Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411482 Posts in 69370 Topics- by 58426 Members - Latest Member: shelton786

April 24, 2024, 01:33:57 AM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsCommunityDevLogsIt's a Frickin' Cave!
Pages: [1] 2
Print
Author Topic: It's a Frickin' Cave!  (Read 5657 times)
Hempuli‽
Level 10
*****


Sweet potatoes.


View Profile WWW
« on: December 25, 2010, 03:17:20 PM »

It's a Frickin' Cave! started as my Ludum Dare #19 entry, but I felt it might have the potential to be turned into a full game, so here I am! I've wanted to make a game with realtime roguelikeish elements for a long time, but because I want to make this casual player friendly, most of the deeper interaction has been quite much ditched and I've emphasized the action (like no other game does). I think the result is a pretty nice action game, a bit like gauntlet or Shoot First perhaps; though there's still a lot of work to do and content to add.

The game is divided to five areas, which are in turn separated to 4-5 levels. Here's a little graph to explain the level structure (which isn't very complicated to begin with, heh):

The Netherworld will be like a bonus area, something you’ll sometimes find portals to. In the Netherworld you’ll find a lot more portals, each either sending you further to the Netherworld or sending you to some level in the other areas. To avoid looping, it’ll probably always send you to a later level than the one where you entered the Netherworld.

I'll probably be updating this devlog quite frequently since I want the game to be ready in a couple weeks (I'm quite sure I'll get bored of the concept eventually anyway, huh). For further information you can also check my blog.

Pictures galores:



Everything is very much WIP, so all feedback will be warmly welcomed!

Current to-do list:
  • More items, enemies and overall content
  • Refining of the generation and making the different areas distinct
  • More complicated structures (Statues? Altars? Portals?)
  • Bugfixin', of course
  • Enchantments to items (fire enchantment + sword = fire sword etc)
  • Balancing

Known bugs:
  • Sometimes the player/chests appear inside walls
  • Sometimes the only road to the goal is blocked (this and the one above should be pretty rare!)
  • Enemies face strangely sometimes, I'm not sure if I can fix this
  • Enemy placement is a bit wonky, sometimes there are tons of enemies in one large room and so on
  • Helmet of Numbness and Enchanted Sunglasses do nothing

The newest version of the game can be played at any time in
THIS ADDRESS!
It's flash!

Changelog:
V 0.36 (35 skipped for unknown reasons)
  • Added a new enemy type and all of its variations
  • Added new items
  • Increased the range and usefulness of the spin attack (probably not enough, still!)
  • Added a new spell (gotta add a lot of these and items when I feel like that, I have a couple ideas ready)
  • Fixed some visual issues

V 0.34
  • There's another new enemy variation
  • Added a new spell, again
  • Added the spin attack familiar from Zelda
  • Added some synergy between things

V 0.33
  • Added a new spell
  • Made the control changing actually work
  • Added a new enemy type properly!
  • Added a new 'item'
  • Made the 'floor cleared' -screen show just where you are (This'll be improved on later!)
  • Added a version number to the corner of the game

V 0.32
  • Fixed the bug mentioned above
  • Smoothened the generation a bit (still not happy)
  • Added a new enemy variation (which doesn't do much at the moment, just look interesting)
  • Added the possibility to sitelock the game (which doesn't really matter currently)
  • Small fixes here and there
« Last Edit: January 17, 2011, 02:03:54 PM by Hempuli‽ » Logged

Conker534
Guest
« Reply #1 on: December 25, 2010, 06:30:22 PM »

Love it!
Logged
Player 3
Level 10
*****


View Profile
« Reply #2 on: December 25, 2010, 06:48:08 PM »

Yet another creative name! Loving the concept. And...Is that a creeper in that last image?
Logged
Ben_Hurr
Level 10
*****


nom nom nom


View Profile
« Reply #3 on: December 25, 2010, 07:20:36 PM »



"What was that...!"
"BOOM"
Logged
Conker534
Guest
« Reply #4 on: December 25, 2010, 07:21:42 PM »

xDDDDDDDDDDDDDD

Got my friends into this!
Logged
Inanimate
Level 10
*****

☆HERO OF JUSTICE!☆


View Profile
« Reply #5 on: December 25, 2010, 07:35:22 PM »

Am I MEANT to be randomly swinging my sword and shooting stuff everywhere? I doubt it.
Logged
nihilocrat
Level 10
*****


Full of stars.


View Profile WWW
« Reply #6 on: December 25, 2010, 08:45:44 PM »

Got a score of 716. Pretty cool beginning of a game.
Logged

Noel Berry
Level 4
****


Yarr!


View Profile WWW
« Reply #7 on: December 25, 2010, 08:56:58 PM »

Aw man, made it to floor 8, and then got cornered by one of those explosive green guys, with only 1 health left  Crazy

Fun game!  Smiley
Logged

Valyou
Guest
« Reply #8 on: December 25, 2010, 09:23:19 PM »

Awesome name, awesome game, awesome- Wait, what else rhymes with name?
Creeper. Hell yeah.
Logged
Hempuli‽
Level 10
*****


Sweet potatoes.


