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Community / DevLogs / Re: An RPG Game(AdventureQuest inspired)
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on: March 10, 2017, 06:44:47 AM
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Those monsters and icons all look great! I love all the variations on the slime - they all look unique, and not just palette swapped.
As for what monsters to draw next - is there any sort of creative/narrative direction to follow here? Like, a dragon would be cool, right? But does that have a place in the game world?
There's no real narrative yet, as I said, every region will have different quests and mobs so anything is fine becuase I could make a place for it. And there will be dragons, but I want to make some more common enemies first, so not huge ass monsters yet 
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Community / DevLogs / Re: An RPG Game(AdventureQuest inspired)
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on: March 10, 2017, 04:44:25 AM
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Well, hey there! I know it's been a long time since the last update and sadly I haven't had much time to work on the game. But I did manage to get a few things done(Mostly graphics-wise I kinda wanted to take time to practice pixelart)! First of all I made some more enemies, this is the current enemy sheet:  I also tried making a normal set of attribute icons:  Other than that, I also worked on a small open-source dialog system for godot engine, that I might be using for this game, haven't decided how I want the dialogs to work here. You can see it on my twitter account that I created not too long ago after Pixel Noise asked me if I had one. So I did create one as well as a deviantart account. I'm going to work on shops next code-wise and I want also to make more enemies, so please tell me what kind of enemies you would like me to do next, I'm open to ideas! Until next time 
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Community / DevLogs / Re: An RPG Game(AdventureQuest inspired)
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on: February 02, 2017, 06:09:21 AM
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Wow, it is still looking good! I like your sprites and the fact that you have a board for managing your work is smart. Any idea on a timeframe for a demo?
Thanks :D Yeah, it's really cool and tidy, also every time I've got an idea I put it there so I won't forget it. And to be honest I don't want to promise anything, I'm a soldier and thus working on this project only when I have time. But I think what I would call "ready-for-demo" would be after there are shops and at least 1 city implemented. This game is pretty art-heavy so and I want it to have lots of variety, but I guess for a demo what I mentioned above is enough. I hope it will be soon  Nice font - seriously, that matters. A bad font is the worst. Really liking what you've done so far - nice progress you're making! Following  Edit: Also, do you have a twitter, or any other social media to follow? Thanks for following, that's means a lot!  I do own a twitter account, but I never used it for anything other than following others.. I don't think I have even one follower so it would be kind of useless? Also, small update here~I've been kind of busy with life stuff this week, so I couldn't really work on the game. But! I did manage to draw attack animations for the current enemies, so no more idle-damaging  Here're two gifs:  And in-game:  I might need to play with the timings a bit more though ^^
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Community / DevLogs / Re: An RPG Adventure Game(No title yet)
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on: January 27, 2017, 09:13:46 AM
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So, more progress today :D The last couple of days I worked on implementing spells to the game, and I like how it's turned out  I also added description to the spells and weapons menus:  As you can see the weapon which is currently used is blacked out. This also works for spells whose mana cost is higher than the player's current mana value:  Now for the spells  I've currently made 3 quick varieties of spells:  And in game it looks like this:  With spells implemented, I can conclude that I'm mostly done working on the battle scenes. All that's left is to implement armors and draw the enemy attack animations(at least as for the most basic features). Also I've updated the icon to 20%, not sure how much is really is, but it with the battle scenes almost done, I feel like it deserves that progress update  Which brings me to another thing I've found out recently, that is Taiga.io, which is an issue tracker kinda thing. Basically it helps me keep the development nice and tidy, by letting me track the progress with a simple kanban board and an issue tracker. It looks like this:  As you can see, I've already put some stuff in my todo list which I'm going to work on sometime. The In Progress and In Stack are the more urgent features/tasks I have to do. It's really nice and free  which is a bonus  I do recommend it if you don't want to pay for services like JIRA and so on. That's it for today, if you have any suggestions/comments please do tell~
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Community / DevLogs / Re: An RPG Adventure Game(No title yet)
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on: January 24, 2017, 12:14:49 PM
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This looks pretty neat. I like the work you have done with the characters, UI, and the combat system. Any games inspire your current controls? I have never seen a game where the combat controls are in the center - which actually makes a lot of sense as it should be the primary focus.
Yeah, as I mentioned in the first post, my inspiration is AdventureQuest. Also, glad you like that! :D
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Community / DevLogs / Re: An RPG Adventure Game(No title yet)
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on: January 24, 2017, 10:47:12 AM
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So another small update  So I've found a nice pixel font, instead of the default one. Also, I've made a little function that lets me color particular parts of a text, which is really nice, I can color the things that need more attention:   Moreover, I've finally implemented the attribute effects(currently I use some temp icons, just for indication):  The current effects are as shown in this little chart that I've made:  The attributes from left to right are: Air, Earth, Fire, Grass, Water, Ice, Lightning, Holy and Dark. The attack is multiplied by the attribute effect of the weapon/skill on the enemy's attribute. Currently I've made each attribute to have 2 other which it's stronger than and 2 which is weaker than. All except Holy and Dark which are both strong against the other but weak against themselves. This can of course change in the future.
