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TIGSource ForumsCommunityDevLogsThe Forgettable Dungeon: Online Co-op Roguelike - Early Access Release!
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Author Topic: The Forgettable Dungeon: Online Co-op Roguelike - Early Access Release!  (Read 47472 times)
Rotondo
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« Reply #80 on: February 08, 2015, 01:15:02 AM »

I'm not dead, I swear...

Anyway I made it so you have to find players who died in coffins in the next level if you don't throw them down the stairs.



Slowly and surely this game is becoming left 4 dead, except instead of rescue closets there's coffins, and instead of zombies there's.... well zombies.
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Rotondo
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« Reply #81 on: February 08, 2015, 03:53:15 PM »

Improved the look of the dungeons a bit, now things fade into blackness making it looked like it's carved out instead of floating.



Also made a new system for the damage numbers & status texts above players heads, old system used premade textures and was a pain in the ass, new one is totally dynamic.

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Rotondo
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« Reply #82 on: February 09, 2015, 02:22:00 PM »



Made pixel debris bounce off of walls, also fixed the debris bouncing off the ground but I need to record a new gif to show that.
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Kytin
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Just hatched


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« Reply #83 on: February 09, 2015, 02:57:47 PM »

Hey this is looking pretty nice. Am I right is thinking that players will have to set up their own hosts for this? If so, you might want to bias the game towards shorter sessions. Most groups can't generally play more than an hour or two and getting the same group back together to finish a session later on tends to be difficult.


It looks like you're going for a kind of 'multiplayer BoI' style of game design. I think this could be really popular. Are you planning on having unlockables that become available over multiple sessions?
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Dragon's Wake - Devlog
Rotondo
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« Reply #84 on: February 09, 2015, 06:40:27 PM »

Yeah that's definitely the plan, I'm aiming to make it around an average l4d map, so a bit more than 30 minutes.

I really enjoyed what the game risk of rain did with unlockables, so I've been thinking a lot about it. Though I don't want to create a situation where you need to die a lot to beat the game just to get the unlocks, one thing I extremely enjoyed about spelunky was how everyone started on an even playing field content wise.

I did some more messing around with the stat text above peoples heads, needs to be a bit smaller but I like it.



Special seizure mode,



Probably need a proper blinking effect for things like crits and what not.
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Miziziziz
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« Reply #85 on: February 09, 2015, 07:24:49 PM »

I like the visuals; they're like uniquely retro Smiley
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Rotondo
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« Reply #86 on: February 12, 2015, 02:33:50 PM »

I like the visuals; they're like uniquely retro Smiley

Thanks :D

Today I finished sprucing up the pixel explosion effect,




I don't think I'm going to mess with this anymore, I'm pretty happy with how it looks.
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Rotondo
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« Reply #87 on: February 13, 2015, 11:35:00 PM »

I was experimenting with monsters picking up certain items, they ended up looting the inn.

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Rotondo
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« Reply #88 on: February 20, 2015, 02:58:19 PM »

Beginnings of a trip out effect,

Things are a bit off here...


This is much more of what I want.


Edit:

Adding colors might be a bit much...

« Last Edit: February 20, 2015, 03:28:49 PM by Rotondo » Logged

Rotondo
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« Reply #89 on: February 20, 2015, 09:40:09 PM »



New and improved crit effect, now I just need to make a better sound effect for it.
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quietCoder
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« Reply #90 on: February 21, 2015, 02:14:36 AM »

Coming along nicely!
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Rotondo
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« Reply #91 on: February 23, 2015, 07:04:26 PM »

Coming along nicely!

Thanks!



I'm messing around with having some blocks stay together when they explode for the thicker sprites, what do you guys think?
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_bm
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i'm so confused


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« Reply #92 on: February 24, 2015, 09:56:16 AM »

This look fun! I'd love to play this with friends.
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RaR3X2
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« Reply #93 on: February 24, 2015, 10:04:08 AM »

Holy sht this is awesome.
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Rotondo
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« Reply #94 on: February 25, 2015, 10:14:53 PM »

Thanks for the comments!

I added chickens to the inn because it was a bit dead in there, I'm also testing out the glyph sprites.



Need to spice these up a bit, add some effect to tell the player that they're going to do something.
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Rotondo
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« Reply #95 on: February 27, 2015, 01:13:06 PM »

Trading cards for PAX East came in, super excited to give these out.

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Rotondo
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« Reply #96 on: February 28, 2015, 11:08:25 AM »

I made it so the boss now crushes anyone or anything that happens to be underneath it when it comes down.

To demonstrate this effect I have used innocent chickens.

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Rotondo
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« Reply #97 on: March 01, 2015, 07:28:54 PM »

I made it so you can spectate your coffin and mash buttons to signal to cause it to shake.



An effective way of informing your teammate where you are, also it's hilarious.
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Rotondo
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« Reply #98 on: March 02, 2015, 08:42:39 PM »

Tested the game out tonight with a few friends went better than expected, lots of funny things happened next time I have to record it.

One hilarious thing I can share is that you can now carry any objects between levels, this can lead to some funny scenarios.

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Rotondo
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« Reply #99 on: March 03, 2015, 12:03:48 PM »

I'm thinking about messing around with how things are rendered a bit to make it easier for the player to see things behind certain walls.

Sort of like how zelda angles the sprites so you get a better view, and can always see the player/enemies.



I quickly hacked together something as a proof of concept,

Before: Hard to see

After: A bit easier to make things out.


If I end up going this route though certain parts are going to look a bit weird melded together.
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