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May 01, 2024, 01:19:43 PM

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TIGSource ForumsCommunityDevLogsTiny Wizard - Fast paced PDL
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Author Topic: Tiny Wizard - Fast paced PDL  (Read 77742 times)
kebabskal
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« Reply #40 on: April 20, 2014, 10:51:39 AM »

Kiss Loving the art style, and the tiny wizard! I see much Binding of Isaac(huge BoI fan) in that jumping spider boss + bosslings !

Thanks! BoI is definitely a huge inspiration.
The spider boss is really just a scale up of the smaller spiders, which in turn are heavily inspired by the Tektites in Zelda 1 and onwards http://zeldawiki.org/Tektite
I think me and Edmund might be pulling from a lot of the same source material Smiley
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lionfish
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« Reply #41 on: April 21, 2014, 05:08:24 AM »

I like the cooldown of the skills, they look great.  Also, the naming of skills is also very clever and catchy (arcane rain).  How come no dev notes on your blog?  Not sure what the top left button is, and it also seems like you have some screen space in the bottom left that's unused.    I think a boss battle would be a great idea.
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kebabskal
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« Reply #42 on: May 05, 2014, 09:47:05 PM »


Gameplay showing off new enemies, shop and item icons


Upgrade icons

Allrighy then. Let's do a little progress reporting.

A bunch of the time have been spent pixeling icons. Trying to get a cohesive look that works with the other sprites.
The icons have a lot more detail and "depth" than the other sprites in the game, which is sort of intentional. I want the items to feel good and juicy when they drop.

I have implemented the following items:
* Caffeine - Crit chance up
* Cephelopod Eye - Accuracy up
* Clover - Luck up
* Goop Moccasins - Leaves a slimy trail that damages enemies
* Hypercardiomegaly - Increases max hp
* Refined Kidneys - Gives hp back when you hit with a crit
* Slippery Slippers - Movement speed up

They all stack infinitely, but have diminishing returns. Much more to come here!
You can now press space to see which items you have along with the map.

There is also money in the game now.
The level generator script now also spawns shops where you can spend your hard earned cash in exchange for an item.
Gonna need a lot of tuning to get this right, but even at this early stage there is some strategy to which items you want to pick up.

Three new enemy types have been introduced:
* Blue Bug - Chases the player and explodes when it dies. Ouch.
   Also kills of other enemies. Can yield strategic (and awesome) chain reactions.
* Big Bat - Shoots blue pellets at the player
* Small bat - Chases the player

What's next
Probably gonna try to work on the difficulty curve. Make new easier and harder floor types with fun enemy types.
And then... boss time!

Oh, and IndieGameMag published a short article about the game:
http://www.indiegamemag.com/tiny-wizard-procedural/

Thanks for the feedback. Keep it coming.
Playtesters wanted soonish Smiley
« Last Edit: August 01, 2014, 11:56:31 PM by kebabskal » Logged

lionfish
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« Reply #43 on: May 06, 2014, 04:25:08 AM »

Awesome!  Great thoughts about the extra detail on the items.  It does make it more appealing.  The extra animation on the glow for the lightning eyed things on the wall is also creative.  Looking forward to more updates.
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mirrorfish
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« Reply #44 on: May 06, 2014, 04:51:09 AM »

You're killing it. I'd totally buy this.
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Dooleus
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« Reply #45 on: May 06, 2014, 12:29:35 PM »

Posted to your facebook but here it is again - a tune inspired by your latest update:

http://soundcloud.com/rob-dooley/wizards-wanted
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« Reply #46 on: May 07, 2014, 12:11:27 PM »

@Dooleus if you and @kebabskai don't hook up on this project it will be a true shame!  Loved that tune you just posted.  I've jotted down your name for a future project I have in mind, will bring you in when I have something to show.
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HollowThreat
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« Reply #47 on: May 07, 2014, 05:19:30 PM »

this looks like fun!! i hope this would come to ios.
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kebabskal
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« Reply #48 on: May 08, 2014, 10:15:31 PM »



Pre-work pixeling session yielded some rock demons.
They are a bit more detailed than the other enemies. Not sure if it would clash or work yet. We'll see...
The floating runes I am not sure what to do with. Enemies? Maybe.

this looks like fun!! i hope this would come to ios.

iOS would be technically possible. But how would one control it?
I would unfortunately say "unlikely" at best. Atleast for now.
Consoles and Controller support would be first I think Smiley

You're killing it. I'd totally buy this.