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Community / DevLogs / Re: An RPG Adventure Game(No title yet)
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on: January 19, 2017, 11:43:09 AM
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Cool! I like the sprites. I'd suggest using a pixel art font and adding some juiciness (maybe screenshake when attacks hit). Also, something that is usually a good idea in pixel art is to keep pixel size consistent. In the HUD when it shows King Slime it shows his whole sprite inside the hud, and his pixel size is much smaller than the HUD, which looks pretty odd. Also, I noticed that the sword is shaded with lighting coming from above normally, but coming from below when the character is hit. I dig the colors and the floor tiles, though!
(Poor Papyrus haha)
First of all, thanks  And yeah I already have a font, got it after I posted here. I don't know about the screen shake, I might do it and ask here what you think about it. Now, about the HUD, I know the pixel size is different but I can't really think of a possible solution. With monsters such as the small slimes/skeletons I can just use their whole sprite/head as the HUD avatar, but when it comes to the big guys, especially with no face, I can't possibly fit them there... If you have any ideas, please do tell ^^ And currently the weapon in the hurt animation is procedurally rotated, I have 2 solutions in mind though: 1. Putting a dark alpha on top of it(like the player being hurt) which will make it not stand out so brightly. 2. Actually making another animation frame for it, my problem with that is that I would have to make one for each weapon and in the long run it might take time. Still, not a no-go yet. Thank you very much for all the suggestions!
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Community / DevLogs / Re: An RPG Adventure Game(No title yet)
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on: January 17, 2017, 09:20:00 AM
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Hi~ So I've been kinda busy the last few days but I did make some progress! So I've implemented the weapons already, although they are still in their early ages. currently the only thing relevant to them is the damage they do. This is a little preview of the rough variables of the weapons:  I also had the menu let you switch between the weapons you've got, as well as a rough attack animation:  I do however plan on making the menu more neatly and user friendly, by showing you the damage and attribute of the weapon. Also making a proper pixel style texture for it. Other than implementing the weapons I did a quick fading damage indicator because of obvious reasons:  I currently only have a rough icon for the fire attribute, but of course I'm gonna make one for each and then I can also make the attribute of the weapon visually matter. Next things on the list is finishing the above, and making some enemy attack animations instead of just triggering the player's hurt animation, and making the attribute matter in the damage(I thought of 50%, 100% and 150% for not effective, neutral and effective respectively). Afterwards, I'm thinking of either start working on spells, or the armors which isn't going to be too hard, because all I have to do at least code wise is pretty much what I did with the weapons, though making all the animations for them will take time. What do you think is more urgent?
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Community / DevLogs / Re: An RPG Adventure Game(No title yet)
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on: January 12, 2017, 12:20:15 PM
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Hello again Another small update:I've made some weapons and armors, the weapons are still kinda WIP, not sure what style I'm gonna go with them, I kinda like them though. The armors I've made a couple of days ago, though I wanted to post them together with the weapons.   I've also already implemented basic damage, with a temp punching animation, as well as a "hurt" animation to indicate when you\the enemy are\is actually being hurt: 
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Community / DevLogs / Re: An RPG Adventure Game(No title yet)
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on: January 10, 2017, 08:09:25 AM
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Hey man! Looking really good so far.
Looking at your first images reminded me of something I couldn't put my finger on, then you mentioned AdventureQuest, yes! I used to love AdventureQuest when it was BattleOn, oldschool times.
To be honest, there's not much feedback I can give at the moment other than this is going the right direction. What future plans do you have? How will players progress through levels? Will there be an overworld?
Yeah, I used to play it so much in elementary school haha super nostalgic! What exactly do you mean by plans? And well, I guess the main focus of the game will be quests, and dungeons(I picture it as a series of battles with a boss at the end, after which you will be rewarded). and you just as in the game, you can also just grind your way through levels by battling monsters in different areas. About an overworld, I'm not sure. Which it would be nice to not have a static image of a village or w/e, I don't see how an overworld would fit in this game.. it is already pretty side-scrolly so an overworld would have to be kind of a platformer city? I don't really think it would work. Unless I can come up with a creative way for it, I think I'll stick to an image-clicking kind of interface.
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Community / DevLogs / Re: An RPG Adventure Game(No title yet)
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on: January 09, 2017, 09:15:26 PM
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Hi! So another update: I pretty much done with the HUDs for now. And I implemented the leveling system and the fleeing system. The fleeing system basically works on that "BaseFleeBlock" you saw in the monster properties, the higher it is, the harder it is to flee(I generate a random number from 1 to 10, if it is equal or less than the BaseFleeBlock property of that monster, you failed fleeing, and vice versa).   The HUDs with the numbers on them look like this:  And when a battle is finished you get the "Won The Battle" popup and respectively when you lose you get the "Lost The Battle" popup:   After some battles you naturally gain some EXP:  And when you do level up you get this popup: And your HUD updates as well:  Next thing I'm gonna work on is basic attack with some weapon I still have to draw, as well as the attributes and a text indication of the damage you've made/received.
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