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TIGSource ForumsCommunityDevLogsBattle Keep
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electrolyte
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« Reply #60 on: June 04, 2013, 06:35:00 AM »

Big leap forward in last few days. A lot of code has been rewritten on how things were handled. Now have dynamic shadows so as characters move in and out they react. Monster spawns are in and they are currently running around all over the shop. Hopefully things will slot together quickly now. Damage is getting put back in. Amped.

 Hand Metal Left

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electrolyte
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« Reply #61 on: June 19, 2013, 11:43:29 AM »

Single player campaign has had more added to it. Because it's completely procedural generated levels the code is a complete beast now. We are working on adding puzzles, keys, pick ups and traps ... all have to be factored into the process. Other additions include wall spawns for 'masks', coins, chests, new fire effects, all shadows are dynamic, floor switches and cheeky doors.  Tired

Oh, and there's also a 'fountain of life' in there.



Let's crunch this  Hand Metal Left
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Yakyb
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« Reply #62 on: June 19, 2013, 11:52:38 AM »

Love how clean it looks whilst still retaining detail (did you post how it looks animated?)

might also be an odd thing to pick up on but i like the Height you have been able to give to the walls
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electrolyte
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« Reply #63 on: June 21, 2013, 07:04:53 AM »

Quote
Love how clean it looks whilst still retaining detail (did you post how it looks animated?)

Thanks, yeah there is a super super early bit of beta footage over on youtube here:

but that's kinda old now. It's moved on a lot since then.

Door switches are in, that was a beast to code as it's all procedurally generated!



Full size image: http://25.media.tumblr.com/d669cb312643ede6d3b61ff716a40800/tumblr_mor0dtRzxw1qa3vpfo1_1280.png
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electrolyte
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« Reply #64 on: July 06, 2013, 08:04:31 AM »

We have decided to split the single player campaign into sections using 'Guardians'. These will be slotted in at every 5th level. Once completed the player can then collect the items you need to complete the single player campaign which will be based around the story of Battle Keep.

Been a big pixel-ling day!



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electrolyte
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« Reply #65 on: August 10, 2013, 02:54:13 AM »

Fleshing out the Fair Ground stage, this wont be procedural so faster to make. Constantly tweaking graphics here and there. It's been slow going on the engine ... but slowly slowly!

Map editor minus shadows (they are done in the game engine)



Booom!

« Last Edit: August 10, 2013, 03:20:45 AM by electrolyte » Logged

kcbanner
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« Reply #66 on: August 10, 2013, 08:43:23 AM »

Really like the art style of this.
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electrolyte
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« Reply #67 on: December 20, 2013, 01:09:17 PM »



A real tumble weed moment ...

Seeing the note here that say's nothing has been posted for 120 days makes me weep!

In a nut shell, Battle Keep is still going and we hope this will get released next year. A lot has happened both with the game and also in other area's of our lives. It's been an eventful 2013.



In terms of the game and updates. We sat down and pulled apart the game play ... again. We've tweaked some things which we feel enhance it, one of which is the ability to lift and carry items. So bombs, crates, rocks and so on. Melee attack is now classed also. You can only Melee if your not carrying anything.



The frames of characters have also increased from 4 frames per 8 directions to 8 frames. The frames have doubled as each character now has a carrying animation. This has tripped the amount of pixels that are being rubbed together with each base character now being made from 128 sprites - not including their beards and hats!



Dynamic lighting has been refined and the monster AI and characters are now running around after you. They will be able to melee with you.





Anyway, there we go :D Let hope that we can finally get this out next year.  Coffee
« Last Edit: December 20, 2013, 01:25:06 PM by electrolyte » Logged

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