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TIGSource ForumsCommunityDevLogsTiny Wizard - Fast paced PDL
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Author Topic: Tiny Wizard - Fast paced PDL  (Read 79845 times)
kebabskal
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« on: April 03, 2014, 05:31:34 AM »

This is my new project: Tiny Wizard  Wizard.
A small, fast paced, procedural death labyrinth with combat focus.
Features mayhem, procedural dungeon layouts, fun spells, nasty foes and perma death.

Latest update here >>


Check this small gameplay teaser video out:



Downloads - VERY VERY VERY OUTDATED
Windows - Tiny Wizard 0.0.7a
OSX - Tiny Wizard 0.0.7a
Linux x86 + x86_64 - Tiny Wizard 0.0.7a
Note: These downloads use Google Analytics to report some usage parameters to me.

Tech
Made in Unity.
Having a lot of fun with the animation pipeline.
Should be Mac/Win/Linux compatible.

Feedback and ideas greatly appreciated Beer!

/Hannes

By the way, this is a continuation on a Ludum Dare entry that I did way back in 2012.
Playable here: http://www.kongregate.com/games/zinkinteractive/tiny-wizard
« Last Edit: March 30, 2016, 01:14:05 AM by kebabskal » Logged

Fervir
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« Reply #1 on: April 03, 2014, 06:17:21 AM »

This is pretty sweet.
You've definitely nailed the fast paced action.
Lots of cool effects and great attention to details.

You should just start adding more and more enemies and weapons.

Do you pick out what spells you want from the beginning, or can you switch them out when you're in the dungeon?
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Rat Casket
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« Reply #2 on: April 03, 2014, 06:18:52 AM »

Sub'd.

This looks great in motion.

Also PDL is a cool name.
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kebabskal
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« Reply #3 on: April 03, 2014, 06:44:18 AM »

Do you pick out what spells you want from the beginning, or can you switch them out when you're in the dungeon?

Thanks! You will get one item after each boss or possibly find them in a treasure room (Binding of Isaac style)
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kebabskal
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« Reply #4 on: April 03, 2014, 06:45:43 AM »

Also PDL is a cool name.

Thanks Smiley
Check http://www.proceduraldeathlabyrinth.com/ for more info on the phenomenon.
Pretty much another name for Roguelike-like.
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Dooleus
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« Reply #5 on: April 03, 2014, 06:54:20 AM »

This looks totally awesome. I would love to try a beta when you put one out.
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kebabskal
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« Reply #6 on: April 03, 2014, 07:21:27 AM »

This looks totally awesome. I would love to try a beta when you put one out.

I'll trade early beta for sfx and music Wink
Totally awesome stuff on your soundcloud!
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mike_w
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« Reply #7 on: April 03, 2014, 09:14:09 AM »

Lookin' good. Plenty of screenshake!
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TheIndieForge
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« Reply #8 on: April 03, 2014, 09:48:58 AM »

Loving the look of this. As someone who has poured hundreds of hours into Isacc, I could see myself losing a lot of time to this.

Also, your colour choices are wonderful Smiley Hand Thumbs Up Right
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kebabskal
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« Reply #9 on: April 05, 2014, 09:07:18 AM »

Quick progress report
Been watching some Risk of Rain videos which kinda pushed me over the edge to add more passive items.
Before, the thinking was that all items should have a On Use thing, but upon further inspection, I don't think people will remember to use more than three or four anyway. And quite importantly, the amount of work that would be needed making large numbers of these items could be overwhelming. It could also be a nice tactical decision wether or not to drop the current items for something else.
LMB item, RMB item and one more?

