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TIGSource ForumsCommunityDevLogsStone Story RPG - NOW AVAILABLE
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a-k-
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« Reply #1040 on: August 14, 2018, 08:56:23 AM »


...

Your work is truly amazing, do you do screen savers? The top banner is so vivid...
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standardcombo
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« Reply #1041 on: August 15, 2018, 09:21:14 PM »

I do not make. If you make or find someone I can provide the source text and font table for this shot.
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« Reply #1042 on: August 25, 2018, 12:05:52 PM »



Icons for the questline which unlocks the new Cyan locations.
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« Reply #1043 on: September 04, 2018, 10:17:04 PM »



This weekend I showed the game at Pax Prime for the first time. It went great. Setting up the booth by myself was surprisingly laborious and took a good 6 hours or more to get every detail correct. The chosen layout was effective and there were no technical malfunctions aside of minor software glitches like the system cursor rarely appearing on top of the DOS-style cursor. Despite some help manning the booth on the final days, after 4 days of talking non-stop I feel like my voice has evolved into its next form.

I ordered what I thought was enough marketing materials to fill the tables. If someone had told me I needed 2,000 buttons I would have called bullshit. I only ordered 500 and they were gone on the first day! 750 business cards, 750 pamphlets.. all gone. The pamphlet quality was another minor problem. I trusted Vista Print to get the job done, and they did a shitty one. The black color was all over the place, from light gray to off-black and in some of them you could even see vestiges of a previous company's print job. Quite unprofessional.

The Convention Center in Seattle is huge and confusing, with the event split between 4th floor in one building and 6th floor in another. Otherwise, it was very well organized and there was a lot to see. It felt like the entire games industry was there, except for a notable lack of mobile games. I managed to play some games but only really had fun with Dunk Lords.

10/10 would go again.
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« Reply #1044 on: September 05, 2018, 07:07:24 AM »

Reeeeally looking forward to this game Epileptic The art style is amazing.
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JobLeonard
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« Reply #1045 on: September 05, 2018, 02:18:41 PM »

(Did you try Dunk Lords?)
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standardcombo
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« Reply #1046 on: September 21, 2018, 07:35:40 PM »


Bronze Guardian - Different weapons. Its hammer evolves each time it powers-up.


Bronze Guardian death animation.

Change logs:

Version 0.9.3 - July 15
New Features
- Added new Shield ability: "+X Armor for each engaging <Element> enemy".
- Old Shields and Staves which were missing an ability get this new one.

Improvements
- Tweaked animation threshold on Staves so they play the melee animations from 1 step farther.

Balance
- Buffed player armor degen from -1 to -0.5 armor per second.
- Reworked how armor degenerates if you swap to a weaker shield or to no shield.
- Reworked Staves: Range from 20 to 10; Damage from 1+1/Lv to 1+1.4/Lv; Health stat replaced with Armor.
- Buffed the Punch cooldown on Angry Shroom ☆5 by -0.5 seconds.


Version 0.9.4 - July 17
- Hammers now deal double damage to Armored foes instead of having a Health stat.
- Fixed a possible memory leak with the new ability "+Armor per engaging enemy".


Version 0.9.5 - August 6
Improvements
- Added custom exception handling which copies the errors to your clipboard.
- Minor tweak to player position when talking to Dysangelos.
- Swapped order of resource costs in the Craft Utility Belt workstation task, to be in line with other tasks.
- Added item loadout to the diagnostics info.

Balance
- Nerfed the attack cooldown on the Hatchet by 2.
- Buffed the Stone Scarab hitpoints from 8 to 10 and damage from 2 to 3.
- Adjusted Mosquito distribution in Deadwood Canyon ☆1 so the outcome is more deterministic.
- Removed one Scarab from Deadwood Canyon levels ☆3-5 to keep the difficulty as intended.
- Nerfed Xyloalgus' ☆3 hitpoints from 220 to 210.
- Removed one Crossbow copy from the Rocky Plateau ☆3 treasure.

Bug Fixes
- Fixed a critical bug where dying or leaving a location while a treasure was in mid-air would cause some subsequent levels to get stuck at the end.
- No longer is it possible to advance past Deadwood Canyon ☆2 without upgrading the Sword.
- Harvesting the first Boulder on Rocky Plateau is now a requirement for completing the level and getting the first star.
- The first treasure to drop in the game now plays the correct bounce SFX.


Version 0.9.6 - August 6
- Simplified early game acquisition of the Metal Chunks and their surrounding progress flags to reduce bugs.
- Added time scale and frame delta time to the Diagnostics UI.


