure on: June 29, 2017, 05:37:39 AM
Sometimes Grass Has a Mind to Cut YOU!


24  Community / DevLogs / Re: [Demo Build 3!] Hazelnut Bastille: A Lush SNES-era Topdown JRPG Adventure on: June 26, 2017, 09:01:49 AM
A new dungeon tileset and some new enemies:

25  Community / DevLogs / Re: [Demo Build 3!] Hazelnut Bastille: A Lush SNES-era Topdown JRPG Adventure on: June 22, 2017, 08:34:03 PM
Just reached 1000 Mailing List Subscribers!

Fantastic guys! We will continue to keep improving the game everyday! Let's reach 5000 soon!
26  Community / DevLogs / Re: [New Build Today!] Hazelnut Bastille: A Lush SNES-era Topdown JRPG Adventure on: June 17, 2017, 10:46:37 AM
An interesting new, heavily architectural tileset:

27  Community / DevLogs / Re: [New Build Today!] Hazelnut Bastille: A Lush SNES-era Topdown JRPG Adventure on: June 16, 2017, 07:14:10 AM
Redid the startup animation for special attacks, to give it a bit more flare and personality:

28  Community / DevLogs / Re: [DEMO OUT!] Hazelnut Bastille: A Lush SNES-era Topdown JRPG Adventure on: June 16, 2017, 03:24:43 AM
Ok, Public Build Version 3 is now out for everyone!

The biggest additions here are that there is now an in game keybinding system, an input sensitivities menu, and even a toggle to try a basic version of 8way movement we have included for testing purposes (since there was so much public interest in this).

You can read the Build notes in the Changelog Above!

You can download it from the page linked to in the emails.

You can get access to that page from our landing page:

https://www.aloftstudio.com/hazelnutbastille

29  Community / DevLogs / Re: [DEMO OUT!] Hazelnut Bastille: A Lush SNES-era Topdown JRPG Adventure on: June 13, 2017, 07:05:40 AM
Public Demo Version 3 Changelog:

Done June 16:

New Pause/Options Menu.
New Input System

-One Large detail for this build is that it includes 8-way movement option for testing purposes, because there was interest on the part of the users to explore this movement style. 8-way can be enabled in the input menu in game from start. Our current intention is to keep things to 4-way movement for the player. Our feeling is that the enemy and level design heavily favors 4-way movement as a gameplay mechanic. Given the current design, the 8-way pattern gives things sort of a "loose" and "floaty" feeling in our opinion. We think it is useful to give our users the chance to try out this movement style though, in order to give context for discussing either movement style.

-There are 2 Sets by default one for Controller and one for keyboard.

-There also a few other defaults incase the default keyboards dont work, arrow keys for direction and enter/return for confirm, backspace for cancel. B button is now standard back/cancel for all menus. Remapped item buttons and updated menu visuals.
   
-Fixed an issue where boss was not shocked.

-Bombs now only shoot projectiles diagonally, to better balance the risk vs benefit equation for the bomb.

-Ajusted player attack collider.

-Fixed issue where swipe could hit enemies on other floors.

-Crossbow bolts no longer go thru the miniboss during phase2.

-Fixed issue where miniboss could do collision damage after death.

-Reduced enemy invicibility so player can immediately attack again in quick succession.

-Mana meter now refills over time without walking.

-Crossbow bolts no longer go through switches.

-Fixed issue where continue menu did not save.

-Added charge up to spin attack; balances the spin attack, and also gives signal to player it is a "hold" mechanic

-Fixed an exploit involving switches

-Fixed an exploit involving lasers

------------------------

We hope to have this new build out in a day or two! It is especially useful for folks to give us some feedback on their experience with the various movement sytles!


