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GrinningPickle
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« Reply #1 on: January 23, 2013, 04:18:34 AM » |
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We are working on implementing a few new and exciting Power-ups but first we've added some more polish to the already existing "Righteous Speed" power. Looks even better in motion.
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GrinningPickle
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« Reply #2 on: January 24, 2013, 08:20:00 AM » |
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A look at our antagonist (or heroine?) - Witch Hilda. Yep - our witch hunting game will finally have a witch Here's a peek- She'll appear to obstruct your peasant-burning efforts with gooey cauldron bombs, exploding jack-o-lanterns and summoned monsters (such as Skelly, show below). Leave potential witches un-torched long enough, and she'll whisk them away to witch school with a teleport.
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« Last Edit: January 30, 2013, 08:38:15 PM by GrinningPickle »
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eyeliner
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« Reply #3 on: January 24, 2013, 08:44:48 AM » |
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Nice art style. Like, like in facebook like!
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Yeah.
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TheApo
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« Reply #4 on: January 24, 2013, 11:57:02 AM » |
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Very nice art and I like the idea. =)
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mono
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« Reply #5 on: January 24, 2013, 12:11:33 PM » |
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Love the twisted theme!
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GrinningPickle
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« Reply #6 on: January 28, 2013, 04:10:03 AM » |
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Thanks guys - we're looking forward to getting the new version playable. One of our biggest priorities at the moment is to improve feedback related to the "Pyre" states. Players need to know that when they interact with a pyre (torching it) the flame grows stronger. If players are not torching a pyre, the flame will diminish over time, eventually going out, and allowing the witch to escape. We need to distinguish between ordinary flame and the "assisted burn" provided by interaction, and really make that interaction noticeable. In addition, other Pyre events like the fire going out, "Witch Escape" and "Burn Complete" need improvement. With those goals in mind, we've listed out the Pyre States with examples of VFX, etc. This will be used as a guide to improving the current Pyre. + something cheeky
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eyeliner
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« Reply #7 on: January 28, 2013, 04:16:14 AM » |
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You, sir, are artist.
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Yeah.
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GrinningPickle
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« Reply #8 on: January 31, 2013, 02:53:25 AM » |
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Thanks, we have been hard at work on some shiny new features. Most of the features mocked up in the previous image are now implemented with new code. Also, Skelly now has a has an undead buddy:
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« Last Edit: February 01, 2013, 06:34:48 AM by GrinningPickle »
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GrinningPickle
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« Reply #9 on: February 02, 2013, 07:50:54 AM » |
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Cauldron bombs from above leave gooey frog puddles (slowing effect if touched) + Basic monster pathing working nicely (for our purposes)
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:^)
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« Reply #10 on: February 09, 2013, 06:27:05 PM » |
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yer famous nowglad i saw this. following.
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poe
Guest
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« Reply #11 on: February 09, 2013, 06:51:09 PM » |
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Looks awesome, reminds me a lot of paper mario!
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TNERB
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« Reply #12 on: February 09, 2013, 08:46:21 PM » |
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I love that art style, fits very well with the theme. This is great!
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Son of Bryce
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« Reply #13 on: February 09, 2013, 08:52:50 PM » |
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This looks really sweet. Do you have any videos of it in action?
Keep it up!
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GrinningPickle
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« Reply #14 on: February 09, 2013, 10:52:48 PM » |
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Oh wow, that's awesome Thanks for pointing that out. This looks really sweet. Do you have any videos of it in action?
Keep it up! Not of the current EX build but there is a link to play the Ludum Dare version in the first post, that should give you a basic idea of how it looks and plays. However, the EX version has a ton of new stuff in it that will make it feel like a completely different game. As a result of a very productive week I'm updating the progress status on this thread, we have completed almost all new features and are moving on to polish and filling all the gaps to make into a real game. Thanks for the support. If you happen to have a question, fire away. We're keeping an eye on this thread so an answer if never far away.
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elija
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« Reply #15 on: February 09, 2013, 11:13:52 PM » |
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Very nice art style and a good presentation of your work!
Good luck.
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GrinningPickle
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« Reply #16 on: February 18, 2013, 06:38:17 PM » |
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Development was on hold for about a week due to national holidays but things are kicking back into gear now. Progress made: -I wrote a small object pooling class, it works and is lightweight but it's not yet integrated with the game code. -The game now progresses through "rounds", after x amount of burned witches the player can progress to the next round. I worked on cleaning up objects in the scene when a round ends and making sure state is reset on certain objects. We are now on IndieDB, follow us there: SWHPEX on IndieDBIt's not very elaborate yet but we're working on that. From now on we'll be aiming to do an update here at least every two days. Last, here are two screens from the last two ScreenShotSaturdays:
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GrinningPickle
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« Reply #17 on: February 20, 2013, 07:22:48 PM » |
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Over the last two days a lot of minor things have been added to the game:
-We have compiled a complete sound list and sent it out to our composer. --In the process of delivering a playable build for him. -New witch burn effect! -Fake Lighting effects on stuff. -Added animation capabilities on player character. -Improved visual effects of some pushback events. -Witch bug fixes. -First stab at progression data. -Succesful playtest
Stay tuned for a more visual update soon.
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GrinningPickle
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« Reply #18 on: February 21, 2013, 07:12:25 PM » |
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Progress has been good since the last update. One of the most obvious new additions is a rain effect. I felt this was a good opportunity to experiment with making a gif to show the game in motion: Turned out pretty cool so expect more of those in the future
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GrinningPickle
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« Reply #19 on: February 23, 2013, 07:42:56 PM » |
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Progress keeps being slow but steady. -I've added a new effect for when the witch tries to escape. The previous one was too hard to notice. -The basis for two new enemies. -Various small bug fixes. -ScreenShake! This is gonna be fun! Check it out below:
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