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TIGSource ForumsCommunityDevLogsHeroes of Eterna: A Casual Quest
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Author Topic: Heroes of Eterna: A Casual Quest  (Read 1642 times)
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« on: July 15, 2013, 10:02:22 PM »

Hi TIGSource!

Been working on a game for a while now, and thought I might share it here.

I started the CQX project as a port of Casual Quest a couple of years ago, and after struggling with some network bugs I shelved it. Well, a few months ago I picked it back up, got a new artist, cleared things with the original creator and here we are!

The game is a wave based, multi-player action game in the vein of the original Zelda. You and up to four other players (Keyboard and as many as 4 X-Input compatible controllers) battle through wave after wave of monsters. Every few waves you select a card to change your class and gain new abilities.

You can see a video here:

And my blog is here: http://thexnahobbyist.blogspot.com/
« Last Edit: September 02, 2013, 08:31:45 PM by Jutaris » Logged

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« Reply #1 on: July 16, 2013, 08:30:16 PM »

Todo list:
  • Correct Entity vs Map collision system
  • Fix Item pickups
  • Create and link in new SFX
    • Items
    • Skills
    • Monster hit
    • Menu
  • New songs (* created, but needs polish)
    • Menu
    • Forest*
    • Desert
    • Castle*
    • Swamp*
    • Caves*
    • Graveyard
    • Hell
    • Pagota
  • Enemy/Boss AI types
    • Wander
    • Diagonal
    • Pounce
    • Crazy
    • Teleporting
    • Attacking
    • Snaking
    • Stop and Attack
    • Assault (think Zelda snakes)
    • Swarm
    • Scorpion
    • Player summoned critter
    • ??
  • Boss spawn location
  • Boss bonus
  • Skills effects
    • Stab
    • Swipe
    • Projectile
    • Drop
    • Heal
    • Exploding
    • Invulnerability
    • Aura
    • Summon critter
    • Push
    • Resurrect
    • Reanimate
    • Barrier
    • Seeking
    • Player controlled
    • Snaking
    • Fire dance
    • ??
  • Improved menu system
  • Game data storage
    • High scores
    • Bonus classes
  • Gender select
  • Build web service stack
    • Login system
    • High Score tracker
    • Achievables
    • Account status
  • Revisit Network stack
    • Drop Raknet in favour of Lidgren (SWIG is too much a pain, especially X-Platform)
    • Properly synchronize random number generation and entity states
    • Implement standalone server
« Last Edit: August 06, 2015, 12:42:00 AM by Jutaris » Logged

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« Reply #2 on: July 23, 2013, 09:04:48 PM »

Made some minor progress this week.
Was able to correct the issues with picking up items, as well as implement the Revive spell. Also fixed quite a few bugs in the new collision detection system, though the nasty Entity vs Map one still exists.

I went ahead and put together a Demo build to share. It includes two regions 5 classes, and as many waves as you can clear.

You can find the demo here: http://goo.gl/Yi6Wpq
And XNA 4, if you need it, can be found here: http://goo.gl/TX0Nn

« Last Edit: September 02, 2013, 09:12:47 PM by Jutaris » Logged

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« Reply #3 on: August 06, 2013, 09:30:11 PM »

Been quite busy over the last few weeks, implementing systems and squishing bugs :D
This'll be brief (because it's late and formatting these posts is a pain) but my main blog has more details.

Updates include:
New resolution
New sprites
Seeker skill type
Revive skill type (untested)
Player shadows
Skill data updates
Many bug fixes.

I've also started toying a bit with PSM Studio as I recently got a Vita. Won't be as easy as dropping in Monogame references, but I'd still like to port to that platform.

I'll leave with a new screenshot showing the finished Forest tileset and the current layout. Needs some work, but hey, that's how this goes!  Grin
« Last Edit: September 02, 2013, 09:13:01 PM by Jutaris » Logged

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« Reply #4 on: August 19, 2013, 09:37:07 PM »

So, I've had on my list a nasty little collision bug for quite a while now. I was sure I'd have to make significant changes to squash it. Well, I didn't! It's fixed, and with just a few lines! After putting it off and putting it off, the problem finally clicked and it was resolved in minutes WOO!

Not much in other news today. New art keeps rolling in at a steady clip, and progress continues to be made.

Updates since the last post
-Fixed the pesky map collisions bug
-Linked Item SFX
-Added fancier Life/Aura bars.
-Heavy foundation work for Summon skills (It almost looks like it works)
-Fixed the Seeker skill type. (for real this time!)
-Added a second Large Map
-Seriously, fixed that collision bug... It was freaking gross.
-Fixed monster spawning bug.
-Several minor bug fixes.
-Add a little speed to everything.
-Add support for Boss spawn and boss treasure drops
-Add Item Debug draw
-fix Item bounding boxes
-Fix Player bounding boxes
-Fix Skill bounding boxes
-Fix Tombstone (wasn't drawing)
-Prevent the same map from being picked twice in a row when possible.
-->Prevents region change from blinking in
-End Gameplay song on shutdown
-Stop drawing black wave complete box
« Last Edit: September 02, 2013, 09:12:31 PM by Jutaris » Logged

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« Reply #5 on: September 15, 2013, 08:14:57 PM »

A new minor update on the project here. First and foremost, I've created an IndieDB entry for the game (found here) which includes a brand new official demo release!

This new demo has quite a few updates and bits of polish applied as well.
-I've switched to a new Tarot system for class updates
-Several UI improvements
-The players bounding box vs terrain has been tightened to make negotiating the maps easier.
-The global speed has been increased a bit to improve the feel of the game.
-Gamepad users can now use the left thumbstick or the DPad.
-You can now select your characters gender
-Fancy new book menu system (including an option to disable music)
-Added a bunch of new maps (up to 13 now)
-Several bug fixes.

Thanks for looking!

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