30  Community / DevLogs / Re: [DEMO OUT!] Hazelnut Bastille: A Lush SNES-era Topdown JRPG Adventure on: June 11, 2017, 11:20:42 PM
A Mandarin Chinese feature as well:

http://www.3dmgame.com/news/201706/3661538.html

31  Community / DevLogs / Re: [DEMO OUT!] Hazelnut Bastille: A Lush SNES-era Topdown JRPG Adventure on: June 11, 2017, 11:18:07 PM
Another Great article from Dark Side of Gaming:

http://www.dsogaming.com/news/hazelnut-bastille-is-an-open-world-retro-rpg-inspired-by-zelda-a-link-to-the-past-demo-available/
32  Community / DevLogs / Re: [DEMO OUT!] Hazelnut Bastille: A Lush SNES-era Topdown JRPG Adventure on: June 09, 2017, 06:17:36 PM
http://www.siliconera.com/2017/06/09/hazelnut-bastille-demo-looks-satisfy-link-past-itch/

Another Great Article from Joel Couture on SiliconEra today!

33  Community / DevLogs / Re: [DEMO OUT!] Hazelnut Bastille: A Lush SNES-era Topdown JRPG Adventure on: June 06, 2017, 11:52:23 PM
This temple facade looks like it belongs in Ancient Gaul or something, lol:



And a color variant:


Ok ONE more touchup... little bits of grass at the groundline seemed to be needed:

34  Community / DevLogs / Re: [DEMO OUT!] Hazelnut Bastille: A Lush SNES-era Topdown JRPG Adventure on: June 06, 2017, 01:38:05 PM
Touched up the colors a bit, redrew the trees... they were a bit too noisy to me, didn't fit the style as well, felt a bit ungrounded:

35  Community / DevLogs / Re: [DEMO OUT!] Hazelnut Bastille: A Lush SNES-era Topdown JRPG Adventure on: June 06, 2017, 02:40:04 AM
Ok, one more today... the tiles actually add up to a pretty good marsh:

36  Community / DevLogs / Re: [DEMO OUT!] Hazelnut Bastille: A Lush SNES-era Topdown JRPG Adventure on: June 05, 2017, 11:09:09 PM
More nifty blighty tiles.

I think this particular configuration might be a bit too organic, since it dissolves the play grid too much, but you get the idea!

37  Community / DevLogs / Re: [DEMO OUT!] Hazelnut Bastille: A Lush SNES-era Topdown JRPG Adventure on: June 04, 2017, 11:53:00 PM
A Spanish Language feature:

http://retromaniacmagazine.blogspot.com.es/
38  Community / DevLogs / Re: [DEMO OUT!] Hazelnut Bastille: A Lush SNES-era Topdown JRPG Adventure on: June 04, 2017, 05:29:20 PM
Another Letsplay up today!



39  Community / DevLogs / Re: [DEMO OUT!] Hazelnut Bastille: A Lush SNES-era Topdown JRPG Adventure on: June 04, 2017, 04:02:12 PM
Aside from praising the game though, there were a few issues I noticed.
-On the slash vs stab debate: At first I didn't see much use for the stab, due to the advantages of the slash. This seemed a little off balance as such, and I thought the stab damage should be slightly increased to offset the advantages of the slash. After getting the glove item though(sorry, the name slipped my mind), it seemed more balanced as I had to start managing the (stamina?) resource to use other equipment. I assume as one obtains more items, stamina management becomes more apparent, and as such, it seems balanced to me. It could be something to keep in mind if the balance seems off in the future though.


Yeah part of this stems from the fact that although the demo is meant to represent a late-gamish level, we for sure can't expect the player to be acquainted with combat and the mechanics to the degree they would actually be at that point, and also, we can't just pile 20 tiles and modifiers on their back which they had no way of appreciating out of the gate. For this reason, we mostly gave the player the most basic and straightforward tools, and these mainly don't use mana. You are right in thinking that mana-management will become ever more important as the player gets more tools that use it, and there may even be a gradual shift from mainly melee to mainly ranged, as happened in the course of LoZ.


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-The mini-boss of the dungeon was a welcome challenge, unlike most bosses. Figuring out how to beat it was enjoyable, but when it got to the second stage(shells bouncing around), I ran into a problem of spending to much time dodging the shells, and died at a few times before giving up and just tanking it. I did want to beat the boss correctly, but the shells were always to close. Basically, the difficulty seemed just a little to high for me to not take the cheap path. A solution to this would be to make the floor area of the mini-boss one or two tiles taller, so that the shells aren't always so close. This breathing room might make it to easy, so the mini-bosses health could be slightly increased to compensate. Additionally this would help prevent players from tanking the boss.