Version 0.9.7 - August 7
- Added more error handling to catch the treasure data failing to load.


Version 0.9.8 - August 8
Balance
- Buffed base armor on Stone Shield by 1.

Bug Fixes
- Fixed the parsing of decimal numbers from the treasure data to account for internationalization.


Version 0.9.10 - August 26
Improvements
- Adjusted Green enchantment color to be more visually distinct from the Yellow enchantment.
- Added crafting instructions to the last page of the Booklet

Bugs
- Fixed a bug in Xyloalgus where play would get stuck if you activated the Sight Stone at the same time you defeated the boss.
- Minor adjustments for trying to catch strange bug on OSX when right clicking on an item.


Version 0.9.11 - September 8
- Fixed a crash when right-clicking on empty Anvil slots.
- Fixed a bug where Armor was not scaling correctly on Staves.
- Fixed the collision size on Pallas. It was really small and some weapons were missing.
- Version number added to the diagnostics info (Tab key).


Version 0.9.12 - September 9
- Added item ability abbreviations so it's possible to distinguish similar items at a glance.
- Lowered duration of some Workstation quests by a second or two.


Version 0.9.13 - September 15
Improvements
- Small improvement to location of green ! notification on enchanted items.
- Renamed Battle Hammer to War Hammer.
- Removed "L:3" from one of the "Upgrade Workstation" quests.

Bug Fixes
- Fixed a bug where music would sometimes not resume after being faded to silent (e.g. Ouroboros used on Rocky Plateau).
- Fixed a bug where Bolesh's awaken animation would sometimes not play from the start.
- Added a max lifetime to Skeletimmies produced by Pallas, so they can't pile up infinitely.
- Fixed a bug where some of the tiling sprites (e.g. Crypt ground fog) were not moving.
- Fixed a bug where some of the stars would be frozen in place at Rocky Plateau.
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« Reply #1047 on: October 07, 2018, 10:04:06 PM »


Higher difficulty levels - Pallas, the Skinless


Raeborga's Harmonic Repeater - Unique Item


Bashing Shield


Angry Shroom transitions into phase 2 of the boss fight

Change logs:

Version 0.9.14

Improvements
- Adjusted position of ability abbreviations label on Anvil slots.
- Adjusted Quarterstaff icon pivot.
- Increased the color to full white on the Pause button during "Open All" treasures.

Balance
- Nerfed the Repeating Crossbow's critical chance from 5.5% + 2.5%/Level to 7.5% + 0.5%/Level.

Bug Fixes
- Fixed a bug where the character would not do the small pause it's supposed to after defeating some bosses.
- Fixed a bug where it was possible for the character to keep walking at the end of a location and the location would never end.
- Fixed a bug where armor abilities were not calculated correctly for some enemies.
- Fixed a bug in the Stone Staff where it would not damage Ghosts at melee range even though it deals Magical damage.
- Fixed a line-ending issue with parsing the data files on Windows.


Version 0.10.0

New Features
- Higher difficulty levels added to locations. Can you get all Cyan ☆s?
- Star Stone can now be equipped.

Improvements
- "Open All" treasures now only stops if it finds an enchanted item that is better than any of your other items.
- Changed the Caves of Fear background and foreground to give it a more claustrophobic feel.
- Cleaned up the Fungus Forest foreground layer.
- Inverted the interaction between Dysangelos' Yes/No options and the Ouroboros Stone. Now it loops around if you choose No.
- Added a scroll container to the difficulty selection submenu to fit more than 3 rows.
- Fixed Pallas' arm where the color was off for a brief moment before the first attack.

Balance
- Changed the Hammer's ability to deal double damage to armored foes into a scaling ability that deals from 2x to 3x damage to armored foes.
- Removed mini-stun from basic War Hammer and increased it's base damage by 1.
- Changed Stone Hammer's Splash damage to be a rare stat instead of on all Hammers and increased their base damage by 1.
- Fixed a balance issue with Lifesteal where it was healing 1 HP per enemy hit with Splash. Probability of heal is still higher with Splash on many enemies, but only 1 heal per attack is the intended design.

Bug Fixes
- Fixed a bug with Pause menu buttons where the keyboard shortcuts would not work reliably. E.g: P + L quickly to exit location.
- 2 abilities had the same abbreviation 'p'. Changed one to 'P'.
- Fixed a rare ability bug where the attack target was missing at the time the ability triggered.


Version 0.10.1

Features
- Added a re-roll for realocating the Enchantment on items.

