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TIGSource ForumsCommunityDevLogsSecrets of Grindea (Beta signup started!)
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Author Topic: Secrets of Grindea (Beta signup started!)  (Read 77866 times)
eyeliner
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« Reply #160 on: July 17, 2012, 07:46:43 AM »

This sucks

because I am not playing it.
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Yeah.
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« Reply #161 on: July 24, 2012, 08:51:22 AM »

Here’s the death animation for another enemy from our beloved Pumpkin Forest, this time it’s the Scarecrow’s turn to bite the dust.


Besides keeping up with the death animations from last week, Fred took the time to work on the sprite for a new enemy in the game. Aside from being cute and round, this fierce piggy will have the ability to charge the player with incredible force, not even stopping when smashing into the otherwise very useful shield!


Above is a patchwork of the different iterations he went through before we settled on a little more juicy version. The last three are different color variations of the same sprite. Since we already have another brown cuddly creature hanging around in the same area (the Rabby) we figured it would be good to separate them a bit from each other! We might still go with brown and just not have Rabbys and boars in the same zone, though.

Meanwhile, Vilya has been going strong in her portrait factory:




phubans, Windybeard & eyeliner
Thanks for the sweet comments dudes Grin
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melos
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« Reply #162 on: July 24, 2012, 09:00:20 AM »

when will there be a demo o______o
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play hydlide 2
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« Reply #163 on: August 02, 2012, 04:47:44 AM »

This week we’ve implemented a couple of quests, and as a part of that, we also created a quest tracker! It’s nothing too fancy, and does pretty much what you’d expect.


When you’re looking at the list of active quests, you can press Tab to focus the tracker on that quest. Yes, this particular quest is an old fashioned “fetch quest”. We’re showing it here because it demonstrates the quest tracker well. Don’t worry, we’ll have other types of quests, too! Smiley


When tracked, a shortened version of the objectives will be stickied to the top right corner of the screen, which helps a lot in these types of quests. We’ll probably enable tracking for crafting recipes as well, so you can keep a list of ingredients on screen while farming!

Apart from creating the GUI for quest tracking, Vilya keeps up with the tradition of handing out portraits to the poor!


Also, here’s a sprite of the guy on the bottom left made:



seagaia
We are homing in on a closed beta very soon. We've been trying to push it out for a while now but there's always new features popping out that we want people to try out. I don't want to say any specific date, cause it's so hard to pin point, but in the near future for sure!
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« Reply #164 on: August 02, 2012, 11:07:08 AM »

I am very excited for this game, it looks absolutely brilliant!
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« Reply #165 on: August 02, 2012, 12:46:01 PM »

cooool, can't wait. good luck and take your time!

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« Reply #166 on: August 07, 2012, 06:17:41 AM »

This week, we’ll simply distract you with some art while we finish off a couple of more quests for you to enjoy in that legendary beta…! ;3

Fred’s main focus this week has been revisiting our beloved Evergrind City and creating more flavor animations for the people living there.


Since it is a relatively large city we want to avoid it getting stale and lifeless, which is why we are focusing on adding as much movement and animation to as many elements as we can. Without going totally overboard of course!

And Vilya has finally finished remaking the portraits!



We’re celebrating that by starting some new interface work that you’ll hopefully be able to see next time Smiley
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« Reply #167 on: August 07, 2012, 01:10:14 PM »

Shocked Hand Thumbs Up Right
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« Reply #168 on: August 07, 2012, 01:36:38 PM »

The new portraits are so much better  Hand Thumbs Up Right
And gaugh, those animations - so, so rad.

This is looking super excellent. Here, take this:

+5 Praises
+8 Motivates
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Uykered
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« Reply #169 on: August 07, 2012, 05:46:26 PM »

I love the sprites!
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« Reply #170 on: August 07, 2012, 07:12:13 PM »

Simply beautiful, guys. Can't wait to try the game itself, too.  Smiley
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« Reply #171 on: August 13, 2012, 03:10:03 PM »

Settling on a difficulty for a game is tough. We’re not making Super Meat Boy, where difficulty is a major selling point, but we don’t want to make the game a casual stroll in the park either.

What we’re going for now is tough for a casual player and challenging for an average player, but probably a tad bit too easy for hardcore gamers.

In order to add some extra mileage for those wanting to push their characters to the limit without putting huge road blocks in front of “normal” players, we added a feature to the arena called Challenges!


At the top level, you can select between Challenges and Versus.

Challenges are just that. Designed trials where your performance will be graded! In multiplayer, you’ll cooperate in these.

Versus is a collection of mini games where you can challenge your friends to a farm-off, the noble art of chicken herding and other wacky mini games! We might cover this in more detail some other time.


In the Challenge menu, you’ll see a list of all unlocked challenges, together with your current best grade (the grades go from ‘C’ to ‘S’). You’ll unlock more challenges as you progress through the story!

Most challenges will be tied to the combat mechanics of the game. For example, you might fight through waves of difficult enemy constellations, or battle a nightmare version of a boss!


When you’ve completed the challenge, you’ll get to see a scoreboard with your grades!

When you return to the arena reception, you’ll receive different items depending on what grade you got. Whenever you beat a challenge on S-rank for the first time, you’ll be rewarded with a unique item!