Yeah this is another of those demo balance things in some sense; in the actual game, circumstances won't allow tanking that enemy to be nearly as viable as it currently is; we had to give the player a lot more health to take the edge off the difficulty, and to simulate the effect of having things like restorative potions or other health mechanics later on. Our style with boss design sort of puts emphasis on constaining the player's space, although there are definitely viable ways to avoid any kind of damage in that fight. Most notably, you could stand at 9 O'clock and do upward swipes at the shells as they come around.


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-Upon receiving the glove thing, I noticed a slight glitch. When the menu opened to show the item, it remained on the map screen where I had it, and didn't pop-up the item description until I manually switched to the equip screen. I assume that it is meant to open the menu, and go to the equip screen when a piece of equipment is received.

Yeah... will have to look into that  Shrug Part of going to a larger pool of players / testers is that things which either rarely happen, or were not recognized when they happened earlier tend to come up!


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-On the equip screen, it shows "press X for info"(in not so many words). However to view an items info, I had to press the A button.

On the list to be fixed too!

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-For the main boss, I just want to say I very much enjoyed the fight. A small thing I noticed though was that the boss dealt collision damage to me after I had killed it. This might just be a minor thing, or even intentional, but it's a difficult enough boss that if someone died after killing it due to this, they might think it's an unfair enough death that they won't even go back to see if the boss is dead before quitting the game.

Also on list!


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Overall, this game looks fantastic, and I very much look forward to seeing more of it. Keep up the great work!
As an aside, I think these articles would be beneficial to you.


-Discusses the hidden movement systems in Zelda 1, and how it made the 4-way movement feel better.
http://troygilbert.com/deconstructing-zelda/movement-mechanics/

Hadn't seen that one, but it is a good article! We were familiar with the nuances of Zelda 1 movement, and how nifty it is. We actually gave that system a try in our case, since a lot of the combat design is similar to Zelda 1, but visually the up to half tile jumps that can happen when you align to a new axis were a bit jarring with the level of visual fidelity we have; we ended up going with something that was closer to LTTP; you you hit a corner just slightly, the Character controller will move you sideways quickly as you are trying to pass it.
 

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Yeah, have read this one a few times! It is also a fantastic article. I especially agree with the idea of using the early part of each region as sort of common space for traveling through the map. I think this is one of the major features of the world design that Minish cap seemed to ignore.

Thanks for all of the great feedback!
40  Community / DevLogs / Re: [DEMO OUT!] Hazelnut Bastille: A Lush SNES-era Topdown JRPG Adventure on: June 04, 2017, 03:37:13 PM



- I think this is pretty obvious. Spreading bomb particles hits player.

We may potentially reduce this to 4 diagonal projectiles in the future; may be a better balance for the utility vs / risk equation there.

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- I really dont like idea of generating mana from walking. Its should generate mana automatically like in Link between world.

This is something we have considered having time-based instead too. Could also be changed.


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- The hit detection needs fix. My attack sometimes does not work when I hit monster.

The main reason this happens is the invincibility frames they have; their actual hitboxes (and the hitzone for the sword) actually go past the art. I could see reducing these frames such that two consecutive stabs both hit, for instance.


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- I dont like that there is  2 different special attack button for two different attacks that takes mana. If you want some kind of special attack.  It would work better if you gain it by killing certain amount monster.

I think we like the idea though of how this balances combat. Most special moves will deplete the meter, so the player will have to balance their utility with needing to ration their use. The thing I really didn't like about LTTP's mana system was several fold:

1) stuff used way too much mana
2) you really needed to save the mana in case a necessary mechanic that required it came along
3) you had to find collectibles to regenerate it, which, combined with the first two, meant you would rarely use your mana weapons, in favor of hoarding mana, where it sat there being useful as a game mechanic.


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. Maybe add some meter for special attacks? Or somekinda of animation that let player know that you have activated special attack mode.

We could definitely make them a tiny bit flashier.

Thanks for the feedback, and the time taken out to give the work a try! A lot of these were things we actually mean to fix next build, but will add it to the feedback on discord!
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