gambrinous
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« Reply #60 on: November 24, 2013, 12:57:02 PM » |
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And now a little look at the hero sprite. This will change depending on what items he has found and equipped in the dungeon. Here we can see him with nothing, and then with a few different weapon/armor variations..
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mrBlack
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« Reply #61 on: November 24, 2013, 01:12:02 PM » |
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The new look is coming out great.
I can't wait to play the next version!
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gambrinous
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« Reply #62 on: November 24, 2013, 02:37:11 PM » |
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Oh, and some monster sprites!
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gambrinous
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« Reply #64 on: November 25, 2013, 12:38:46 PM » |
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And even more!
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happymonster
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« Reply #65 on: November 26, 2013, 12:34:05 AM » |
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Looks very good, I think you've found a style! Have you tried coloured versions as well?
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gambrinous
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« Reply #66 on: November 26, 2013, 08:26:36 AM » |
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So far no colour - but we may experiment with it (carefully). This is what the UI mockup is looking like (don't have all of this ingame yet)
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FlukeXP
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« Reply #67 on: November 26, 2013, 10:37:27 AM » |
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wow that is very very nice. Great style.
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gambrinous
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« Reply #68 on: November 26, 2013, 02:35:11 PM » |
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Update: Nov 26thChanges since the last version - HOPE and DREAD cards can have a cost now. You need to spend the appropriate amount of dread/hope to play the card. You gain hope by beating monsters, while dread goes up more and more over time. - put new logo into title screen - dragging to scroll the map now only starts once you move at least 10px (so clicks where you move 1-2 px by accident while the mouse is still down do not count as tiny drags) - put graph paper style background in --> Try it here (flash) <--Feedback very much welcomed! Will be including more art in the game next (hopefully hero sprite, monster sprites and card art) as I'll be demo'ing the game at an indie event in Dublin on Friday night..
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gambrinous
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« Reply #69 on: November 27, 2013, 04:25:16 PM » |
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Update: Nov 27thChanges since the last version - new super nice title screen - added basic hero sprite (no dressing up yet) - (behind the scenes) packaged up as AIR installable app to demo from on my laptop --> Try it here (flash) <--Feedback very much welcomed!
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« Last Edit: November 27, 2013, 04:30:41 PM by gambrinous »
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gambrinous
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« Reply #70 on: December 01, 2013, 12:51:09 PM » |
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I got to demo Guild of Dungeoneering at an Irish indie game event called State of Play last friday. Here's a short video of me explaining how it works:
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LogicBugs
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« Reply #71 on: December 01, 2013, 12:59:43 PM » |
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This concept is really cool. I like the art and feel of it. Consider possibly having the next 3 or 4 tiles available visible, so you can plan ahead a little bit, but still ultimately are at the mercy of what comes your way. Reminds me a bit of "Escape" the board game.
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Drunken Monkeys
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« Reply #72 on: December 03, 2013, 01:54:35 AM » |
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I put down some money for the pre-order, would love to see where this goes.
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gambrinous
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« Reply #73 on: December 03, 2013, 02:50:10 AM » |
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I put down some money for the pre-order, would love to see where this goes.
Thank you! You are my 8th customer
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DrunkDevs
Level 1
Drink beer and make games
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« Reply #74 on: December 03, 2013, 10:12:24 AM » |
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So far no colour - but we may experiment with it (carefully). This is what the UI mockup is looking like (don't have all of this ingame yet) I absolutely love the look of this mockup. This new art direction was a fantastic idea.
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gambrinous
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« Reply #75 on: December 03, 2013, 11:54:05 AM » |
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I've added the game to IndieDB and I am hoping to get into their Top 100 indie games of 2013. If anyone would kindly spare a vote here I would much appreciate it: http://www.indiedb.com/games/guild-of-dungeoneeringIt's the red 'vote for this game' button in the green band just above the screenshots.
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Vaxx
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« Reply #76 on: December 03, 2013, 12:42:10 PM » |
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I tried this a few times now throughout the development process but I find it quite hard to enjoy. The main concern I have is that the actual gameplay is rather slow. Picking cards, build and place stuff, watching the hero make random comments and move feels like forever to me. Also the hero seems to move at random and I have a hard time get him out of dead ends and back into the "action". Maybe he should be attracted by enemies and stuff laying around. On the other hand the art direction is really nice and the colorless style fits perfect.
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gambrinous
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« Reply #77 on: December 03, 2013, 12:49:59 PM » |
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Thanks for the feedback Vaxx. I'm not sure the gameplay is ever going to be hectic or fast paced - but hopefully it will be a lot more fun, and soon. I think when I knock off the next few things on my TODO list it's going to start coming together..
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Recs
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« Reply #78 on: December 03, 2013, 03:35:58 PM » |
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tracking.
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gambrinous
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« Reply #79 on: December 06, 2013, 02:37:30 AM » |
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Guild of Dungeoneering is a nominee for the Indie Dev Grant that comes with this indie bundle: http://bundle-in-a-box.com/So if anyone's picking that up, I'd appreciate a vote for Guild of Dungeoneering!
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