View Profile WWW
« Reply #9 on: December 26, 2010, 02:37:33 AM »

Unfortunately, if I intend to seek sponsorship, the creeper has to leave. We'll see!

Am I MEANT to be randomly swinging my sword and shooting stuff everywhere? I doubt it.
You picked up the Welding Mask! It's a stupid joke item in the spirit of the Chzo Mythos games, I'll probably remove it before long.

Ben_Hurr: That's an extremely amazing pic, I'll pick it up right now!  Cheesy

Thanks a lot for the comments, I'll push up some updates today!
Logged

Conker534
Guest
« Reply #10 on: December 26, 2010, 09:35:03 AM »

I'm loving this! Please keep it up!
Logged
Inanimate
Level 10
*****

☆HERO OF JUSTICE!☆


View Profile
« Reply #11 on: December 26, 2010, 12:50:04 PM »

Am I MEANT to be randomly swinging my sword and shooting stuff everywhere? I doubt it.

Ohhh, now I get why it had that green line on it. I thought it was a shield, hurr.  Durr...?
Logged
Noel Berry
Level 4
****


Yarr!


View Profile WWW
« Reply #12 on: December 26, 2010, 01:38:49 PM »

I think I found a bug?



I opened the chest and somehow ended up on the other side of the wall... Tongue
Logged

Hempuli‽
Level 10
*****


Sweet potatoes.


View Profile WWW
« Reply #13 on: December 27, 2010, 05:02:28 AM »

Uh oh, that's a good catch, fortunately I know how to fix it. Doing that right now!

Anyway, here's a small update:
  • Fixed the bug mentioned above
  • Smoothened the generation a bit (still not happy)
  • Added a new enemy variation (which doesn't do much at the moment, just look interesting
  • Added the possibility to sitelock the game (which doesn't really matter currently)
  • Small fixes here and there

Next I shall work on some spells, once the new enemy variation is in.
Logged

oyog
Level 7
**



View Profile WWW
« Reply #14 on: December 27, 2010, 06:52:50 AM »

The short explanation of controls refers to A, S and D, but the game plays with Z, X, and C.
Logged
Hempuli‽
Level 10
*****


Sweet potatoes.


View Profile WWW
« Reply #15 on: December 27, 2010, 10:39:05 AM »

That's because Z, X and C were taken to use after the latest update. The short explanation is a bit outdated. Fixing it now. Also added a new spell and a couple other fixes.

Edit: Here're all the things I updated:
  • Added a new spell
  • Made the control changing actually work
  • Added a new enemy type properly!
  • Added a new 'item
  • Made the 'floor cleared' -screen show just where you are (This'll be improved on later!)
  • Added a version number to the corner of the game
« Last Edit: December 27, 2010, 11:05:00 AM by Hempuli‽ » Logged

Hempuli‽
Level 10
*****


Sweet potatoes.


View Profile WWW
« Reply #16 on: December 27, 2010, 06:07:00 PM »

Sorry for the double-post, but I made another update:
  • There's another new enemy variation
  • Added a new spell, again
  • Added the spin attack familiar from Zelda
  • Added some synergy between things

Logged

virulentRant
Level 0
*


View Profile
« Reply #17 on: December 28, 2010, 01:36:56 PM »

Hm, the game is fun, but a bit erm... nerve racking at the later levels.

If the gods smile on you and you make it to the lower levels you start to get really jumpy, or maybe that's just because I haven't eaten in a while.

Regardless, this is me:  Hand Shake Left Crazy Hand Shake Right

I think the spin attack doesn't do enough damage to make it an option. You should do either that or make it have a bigger knockback (when you hit an enemy with it they go flying).
Logged
Hempuli‽
Level 10
*****


Sweet potatoes.


View Profile WWW
« Reply #18 on: December 28, 2010, 02:06:24 PM »

I can't say I'd have experienced any 'jumpyness' in the later levels. Do you mean lag? Note though that the levels may start acting weird because I haven't quite worked on the different worlds and code specific to them.

Yeah, I guess the spin attack isn't very good at the moment. However, I'm not sure if it'd help to increase the damage (currently it's the sword's base damage + 2) anymore; do you think increasing the range would help?
Logged

BlueSweatshirt
Level 10
*****

the void


View Profile WWW
« Reply #19 on: December 28, 2010, 02:17:47 PM »

I think a range increase would be great. Maybe by half a sword's length or something?

I found a slight quirk in your level gen:

The chest prevented me from continuing that direction in the level!

Pretty fun, solid game so far though.
It's definitely bookmarked in my games folder.  Wink
Logged

Pages: [1] 2
Print
Jump to:  

Theme orange-lt created by panic