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TIGSource ForumsCommunityDevLogsTarnished Blade (formerly Silver Sword)
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Author Topic: Tarnished Blade (formerly Silver Sword)  (Read 3157 times)
Dragonmaw
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« on: June 09, 2010, 12:08:08 AM »

Just a DevLog for my A52 entry. Well, former A52 entry. Now it's just my own personal project. I'll mark each build according to whatever.

I highly suggest that you peruse Classic. Random is mostly just a place to fiddle around with. I eventually plan on having Random be a real, randomized, interesting world, but at the moment it's the "sandbox."

Current build: Pre-Alpha 4 V2

Modes:

- Classic
- Random

Features:

- Elemental attributes
- Roaming, attacking enemies
- Random map generation
- Shops
- Player/monster leveling

To-Do:

Pre-Alpha 5:

- Proper Endings
- Inventory
- All monster shots

Pre-Alpha 6:

- Quests
« Last Edit: June 10, 2010, 11:34:35 AM by Dragonmaw » Logged
moi
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« Reply #1 on: June 09, 2010, 04:25:23 AM »

Nice, I like the animation on those worms.
Maybe you should bring the projectiles to top aftrer spawning, it seems that they're getting under the house floor graphics
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subsystems   subsystems   subsystems
Dragonmaw
Guest
« Reply #2 on: June 09, 2010, 01:33:57 PM »

Nice, I like the animation on those worms.
Maybe you should bring the projectiles to top aftrer spawning, it seems that they're getting under the house floor graphics

Yeah, I noticed that after I put up the build. It's already fixed.
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Dragonmaw
Guest
« Reply #3 on: June 09, 2010, 08:06:35 PM »

New build! To see the new stuff in action, go into Classic mode and walk up. NPC is the green square, shop is the blue square. Displays will automatically pop up when you are in the appropriate place, and disappear when you move away.

To navigate the shop menu, press A. To buy something (only health purchasable at the moment), press S.

Added:

- Shop (spend score to buy stuff)
- Monster spawners
- Monster attacking (currently only Fire Worms attack. Not a bug, just putting off making everything attack till later)
- NPC dialog

Fixed:

- Swords now properly go over house floors
- Player can die. Merely boots player to the menu

Known bugs:

- Spawner animation plays rarely
- Fire-related creatures spawn rarely
- Enemies sometimes pass through solid objects, including the map boundries.
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Dragonmaw
Guest
« Reply #4 on: June 10, 2010, 02:47:26 AM »

So I went ahead and didn't work on the new features I was supposed to. Instead, I updated Pre-Alpha 4 so that the features introduced were fleshed out. So I guess this is Pre-Alpha 4, version 2? Whatever.

Added:

- Purchasing "Strength" Upgrades
- - Strength upgrades are 400 per level, and increase the power of the element you buy. Neutral hits all monsters for full damage, other elements hit their own element and weak element for half, strong element for double. Neutral starts at level 1, elemental weapons start at level 0. You must have one level in an element to use its weapon.
- Monster levels
- - For every 10 * Level monsters you kill, you go up a level. To go up from level 2, you need to kill 20. To go up from level 3, you need to kill 30. And so on. Higher levels mean tougher monsters but also higher score. Levels only affect newly-spawned monsters.

I've mostly hammered out the bugs involved in the leveling and purchasing systems, but if you notice any, please let me know!

Build: http://www.mediafire.com/?nqzq4mmzzyc
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MaloEspada
Guest
« Reply #5 on: June 12, 2010, 10:36:05 PM »

I'll play this later. Count me in for feedback Dragonman.
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