Gimme that hard earned cash!
It's gonna be a while until this is purchasable.
But starting to look like it might actually happen at some point Smiley

« Last Edit: August 01, 2014, 11:58:37 PM by kebabskal » Logged

castled
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« Reply #49 on: May 08, 2014, 10:38:16 PM »

I'm loving the crispness of everything -- the graphics, HUD, and gameplay. It all fits together really well and is quite inspiring, looking forward to playing this someday!
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« Reply #50 on: May 08, 2014, 11:39:47 PM »

iOS would be technically possible. But how would one control it?
I would unfortunately say "unlikely" at best. Atleast for now.
Consoles and Controller support would be first I think Smiley

I thought the same at first, but then I realized that there are controller attachments for iphones

New enemies look cool, but they're starting to blend in with the background tiles.
You should pop them out more.
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kebabskal
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« Reply #51 on: May 09, 2014, 02:17:26 AM »

iOS would be technically possible. But how would one control it?
I would unfortunately say "unlikely" at best. Atleast for now.
Consoles and Controller support would be first I think Smiley

I thought the same at first, but then I realized that there are controller attachments for iphones

New enemies look cool, but they're starting to blend in with the background tiles.
You should pop them out more.

Sure, but no one has those :/

The whole scene is a little too dark. Comes out better when lightening it. But yeah, I agree.
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mirrorfish
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« Reply #52 on: May 09, 2014, 06:34:25 AM »

I kind of agree that the detail on the new enemies feels a little clashy, I might try to simplify them and make them a bit more iconic like some of the previous types, the spiders are my favorite.  Love the runes, definitely find a way to work those in because they look awesome.  My feeling is the only way I'd want to play this would be mouse/kb or controller.  I don't like these kind of fast and fluid action experience on iOS.  Definitely would love to play with a controller on PC or Mac though.  Love the item grid, it's very RoR and I'm totally good with that Smiley

M.
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kebabskal
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« Reply #53 on: May 11, 2014, 08:45:26 AM »

Come hang out on G+
https://plus.google.com/hangouts/_/calendar/c2FuZG92YWwuam9obi50QGdtYWlsLmNvbQ.9lbtj72lhutkquvqnld0f6k9i0

I try to be online most of the time when I am developing.
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The_Otherworld_Agency
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« Reply #54 on: May 11, 2014, 08:54:19 AM »

Come hang out on G+
https://plus.google.com/hangouts/_/calendar/c2FuZG92YWwuam9obi50QGdtYWlsLmNvbQ.9lbtj72lhutkquvqnld0f6k9i0

I try to be online most of the time when I am developing.

Holy hell, I didn't realise what I was clicking and you may have seen me in my pyjamas.  Cool
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~The Otherworld Agency~
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A global team of 30+ composers and sound designers
Creds: Eitr, Crossy Road, Tiny Wizard, PAC-MAN 256, Hacknet
kebabskal
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« Reply #55 on: May 11, 2014, 09:49:50 AM »

Holy hell, I didn't realise what I was clicking and you may have seen me in my pyjamas.  Cool

Hahaha Smiley
Luckily I'm streaming my screen, don't have my cam on.
My pale, flabby swedish bare chest is hard to unsee Wink
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kebabskal
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« Reply #56 on: May 11, 2014, 11:21:43 AM »


Gameplay showing weapon ui and new world stuff

So, what has happened since last time?
* Now you can only have two weapons at a time. One in your left hand and one in the right.
* You can throw them out with Q and E respectively. Left and Right Mousebuttons activate them accordingly.
* There is also a more proper UI for the weapons now.
* There are now damage-numbers shown when you hurt enemies or get hurt yourself.
* Switched a lot of the text to a more readable (and more space efficient) font. Looks a bit weird in the small gifs tho.
* Goop Cube item added. Has a small chance to spawn damaging goop under a hit enemy. Shown in the gif.
* Tons of small tuning stuff. Lightning wand is faster, beam spell is weaker, enemy hp tunings etc.
* Shooting now has a small recoil. Bigger for the crit shots (bigger shots).
* Added Floor Spikes that will come up and hurt you.

I'm getting really sick of the four big spiders in the boss room and the same gray rooms everywhere.
Think that'll have to be the next step.

I also need to figure out if I like the respawn timer mechanic. Do I want it for all rooms? Only on a specific floor type?

By the way, how do you guys feel about Greenlight?
« Last Edit: August 01, 2014, 11:57:27 PM by kebabskal » Logged

SafetySnail
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« Reply #57 on: May 11, 2014, 02:30:58 PM »

Holy crap does this look like fun, I would vote on GL in a second! Great work.
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Christian
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« Reply #58 on: May 11, 2014, 04:00:57 PM »

Got my Greenlight vote if you go that route. This looks really fun
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The_Otherworld_Agency
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« Reply #59 on: May 11, 2014, 09:57:28 PM »

Holy hell, I didn't realise what I was clicking and you may have seen me in my pyjamas.  Cool

Hahaha Smiley
Luckily I'm streaming my screen, don't have my cam on.
My pale, flabby swedish bare chest is hard to unsee Wink

 Big Laff

(Dude the updates are looking mighty fine.)
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~The Otherworld Agency~
www.theotherworldagency.com
A global team of 30+ composers and sound designers
Creds: Eitr, Crossy Road, Tiny Wizard, PAC-MAN 256, Hacknet
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