Improvements
- Added a space at the end of the messages that are shown when you switch loadouts with the Utility Belt, so they don't get confused with resource numbers.
- Star Stone is now colored correctly when equipped.

Bug Fixes
- Fixed a critical bug where the character would walk straight past enemies if two items that cannot attack were equipped.
- Fixed a bug where the player would often start levels with double armor.
- Fixed a minor issue where the "Open All" treasures behavior could continue even after you interrupted it and tried to open a single treasure.


Version 0.11.0

New Features
- Added Dashing Shield.
- Added Bashing Shield.
Can you discover the craft recipes?

Improvements
- Replaced Stone Sword's Splash damage with Critical Chance and Multiplier.

Balance
- Slightly lowered Splash gain per upgrade level so it doesn't go over 100%.
- Increased Sword and Stone Sword damage per level from 1.5 to 1.55.
- Increased Stone Sword attack speed gain per level from 0.75 to 0.9
- Increased Big Sword's attack cooldown by 2 frames.
- Decreased Big Sword's enchanted base attack speed bonus by 1.

Bug Fixes
- Fixed a problem with slow motion going too long when you hit many enemies with a Splash weapon.
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« Reply #1048 on: October 14, 2018, 11:58:01 PM »





The closed Beta has been a huge success and is coming to an end on October 28th. If anyone would like to play there are still a few Steam keys available. Send me a DM.



Meanwhile, work has started on the next location. The Copper Mine!

Edit: The project is now at 80%
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« Reply #1049 on: October 15, 2018, 04:02:30 AM »

So cool!! Which platform to you plan to release?
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« Reply #1050 on: October 16, 2018, 10:36:06 AM »

So cool!! Which platform to you plan to release?

Steam Win/OSX/Linux, Mobile iOS/Android, maybe Nintendo Switch.
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« Reply #1051 on: October 16, 2018, 01:24:58 PM »

Quote
Nintendo Switch

This is so weird to me, lol. I mean, grinding this game in the background while doing work is one thing, but if I imagine people just leaving their Switch on overnight/during the day for this it starts to feel a bit dubious
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« Reply #1052 on: October 16, 2018, 06:31:05 PM »

Not to be crude, but there's a few frames during this transition that look very phallic:



After the split, it looks completely non-sexual. Just there on the left for a second.

Who, Me?
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« Reply #1053 on: October 18, 2018, 08:43:35 AM »

@JobLeonard I originally never intended this to be a console game, but Nintendo says most people are using the Switch as a mobile device, and it has touch input. Suddenly it makes a lot of sense.

@andyfromiowa I can see that. Mushrooms are phallic. I think this is fine, especially because it's a higher-difficulty encounter and only a split second. It was never intended to be phallic, it just is what it is.

@Devilkay I did not post it in indieExpo.
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« Reply #1054 on: November 21, 2018, 09:17:58 PM »


Some enemies in the Boiling Mine have a helmet mechanic which you have to break before dealing any damage to them.


Fun time making little UI animations.


The Cauldron can brew 10 different kinds of potions.


The Fissure Stone will be used to break apart items or turn them into Ki.


Was called Whip Beast, now calling this foe Dominotaur.


Boiling Mines Boss! It's great when the design goes all the way from concept to finish and it just works as imagined.

A lot has changed with the game in the last month. Development is going at full speed, with the Boiling Mines location now complete. I've started work on the Icy Ridge location, and after that, there will only be the Temple left to create. Getting real close.

In case anyone is wondering why I have not updated the devlog frequently, the answer is because the Discord server has taken over that role. I post day-to-day development there and I'm available to answer any questions about the project.
http://StoneStoryRPG.com/Discord
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« Reply #1055 on: December 28, 2018, 05:59:26 PM »

In the last few weeks I worked through and completed the Icy Ridge, a frigid location that follows the Boiling Mines. It's a savage region of the world, full of strange foes. Here's some of them:


Ki Gobbler




Ki Slerper


Ice Elemental


I also created an awesome laser area of effect attack that appears here in the Fissure Stone (but will probably move to another unique item).





Also had a lot of funcoffee working on the boss fight. His name is Hrímnir.


Hrímnir summons an ice wall as one of his abilities.


At the end of the Icy Ridge there is a Broken Bridge. Where does it lead?