To move on to a completely different subject, we’re going to do the unthinkable and actually posting some info regarding the beta!


A while back we contacted Steam to see if we could run the beta on their platform. This was just before them announcing Greenlight, and as such, six weeks later we received a template reply telling us to check that service out.

Now, Greenlight seems great. However, it isn’t launching until the end of August (+Valve Time?), and there’s also no way of guessing right now how much Greenlight interest we must garner before being put on Steam, and how happy they are with indies prancing around running betas on there. While our skill at postponing betas is at Olympic level, even we didn’t want to delay it indefinitely!

So, we couldn’t do Steam, but we still wanted some centralized platform with automatic patching and ability to select users to invite. An indie friendly alternative to Steam that does just this is Desura.

Desura is pretty similar to Steam in many ways, and should be a pretty familiar experience for most players used to Valve’s platform. We’ve set up an IndieDB-page for the game in preparation. This is probably also where we’ll open up forums for our beta testers!

The beta isn’t running quite yet, but as you can tell things are moving along! We still have a few things to throw into the mix as far as the game goes. In the coming few weeks, we’ll give you more detailed information on how to register for the beta (we don’t know yet :D ), and shortly after that we’ll be throwing out the invites!


John Hutchinson, Xion, alastair & Inanimate
Thanks for the positive comments guys, they really mean a lot and keeps us all motivated!
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Moczan
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« Reply #172 on: August 14, 2012, 05:19:49 AM »

Best info on TIGS since forever. Can't wait till it starts and hope to get the invite!
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Farmergnome
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« Reply #173 on: August 14, 2012, 05:43:15 AM »

Oh hell yes, take it, take it all. Hand Money Left
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« Reply #174 on: August 16, 2012, 05:49:21 AM »

I don't dare call you competitors, because the quality of your game is much higher then my J2H. But your achievements inspire me to try do everything at its best.  Gentleman
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« Reply #175 on: August 20, 2012, 01:21:45 PM »

We’ve been going at this devblog thingy for nearly nine months without ever missing a recap, and while it’s a great tool to showcase the constant incremental improvements to the game, we’ve realized it isn’t quite as good at giving readers (especially newer ones) insight in how the game is actually played.

Sure, you can

and see that it has a cute pixel art style, character customization, lots of loot, and maybe plays sort of like Zelda. For many people this is enough to get excited, but some might be curious as to how it all works more in-depth.

For the latter group (and anyone excited about the game, really), we’ve thrown together a pretty comprehensive walkthrough video explaining our combat system!


As usual, keep in mind that the footage is from a work in progress. Nothing shown in the video is final or anything, but it’s a good indication of our current direction of design!
It might also be worth pointing out that some of the more insane parts of that video is more of a showcase of what you can do, not what you have to do. Our advanced mechanics are there for execution fanatics to indulge in, but we won’t force the average player to ascend to such a level. Unless you want to beat all that bonus content we discussed last week… in that case you better buckle up!

To wrap up the post, here’s a care package of animations!



The guy on the bottom is the city alchemist, Remedi, who needed a few extra animations for an escort quest where you must protect him from the blood thirsty inhabitants of the Pumpkin Woods!


Moczan
We would like to get input from a pretty decent number of people so chances are anyone who's interested will get an invite, depending how many sign up!

Farmergnome
Haha, someday we will. We will take it all!

Winged Doom
Glad that we keep you motivated dude! I've been keeping some tabs on J2H and I'm pretty hyped up about it! The graphics look absolutely stunning, so keep it up dude! I want to play it!
« Last Edit: August 20, 2012, 02:58:56 PM by Eldboll » Logged

Ashkin
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« Reply #176 on: August 20, 2012, 11:03:43 PM »

I love how much care you put into this game.
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« Reply #177 on: August 21, 2012, 08:14:10 AM »

This game looks sweet, but why is it called Secrets of Grindea? It harkens back to Secret of Mana, but then totally reminds us why a lot of jRPGs get boring...
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« Reply #178 on: August 28, 2012, 05:25:31 AM »

First off this week, we put the stylist to work! After months of just looking pretty in his booth, you can finally visit him to change your appearance.


You can both change hairstyle, or dye your hair or any of your clothes. Getting a haircut costs money, but changing colors is free!




Both getting a haircut and changing the color of something is a pretty straightforward affair, and you’re able to see the end results by looking at the preview to the right!

Apart from ending Franciscos welfare run, we also added something that’s been a long time coming: achievements! In the game, we call them ”trophies”, because we’re crazy like that.


The basic system probably doesn’t need an explanation, but here it is anyway: it’s a series of challenges geared towards obsessive people like ourselves. Usually though, most games give the player a nice sound, a pop-up and an entry somewhere and call it a day. We wanted to add something extra, and so every achievement comes with some form of reward.

Also, we have plans for some kind of housing system, where some achievements will give you actual trophies or decorations to put on display there! More on that when it actually exists…

Let’s stay true to tradition and finish the recap off with an animation! This time, it’s a new one handed weapon, The Stinger (quite literally)!

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« Reply #179 on: August 28, 2012, 07:05:52 AM »

Francisco the stylist's winking eye doesn't really line up with the rest of his face. It bothers me more the more I look at him.

This is all looking super sweet otherwise!
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