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TIGSource ForumsCommunityDevLogsSongbringer: a procedural action RPG
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Author Topic: Songbringer: a procedural action RPG  (Read 56770 times)
wizardfu
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Nathanael Weiss


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« Reply #120 on: June 08, 2015, 01:42:43 PM »

Turtles of Destiny looks really cool and I like the music too! When are you launching your Kickstarter?
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ernanir
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« Reply #121 on: June 08, 2015, 05:23:16 PM »

So nice to hear that.

Our kickstarter campaing will be in early 2016, probably on the first quarter.
Months before the campaign, would you honor us with a skype call to share some tips on how to avoid pitfalls and maybe some tips?

Thank you!
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wizardfu
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« Reply #122 on: June 08, 2015, 06:58:51 PM »

I'm working on an article that will share all the advice I have! Will it post it here soon. As far as a Skype call, give that article a look over and if you still have questions I'd be happy to.
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ernanir
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« Reply #123 on: June 09, 2015, 03:39:58 AM »

I'm working on an article that will share all the advice I have! Will it post it here soon. As far as a Skype call, give that article a look over and if you still have questions I'd be happy to.

Amazing! Looking foward to see the article. Do you have a release date and the place it will be at?

Lovely Day
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wizardfu
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« Reply #124 on: June 09, 2015, 10:36:16 AM »

Will probably write it in the next week or two. Still letting it all sink in. It will be up at wizardfu.com.
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ernanir
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« Reply #125 on: June 09, 2015, 01:27:28 PM »

Will probably write it in the next week or two. Still letting it all sink in. It will be up at wizardfu.com.

Great! Will sure read!
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wizardfu
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« Reply #126 on: June 13, 2015, 11:12:31 AM »

Superfluous boss explosions: check!

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wizardfu
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« Reply #127 on: June 17, 2015, 02:48:07 PM »

This slimy boss is actually pretty difficult.

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pixeye
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« Reply #128 on: June 17, 2015, 03:04:00 PM »

I always love to see new zelda-like games : )

And where is HP shown? How to unserstand if your hero wounded?
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wizardfu
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« Reply #129 on: June 17, 2015, 07:21:06 PM »

Well, it's a cropped image so you can't see the health. It's either in the top left or the bottom right depending on whether you choose the regular HUD or the mini HUD.
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wizardfu
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« Reply #130 on: June 27, 2015, 01:28:15 PM »

Teleport cubes allow you to instantly transport from one of the cubes to the other.

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wizardfu
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« Reply #131 on: July 25, 2015, 01:24:52 PM »

Made some water hoppers, flies, frogs, ripples this week... Fun stuff that in no way affects gameplay.

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Green Gospod
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« Reply #132 on: July 26, 2015, 06:38:12 AM »

Nice.  Toast Right
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wizardfu
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« Reply #133 on: August 01, 2015, 10:47:16 AM »

This is so exciting to be procedurally generating overworlds that look more interesting to play [than the last procedural generator]. Next up is to work on the art for different types of areas: mountains, cliffs, waterfalls, deep jungles, rivers, canyons, etc.

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Crabby
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« Reply #134 on: August 01, 2015, 06:32:27 PM »

That water shot is just beautiful.
 Smiley Hand Thumbs Up Right
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Working on something new!
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wizardfu
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« Reply #135 on: August 07, 2015, 09:15:22 PM »

Lots of new enemies created this week. One of them is this hidden crab-like creature that gets super pissed off when you nudge his rock.

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MrHelmut
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« Reply #136 on: August 08, 2015, 01:48:53 AM »

Cool monster idea. I like how detailed your environments are given the low pixel resolution (kudos to baby frogs and butterflies), it really adds life to your game world and it seems that you control pretty well the details over gameplay readability.

What is the small dot that seems to travel through the paths of your world generation algorithm? Is it some sort of walker that checks the reachability of all the paths?
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ernanir
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« Reply #137 on: August 08, 2015, 05:43:51 AM »

Camera shake fitted really good.
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wizardfu
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« Reply #138 on: August 08, 2015, 10:47:17 AM »

@MrHelmut: cheers, thanks for saying that. Yeah, I feel like the environment has a long way to go when you look at some of the awesome games in production like Megasphere, Eitr, HLD, Rain World, etc. It's getting there slowly but surely though. So thanks for the encouragement. The small dot that travels through the world generation algorithm is just an animation, it doesn't actually check reachability. The way the maze generator works it naturally creates reachable paths by looping back over already generated segments if necessary.

@ernanir: thanks. Smiley
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wizardfu
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« Reply #139 on: August 14, 2015, 10:36:07 PM »

Working on items this week. The Ghost Sword uses your bioenergy / courage to fire projectile energy swords. The Fear Sword is the polar opposite, thriving off your fear. The Ice Sword freezes enemies (think Ice Beam from Super Metroid). The Fire Sword...

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