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TIGSource ForumsCommunityDevLogsFirst Person RPG (mobile)
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laxwolf
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« on: December 05, 2011, 05:39:42 PM »

Hello everyone,

Introduction: The game is going to focus around combat where you are in full control of yourself in the way that you can control the position of your shield, the swipe of your sword, and your combat strategy beyond button-mashing.

How the game will play: You will navigate to new locations kind of like Super Mario World but with style and gameplay like the Elder Scrolls series (please take that in the lightest sense.) There are shops, weapons, currency, and I plan on having castles, mountains, forests, hideouts, caves, crypts, graveyards, haunted manors, and many more locations. When you enter a level, you are introduced with a scene title and you stand in place. Enemies ranging from spiders to epic monsters can come from doors, hidden paths, the background, doors, and from above. Once you finish the scene, you progress to the next scene in the level (if there is one) until you get to the final chamber which will have treasure, weapons, or other loot.

* November 6th, 2011

- added money and item drops
- added more...

* November 7th, 2011

- added luck system to item drops with upgradeable luck
- added armor system that is upgradeable
- added tap function to butt with your shield

* November 8th, 2011

- added health that is fully upgradeable
- added weapon system to handle changing weapon stats and display images
- now you can duel wield certain weapons

*December 5th, 2011

- added weapon switching
- added functional system from blade-length (if any) for weapon switching
- added fist and punching
- added shield for both sides of the body
- added weapons for both sides of the body
- added class system for different types of weapons







Short term to-do list:

- design and add inventory
- fix damagebox glitch (can rattle blade on enemy for mega-damage)
- compile a good color palette
- add side-to-side movement (becoming increasingly difficult.)

Extra information:

program/Corona SDK
platform/Mobile
developer/3dbitGames





« Last Edit: December 05, 2011, 06:36:21 PM by laxwolf » Logged

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JackMenhorn
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« Reply #1 on: December 05, 2011, 07:51:42 PM »

I greatly approve of this.
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laxwolf
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« Reply #2 on: December 06, 2011, 07:20:30 PM »

*December 6th, 2011
- Not much progress for today but it was worth creating base sprites for enemy/npc generation and referencing for later. High elf is cut off to the RIGHT!



Only heavies for now, sorry for the weird proportions. Based off Elder Scrolls races...

I greatly approve of this.

Thanks a lot! Approval is well accepted.
« Last Edit: December 07, 2011, 03:50:21 AM by laxwolf » Logged

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cryptix
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« Reply #3 on: December 07, 2011, 02:44:35 AM »

I like this a lot! I know for sure I'll try it out.

And I like how only the 2 zombies have buttons haha.
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Kramlack
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« Reply #4 on: December 07, 2011, 08:34:01 AM »

This doesn't really have much bearing to your game, but I always like how Resident Evil Gaiden did first person battles. It was fairly unique and while the game overall was pretty crap, the gameplay always sticks out in my mind.

Perhaps thinking about a way to make your own game more unique could be good.
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cryptix
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« Reply #5 on: December 07, 2011, 09:10:23 AM »

I don't know if you can do this in Corona, but if its just for iPhone you could just make it so to use the weapon in each hand you actually move the phone. And make use of the gyro, then it will feel like you're really hitting things, and you could even push the phone to do an action, etc.

I think if you use more of the built-in features of the phone more, you're game will probably get a lot more attention.
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laxwolf
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« Reply #6 on: December 07, 2011, 02:56:45 PM »

Thanks everyone, nice suggestions.

I don't know if you can do this in Corona, but if its just for iPhone you could just make it so to use the weapon in each hand you actually move the phone. And make use of the gyro, then it will feel like you're really hitting things, and you could even push the phone to do an action, etc.

I think if you use more of the built-in features of the phone more, you're game will probably get a lot more attention.

Well, I've already done it with the phone, it's not just concept. You can also move the phone back and forth to move side to side (like in iOS racing games.) I'm using my native program Blender 3d to make references for environments, 2d engines are so limiting; just takes a little creativity.
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laxwolf
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« Reply #7 on: December 07, 2011, 08:08:15 PM »

*December 6th, 2011
- added simple hostile/peaceful switch for npc's (automatically hostile for enemies.)
- created a simple dialogue system. Any npc or enemy in the game can be assigned a conversation, which can have an infinite amount of dialogue and responses. All you have to do is tap on the npc to initiate a dialogue sequence. Next step is adding actions to responses (accepting a quest, persuading, refusing, ect.)

visuals are classy enough for now, will be better sooner or later.
 

For example, this zombie came to deliver me a message from town...

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