I also received my copy of Canard PC's October issue, where Stone Story is featured in a 4 page article! Pretty cool

My next goal is to complete the Temple, which is the final location in the game's main arc. So far it's coming along great and has some ambitious designs.
« Last Edit: December 28, 2018, 06:04:28 PM by standardcombo » Logged

JobLeonard
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« Reply #1056 on: December 28, 2018, 10:24:14 PM »

Quote

"Do the monkey with me, come on!"





Quote
Article
Niiiice (but upside down)
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« Reply #1057 on: February 25, 2019, 07:23:07 PM »

Mid February saw the addition of the final location in the game: The Temple. For this location I held nothing back in terms of quality. It has some of the most fluid animations in the entire game, intricate backgrounds, foes wielding weapons and an epic boss fight that is highly organic. If you've been following this thread for a long time you will recognize the design, concepted years ago!


Entrance to the Temple


This NPC has a lot to say


Poison Adept


Cult Sorcerer


Worm Riding is a serious job that takes countless moons to master


Slithery fiends pepper the Temple


The Bell Ringer does not take kindly to intruders. This suggests the Temple actually has a large bell. It does. But, this will not appear in the main arc of SSRPG. It will be a back-pocket design element for a future expansion:

          __!__
        .´     `.
        |-- - · |
        !-- - · !
       /         \
 O   .´           `.
/|\ ||||¯|¯|¯¯| ¯ | |
/ \  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯



Someone suggested Flying Snakes. I deliver



Old ritual VS new and improved, after full concept of the location and characters


Nagaraja, Eater of the Torch welcomes you for a meal. There are many designs that went right in this location, but the candle on the wall is one of my favorites, for its simplicity.

The game is now rather close to content-complete. I'm working on some unique items that introduce core mechanics to the game. Meanwhile, Rafael is wrapping up the OST. We are adding 7 alternative tracks for each location! Depending on the difficulty setting.

One of these new mechanics comes from the Mind Stone, and it's a player-facing scripting language that anyone can use to automate the game. More on that in a future post.
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« Reply #1058 on: May 14, 2019, 02:09:13 AM »

CONTENT COMPLETE!



Stone Story RPG is now content complete (to be honest, it has been for a few weeks, but I've been procrastinating this log entry) and transitioning into post-production. In this phase I will do fun things like Localization and porting to the various stores! I've raised the progress bar to 90%

Last month I brought on board LikeTheRogue (Kyle) to help with marketing and discovery, and he's absolutely crushing it. We're seeing a lot more wishlist adds on Steam and new pockets of players who had never heard of the game before, now at least know it exists. He will continue to explore new marketing avenues and help in the preparations for launch and beyond.

The Discord server is going well. Last weekend we did a live chat and Q&A that raised some interesting questions and we drilled into details of the design and future of the project.

Some of the final things that were added since the last post:


Vampiric Potion


Lightning Potion


The Mind Stone opens a whole new sphere of gameplay, with a built-in language called Stonescript that gives players the power to automate the game even further. Experience programming helps, but it's a rather casual and simple language that is very friendly to beginners. I can imagine this being a first time programming for many people. That would be cool to see.


The Triskelion has come a long way since it's original mockup! (see below) It's working great and contributes to long-term engagement for players who like to keep improving their gear.


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« Reply #1059 on: May 14, 2019, 05:27:39 AM »

CONTENT COMPLETE!



Stone Story RPG is now content complete (to be honest, it has been for a few weeks, but I've been procrastinating this log entry) and transitioning into post-production. In this phase I will do fun things like Localization and porting to the various stores! I've raised the progress bar to 90%

Last month I brought on board LikeTheRogue (Kyle) to help with marketing and discovery, and he's absolutely crushing it. We're seeing a lot more wishlist adds on Steam and new pockets of players who had never heard of the game before, now at least know it exists. He will continue to explore new marketing avenues and help in the preparations for launch and beyond.

The Discord server is going well. Last weekend we did a live chat and Q&A that raised some interesting questions and we drilled into details of the design and future of the project.

Some of the final things that were added since the last post:


Vampiric Potion


Lightning Potion


The Mind Stone opens a whole new sphere of gameplay, with a built-in language called Stonescript that gives players the power to automate the game even further. Experience programming helps, but it's a rather casual and simple language that is very friendly to beginners. I can imagine this being a first time programming for many people. That would be cool to see.


The Triskelion has come a long way since it's original mockup! (see below) It's working great and contributes to long-term engagement for players who like to keep improving their gear.



Daaaaamn

Can't wait to have this grind in the background while I work Wink

EDIT: Pagination
« Last Edit: May 14, 2019, 05:39:58 AM by JobLeonard » Logged
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