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Community / DevLogs / Re: Riptale [retro][action][platformer][roguelike]
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on: April 27, 2017, 11:37:18 AM
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We are done  We managed to release Riptale today in both Steam and Humble Store! The past weeks we mostly worked on Steam integration (e.g. achievements and trading cards), submitting our builds for inspection and getting the store page ready. It takes some time to have everything in order. Difficulty level has also caused some challenges. But then again our game is a roguelike and it is supposed to be challenging. Still we had to nerf it down just a little bit. We also organised playtesting session which went pretty well. We went to a nearby school and had around 25 students test our game. There were few crashes but I think we managed to fix them. It is always painful to watch people play your game for the first time. They manage to kill themselves in all the ways possible. Sometimes it is even funny. We did not manage to test Linux and Mac versions enough so we will release them next week. Oh, we also organised the most lame launch party ever: all we had was one Burger King meal for our play tester (my sister's kid). I ate his spicy cheese balls.
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Community / DevLogs / Re: Riptale [retro][action][platformer][roguelike]
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on: April 14, 2017, 04:00:28 AM
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Last weeks have been quite busy. All features have been implemented but need testing. Luckily we found a full-time game tester to play the game.
Some work that has been done: -All bosses done, still need some testing -Killing bosses rewards the player with extra benefits -Rune mechanics, activating the runes affect the gameplay in some interesting ways -Libraries, books in the libraries contain the lore and most of the story of the game -Most of the sound effects are in -Linux version done, Mac version needs more testing
On the marketing side: -Implemented user traffic metrics to start online marketing campaings -Started using Keymailer -Release date teaser done
-And of course release date set to be April 27th.
Two more weeks to get all in order. Exiting times!
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Community / DevLogs / Re: Riptale [retro][action][platformer][roguelike]
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on: March 30, 2017, 04:19:08 AM
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Some progress: -Challenge rooms done. -In the final release there will be 6-7 types of challenges each of which have 2-3 different versions. -We have now beta versions for Linux and Windows ready. -We started closed-beta testing with the Windows version. -Mac beta-version should be done next week. -Steam shop-page done ([ http://store.steampowered.com/app/616000/) -Redraw some of the sprites so that they are easier to spot -Combo-counter -we added a feature that if you hit with each of your gems they recharge immediately. This way you can have never-ending destruction! Also allows nice challenge rooms  -New feature in action: 
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Community / DevLogs / Re: Riptale [retro][action][platformer][roguelike]
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on: March 23, 2017, 05:27:38 AM
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More progress, mainly on achievements. The following is for Game Maker: Studio users, se read on if you want to know more. First we created an object to listen to achievement progress. When the object is created, it will fetch current achievement data from a data storing/handling object in which achievements are stored in booleans (set to false by default). When a specific achievement listener is triggered, based on what requirements the achievement has, the object will proceed to check out the criteria. If an achievement requires active listening, the object will count event occurrences or wait for something to happen. Achievement data is then sent to data storing object, which in turn will save it in a file. At the same time the program will send Steam API a message to unlock the achievement in Steam’s own system. Thankfully, Steam and GameMaker work nicely together! Yoyogames has quite good documentation about Steam API, see https://docs.yoyogames.com/source/dadiospice/002_reference/steam%20api/index.html
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Community / DevLogs / Re: Riptale [retro][action][platformer][roguelike]
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on: March 16, 2017, 05:17:06 AM
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Steady progress. We are using Game Maker. We know that there are some issues with it (e.g. paths leak memory). We have also found out that you should avoin creating Game Maker rooms dynamically. As far as we know you can create new rooms dynamically but you cannot delete them! So if you use Game Maker do not create rooms with GML. If somebody knows a way to delete rooms please let me know!  Some random stuff we have been working on: -Jumping -Bounding boxes -Dust particles -Parent objects for different enemy types -Spitter dragon 
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Community / DevLogs / Re: Riptale [retro][action][platformer][roguelike]
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on: March 11, 2017, 10:45:19 AM
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Thanks guys!
What we have found out is that there are some pros and cons in doing black&white pixel graphics:
Pros: -Faster to draw and animate (this is a big benefit for a small team) -Easier to stand out (at least it used to be, not that many b&w games) -Retro-feel (some like it)
Cons: -Limits the style of the game -Retro-feel (some don't like it) -Still images all look the same (the game looks much better when you play it than when you look still images, this might be a problem later in e.g. Steam store) -Particle effects must also be mainly b&w
Anyways, we feel that black and white style was a good choice for us. Luckily we got some really good artists to draw graphics for us. They had to practice at first but quite soon they got the hang of it.
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Community / DevLogs / Re: Riptale [retro][action][platformer][roguelike]
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on: March 10, 2017, 05:23:46 AM
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Lots of progress! Menus, unlockables, trinkets done! There has also been lots of small fixes on various aspects (jumping, bounding boxes, enemy behavior). Also first version of challenge rooms has been done. Final boss is also done. Most bosses are now ready for our own playtesting. There is still lots of work regarding them. They are always much more complicated than standard enemies. We have managed to get some really good youtubers to play our demo and provide feedback. One excellent point was to recharge the gems based on successful attacks. We have been working on this and our idea was that if you hit an enemy with each of your gems in the same combo, all of your gems will recharge immediately. This seems to be working really well!
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Developer / Business / Re: Steam - Identify Verification Pending
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on: March 05, 2017, 12:59:55 AM
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Thanks! The problem is that identity verification is part of the onboarding process, and we cannot access developer forums until we are through with the onboarding.  We have signed NDA/SDA but still it says developer group is private. When I sign to Steam it asks to continue onboarding, which is stuck at identity verification.
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