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April 19, 2024, 01:43:02 PM

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TIGSource ForumsCommunityDevLogsStone Story RPG - NOW AVAILABLE
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standardcombo
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« Reply #60 on: August 18, 2014, 11:09:36 AM »

I think we're going to see more and more ascii games in the near future!
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standardcombo
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« Reply #61 on: August 19, 2014, 01:15:46 AM »

 Shocked Whew, this animation was a real challenge. I'll probably do another pass on it later.

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« Reply #62 on: August 19, 2014, 02:27:06 AM »

This devblog is blowing my mind!
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Pitxardo
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« Reply #63 on: August 19, 2014, 03:04:03 AM »

OMG!

That animations...  Beg
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standardcombo
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« Reply #64 on: August 19, 2014, 07:45:54 PM »

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« Reply #65 on: August 19, 2014, 08:26:10 PM »

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standardcombo
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« Reply #66 on: August 19, 2014, 08:37:16 PM »

This an old conceptual animation I realized I had not posted on the dev log.

Although mounts will most likely make it into the game, the snake will not be one of them due to the elongated shape in combination with the character staying towards the left side of the screen, the snake's tail would always be cropped out.

The weapon is the 2-handed Gun Axe. It was the first weapon used in early prototypes and I'll most likely bring it back when I scale the content.

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« Reply #67 on: August 24, 2014, 10:53:26 PM »

In the last few days I've been doing a lot of non-visual changes to the game. Screen transitions, bug fixes, menu icons and various improvements to the First Time User Experience. Its looking really good.

Tomorrow I start on a new boss design. It's supposed to be a robot/golemn of sorts with moveable parts etc. If I'm able to pull it off as I'm imagining its gonna be awesome!  Will post reference assets here.
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Leon Fook
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« Reply #68 on: August 25, 2014, 03:59:28 AM »

My Word!
Must. Have. That. Weapon.
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« Reply #69 on: August 25, 2014, 06:21:05 AM »

This is easily some of the coolest art and animation I have ever seen!

I certainly look forward to watching how this project progresses Smiley
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standardcombo
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« Reply #70 on: August 25, 2014, 01:12:08 PM »

This is still very much conceptual but I wanted to share my idea on using color in the game to gather early feedback on the concept.

Color would be used to indicate passive, temporary or 'ready' status of items that have some special ability or magic. This option allows the expression of a vocabulary of mechanics within the same space, and is also relatively cheap to do.



Likewise this could be used on enemies and environmental challenges. In this example the bat could be poisonous.

« Last Edit: June 30, 2018, 11:24:00 PM by standardcombo » Logged

JobLeonard
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« Reply #71 on: August 25, 2014, 01:31:53 PM »

It's blinking/shifting too fast for me now, but I do think it could work.

Is the game real-time or turn-based? Because in the former case it becomes even more useful as a signal.
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s-spooky g-g-ghosts
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« Reply #72 on: August 25, 2014, 01:37:45 PM »

I remember when you were struggling with the torch animation. I had already written a post that maybe you'd like to use some colors in this game, then I thought to myself that perhaps it would ruin the entire mood and I deleted my message.

A few basic colors wouldn't be bad I guess but it does mean you drop the black & white vibe.
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standardcombo
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« Reply #73 on: August 25, 2014, 01:54:58 PM »

@JobLeonard
the game is real time but you will be able to pause and swap items.

@s-spooky g-g-ghosts
I like the B/W vibe too, and I agree with your thoughts on the torch (will revisit that). I had the same thought of making it colored but also scrapped it Smiley

I don't see the game becoming completely colored, it would only be used to indicate internal states on items / enemies, and something you won't see in the early stages of the game.

@Josiah Tobin
Gray shifting is a nice thought, I'll look into it.
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standardcombo
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« Reply #74 on: August 25, 2014, 01:59:21 PM »

References for the Golemn boss



Huitzil from Darkstalkers:



I guess most people will be familiar with Blitzcrank:
http://cache.gawker.com/assets/images/kotaku/2009/09/Blitzcrank_-_Render.jpg




Other random artwork I found:
http://www.pelgranepress.com/site/wp-content/uploads/2014/01/GrrOwl.png
http://th08.deviantart.net/fs70/PRE/i/2010/324/c/7/golem_by_franja2190-d33972h.jpg
http://img2.wikia.nocookie.net/__cb20130316122152/naruto/images/e/e5/Jirōbō's_Earth_Golem.png
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standardcombo
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« Reply #75 on: August 25, 2014, 10:59:09 PM »

A study of cogs





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« Reply #76 on: August 26, 2014, 02:01:27 AM »

My conclusion would be that cogs need more resolution to depict their motion. Top one looks best because of that - big size compensates for low res.
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standardcombo
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« Reply #77 on: August 26, 2014, 08:10:23 AM »

^ agreed, this may become a background element.
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« Reply #78 on: August 26, 2014, 08:21:41 AM »

Golemn diverged into this... but getting back to it now

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« Reply #79 on: August 26, 2014, 03:15:41 PM »

Damnit, I keep going back to the skeleton boss fight. Its cool because I will need multiple bosses, but its so hard to stay focused when some cool idea comes along.

On the first stage of the fight you are  attacking his legs + hips and he slowly swings with the giant sword. When you kill off the legs his upper body drops to the ground and moves to stage 2 of the fight.

In this stage he will summon a bunch of minions and you need to be prepared with some AOE effect to clear them off. Then you deal a bit of damage to his chest whichever way you'd like (prefer a weapon that conserves resources). Chest defeated, only head and spinal chord are left for stage 3 of the fight.

In this section he moves and attacks like a snake. You would optimally go back to some single-target DPS item before he kills you.
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