To facilitate this I added a bunch of events that could trigger a proc in these items:
* CritProc
* CritHit
* ProjectileHit
* MoveTile
* Shoot
* BigUse
* Tick
* GoBelow25PHealth
* GoFullHealth
* EnemyHurt
* EnemyDeath
* EnterRoom
* EnterFloor

I also added and wired up a couple of variables that items could modify when picked up:
* CritChance
* CritMultiplier
* DamageMultiplier
* Luck
* MovementSpeedMultiplier
* AttackSpeedMultiplier
* CooldownSpeedMultiplier
* HealthPickupMultiplier
* Accuracy
* KnockbackMultiplier
* ProjectileSpeedMultiplier
* TickSpeedMultiplier

Next up would be to create a bunch of items that use these.
I think I should also make these items appear more than once per floor.
Maybe three item pools:
* Drop from enemies
* Drop from boss
* Found in chests

I have also created a health bar instead of the hearts as well as multiplied all health and damage by 10.
This gives me more granularity for for example a Health on Enemy Kill item.
Where previously one heart per kill might have been too much, 1 point of health out of 300 is more reasonable.

I think I wanna make the rooms slightly bigger.
This would give more space for larger numbers of enemies and tactics like kiting.
I also want to change the ratio slightly to make room for the HUD/Inventory etc.
For now, I just cheated and fixed screen ratio to 16:10 instead of 16:9 which makes some space for that.
When I get more time I'll redo all the current rooms to be a bit bigger.

I also needed to get the HUD away from the walls as I sometimes have important stuff on them.


Really boring screenshot showing Health Bar and some Wall-Mounted-Lightning-Dispensers.

Another thought I have been entertaining is if I should have different character classes with a base set of starting skills/items or if things should be this random.

What do you think peeps?
« Last Edit: August 01, 2014, 11:54:31 PM by kebabskal » Logged

loudo
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« Reply #10 on: April 05, 2014, 10:52:24 AM »

I love your animations. It's look very fun !
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« Reply #11 on: April 05, 2014, 11:28:32 AM »

Ohhhhhh so pretty ! I love your color choice !
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« Reply #12 on: April 05, 2014, 11:40:54 AM »

I really like the effects you are putting into the game, make it a nice pixelart feel with some technology mixed in Wink if that makes sense.

I'm gonna keep an eye on this one  Blink
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« Reply #13 on: April 05, 2014, 01:23:42 PM »

Looking great.
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« Reply #14 on: April 05, 2014, 03:25:23 PM »

Fantastic looking project, looks like a fast-paced, wizard version of Binding of Isaac  Wizard Keep up the good work!
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SolarLune
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« Reply #15 on: April 07, 2014, 09:07:10 AM »

Yeah, this looks pretty fun! Following.
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« Reply #16 on: April 07, 2014, 11:12:32 AM »

my screen is spewing delicious juice all over me
and the juice is wizard flavored
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kebabskal
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« Reply #17 on: April 09, 2014, 04:34:12 AM »

Progress report *beep* *beep*


Another very large animated gif - complete with a bad tooltip and all...

So I actually got to implement a couple of those triggered passive items that I was talking about.
In the gif you can see a few of them. Need to figure out some fun names and icons for them. Just ugly generic orbs for now.

Currently I have these: (Fun names pending... )
* Crit Combo: Increases crit chance on enemy hit. Zeroes it when a projectile hits a wall.
* Fire trail: Ingnites the floor below the wizard. Burns enemies.
* Health on Crit: Heals the wizard slightly when hitting with a crit-projectile
* Homing Missiles: A small chance to spawn four homing missiles when shooting. Max once per 2 secs.
* Invulnerable on Crit: Yep you guessed it
* Invulnerable on Enter room: Gives 2 secs of invulnerability on entering a room not before visited.

The gif also features the new larger rooms.
I actually ripped out all of the old rooms and made new ones.
My spontaneous feeling is that big open rooms are more fun than those scattered with blocks.
Need to figure those things out.

Thanks for all the kind words peeps.
Feedback is very inspiring so far, keep it coming! Smiley



« Last Edit: August 01, 2014, 11:55:04 PM by kebabskal » Logged

SafetySnail
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« Reply #18 on: April 09, 2014, 04:46:08 AM »

Absolutely loving the look of this, I'm a total sucker for juicy 2D insanity and this fits to a T. Looking forward to seeing more!
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« Reply #19 on: April 09, 2014, 04:57:06 AM »

I guess I wanna play it  Shocked
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