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TIGSource ForumsCommunityDevLogsAscendant - 2.5D Side-scrolling beat 'em up with roguelike elements
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Author Topic: Ascendant - 2.5D Side-scrolling beat 'em up with roguelike elements  (Read 11674 times)
pants
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« Reply #40 on: November 04, 2013, 02:28:47 PM »

Summer Time!



Spring has sprung and now it's time for summer. A little background on Spring and summer first though. We originally planned for winter to be the first season that the player would enter into. However, As Spring and Summer were being made simultaneously we noticed something Winter sucks. It's cold, drab, and without Santa (Who Exists!) it's kinda sad. The player should start the game where it's more vibrant and fun, and not cold... I hate the cold...



So in lieu of winter we started aiming for the other more vibrant seasons with the hope that they will inspire Winter. Well, it ended up working. After creating spring and summer our artists have been going back over winter and making it feel so much better.



Oh, and yeah Im Totally going to plug...

WE'RE NOW ON KICKSTARTER!



AND GREENLIGHT!



 Gentleman
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pants
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« Reply #41 on: November 13, 2013, 05:26:02 PM »

♪ Build That Wall ♪

One of the first things we wanted to get down was the level generation for the game. We knew there were going to be 4 seasons, and we needed to have a butt load of variation. However, those 2 things are very much at odds especially since we only have 2 level designers who also do the SFX, enemy variants, balancing, and many more things.

What we decided on was to use a system that allowed us to create modules that would be tied together to create a whole level. Inside of these modules would be things like normal fight rooms, shops, gambling, shooting galleries, events, treasure rooms, etc. Then we dynamically build the level on each play-through giving the player a fresh experience each time. Below you can see one of the many different combinations that could appear.





It's Morphing Time!

While it lowers the scope of the building process, it doesn't lower it enough to allow us to build all the season out with specific seasonal modules. To cover for that we are building rooms out of collision geometry that result in a gray boxing of what the level will look like. This allows us to build anything that we want and know how everything will interact with it.





After we've built what we wanted we then switch out the meshes on the geometry as well as firing off randomized spawnpoints, the blue orbs, to give rooms a different feel every time the player enters them. This allows us to make a few hundred rooms instead of thousands. The end result is what you see in the gif below.






And yeah, I'm still totally going to plug...

WE'RE Still ON KICKSTARTER! & Over 50% Of The Way There



AND GREENLIGHT!



 Gentleman
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pants
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« Reply #42 on: February 14, 2014, 11:52:07 AM »

It's been a long, long time since we've posted anything here. Sorry for the delay! We've been crunching pretty hard to get the game in a better state. We released a new trailer which you can see by following the link below.





For a refresher...Ascendant is an unforgiving 2.5D side-scrolling beat 'em up with roguelike elements. You play as a demigod who suddenly manifests in a world populated by raging fanatics, devout zealots, and wild beasts, furious at your arrival into their plane. They will stop at nothing to eliminate you. By exploring the world, discovering new weapons and Aspects, and learning how to survive in this brutal realm, you will have a small chance at winning.





Take care everyone!
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joemusashi
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« Reply #43 on: August 23, 2016, 09:35:57 PM »

Another finished and released game:

http://store.steampowered.com/app/296930/?snr=1_5_1100__1100
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