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TIGSource ForumsCommunityDevLogsSoul Appeaser [2D ARPG inspired by Souls, Berserk, AoT]
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Author Topic: Soul Appeaser [2D ARPG inspired by Souls, Berserk, AoT]  (Read 55638 times)
mzn528
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« Reply #120 on: July 09, 2016, 05:08:12 PM »

07/09 Update: Climbing

Finally done adding the climbing animations... now the player can climb up to a ladder and stuff!

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Noob Game Dev and Pixel Artist, twitter @mzn528

Soul Appeaser, a combat focused story rich ARPG
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« Reply #121 on: July 10, 2016, 07:56:47 PM »

07/10 Update: Zooming for Parry Attack

Hmm trying to experiment a little zooming on parry attack to stress the impact.

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« Reply #122 on: July 11, 2016, 06:11:04 AM »

My only concern with this is that it obscures your vision of the rest of the field. So if there are other enemies moving around, you suddenly lose sight of them.


For example, in Dark Souls, I often unlock and swivel the camera even while the riposte animation is happening, to see where I need to move next. It would be crippling if you were locked into that view point during a parry/riposte in DaS. It's not as critical here - but still something to consider.

Maybe make the zoom very subtle...or find a different way to emphasize it. Maybe emphasizing it through sound vs. visual?
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mzn528
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« Reply #123 on: July 11, 2016, 06:50:27 PM »

My only concern with this is that it obscures your vision of the rest of the field. So if there are other enemies moving around, you suddenly lose sight of them.


For example, in Dark Souls, I often unlock and swivel the camera even while the riposte animation is happening, to see where I need to move next. It would be crippling if you were locked into that view point during a parry/riposte in DaS. It's not as critical here - but still something to consider.

Maybe make the zoom very subtle...or find a different way to emphasize it. Maybe emphasizing it through sound vs. visual?

hmmm I see what you mean.. I will probably play around with it to make it more subtle haha. Sound is the one I am going to add next, thanks for the advice!
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mzn528
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« Reply #124 on: July 16, 2016, 07:41:47 PM »

07/16 Update:

Man, finally got a inventory system to work... This took a long time haha

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« Reply #125 on: July 16, 2016, 08:50:03 PM »

Previously I missed novels by Ayn Rand in described inspirations, today I seen it and became curious, how those will affect the game?
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mzn528
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« Reply #126 on: July 18, 2016, 07:56:32 PM »

Previously I missed novels by Ayn Rand in described inspirations, today I seen it and became curious, how those will affect the game?

Thanks for the interest!

It is mainly about the story lines within the game, one of the central theme is the idea of individualism vs. collectivism. A good part of the story is about exceptional individuals and how they struggle when their ideas conflicted with the views of the mass, even when they intended to represent their interests.

It's hard to show it without spoiling the story... And it doesn't seem to attract any interest so I am considering removing it from my game description, but I am glad it made you curious!
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« Reply #127 on: August 10, 2016, 09:21:55 PM »

08/10 Update:

It's been a while, been working on AI and that one is no joke... Still working on it, for now, here's enemy patrol.




Thanks!
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mzn528
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« Reply #128 on: August 16, 2016, 09:31:37 PM »

08/16 Update: Jump Attack

Still in the process of building the core mechanics, today we have the enemy jump attack!

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« Reply #129 on: August 17, 2016, 09:33:48 AM »

Hey man, I Will definetly follow your project, its looking neat! 
As a Dark Souls fan myself I must say you are doing an amazing job with the main character attack animations! Hand Clap Smiley

I see you are mixing with a "Golden Axe"-ish gameplay style, looking forward to play it.   
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« Reply #130 on: August 20, 2016, 05:45:14 PM »

Hey man, I Will definetly follow your project, its looking neat! 
As a Dark Souls fan myself I must say you are doing an amazing job with the main character attack animations! Hand Clap Smiley

I see you are mixing with a "Golden Axe"-ish gameplay style, looking forward to play it.   

Thanks for the good words!!!
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« Reply #131 on: August 28, 2016, 02:14:44 PM »

your animations are looking great!
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mzn528
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« Reply #132 on: August 29, 2016, 05:07:55 PM »

your animations are looking great!

Thanks Kevin!
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mzn528
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« Reply #133 on: September 13, 2016, 07:32:59 PM »

09/13 Update: Menu and quick inventory

Phew it's been a while... This update is not interesting at all but I am glad this is done. Here's the inventory and quick inventory system (with obvious place holder art)


Thanks!
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« Reply #134 on: September 13, 2016, 09:50:15 PM »

It's looking really good.

Inventory does sound like a less than exciting thing to work on. Nice job getting it working.
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mzn528
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« Reply #135 on: September 13, 2016, 10:35:52 PM »

It's looking really good.

Inventory does sound like a less than exciting thing to work on. Nice job getting it working.

Thanks for the good word!
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« Reply #136 on: September 18, 2016, 11:32:41 AM »

Liking the art style.
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Pixel Noise
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« Reply #137 on: September 18, 2016, 03:39:07 PM »

I vote keep the placeholder inventory system. As long as it's less obtuse than the Souls systems. That's the real goal.
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 https://soundcloud.com/pixel-noise
 https://twitter.com/PixelNoiseMusic
 https://pixelnoisemusic.bandcamp.com/

Recently completed the ReallyGoodBattle OST!  https://www.youtube.com/watch?time_continue=2&v=vgf-4DjU5q
mzn528
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« Reply #138 on: September 19, 2016, 09:27:59 PM »

Liking the art style.

Thanks for the good word!

I vote keep the placeholder inventory system. As long as it's less obtuse than the Souls systems. That's the real goal.

Haha glad you like it then, I am going to go for something concise and straight to the point lol
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Davi Vasc
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« Reply #139 on: September 20, 2016, 09:09:03 AM »

Previously I missed novels by Ayn Rand in described inspirations, today I seen it and became curious, how those will affect the game?

Thanks for the interest!

It is mainly about the story lines within the game, one of the central theme is the idea of individualism vs. collectivism. A good part of the story is about exceptional individuals and how they struggle when their ideas conflicted with the views of the mass, even when they intended to represent their interests.

It's hard to show it without spoiling the story... And it doesn't seem to attract any interest so I am considering removing it from my game description, but I am glad it made you curious!

I would be incredibly excited to play a game influenced by Ayn Rand and objectivist philosophy and I think other people would like it as well. The first BioShock did it and the story was a huge success.
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