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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 51502 times)
Orymus
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« Reply #220 on: August 14, 2017, 04:27:18 PM »

Might want to slow down the FPS on that animation a bit unless it makes it too hard?
Looks great though! (been lurking this journal for over a year...)
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Squire Grooktook
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« Reply #221 on: August 16, 2017, 03:32:13 AM »

I love the sprite art, and art direction on this project. I look forward to seeing more.

The perspective during gameplay reminds me of classic 2d brawlers. Final Fight, Streets of Rage, etc. Were those games an influence, as well?
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mzn528
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« Reply #222 on: August 17, 2017, 08:26:32 AM »

Might want to slow down the FPS on that animation a bit unless it makes it too hard?
Looks great though! (been lurking this journal for over a year...)

Thanks Orymus the long time follower! I know it's been a long time haha since I can only work on this whenever I get off work..

For the fps, are you referring to the animation speed when the player is getting up?

Thanks!

I love the sprite art, and art direction on this project. I look forward to seeing more.

The perspective during gameplay reminds me of classic 2d brawlers. Final Fight, Streets of Rage, etc. Were those games an influence, as well?

Thanks for the kind words Squire Grooktook. The perspective is sure similiar to those games, I've played a lot of them back then.

The main inspiration of the perspective is dragon's crown, so I guess in a sense the whole genre influenced this decision lol.
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Noob Game Dev and Pixel Artist, twitter @mzn528

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mzn528
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« Reply #223 on: August 31, 2017, 06:57:26 PM »

08/31 Update: Altar

Been working on a lot of the backend system/UI/npc dialogue related stuff..

But here's soemthing I can visually present: a WIP of Altars (place you can rest/level up)

Let me know what you think, here's an unactivated version (darker, less detail, etc.)

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Noob Game Dev and Pixel Artist, twitter @mzn528

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Pixel Noise
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« Reply #224 on: September 01, 2017, 06:35:24 AM »

Cool design! I'm just not sure if I like the altar being non-symmetrical (the guys on either side, I mean)...or if it bothers me haha
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Pixel Noise - professional composition/sound design studio.
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mzn528
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« Reply #225 on: September 02, 2017, 06:05:22 PM »

Cool design! I'm just not sure if I like the altar being non-symmetrical (the guys on either side, I mean)...or if it bothers me haha

haha thanks for the feedback, that was actually part of the lore lol...
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« Reply #226 on: September 03, 2017, 10:21:52 AM »

I meant to ask that - I was hoping/assuming there were lore implications with it. I think it's fine...the asymmetry isn't offensive or anything
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Pixel Noise - professional composition/sound design studio.
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mzn528
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« Reply #227 on: September 09, 2017, 09:35:25 PM »

09/09 Update: a lot

Finalized couple of things:

1. The design for Altar (bonfire) and how it works:



This essentially is the bonfire where you can adjust the equipment and level up your character, pretty straightforward

2. The design for Soul remnant that can be appeased:
This is where you can learned about a segment of story, what happened at the location and cues to solve a puzzle or open a door, etc. Successfully appeasing a soul will give you fragment, and sometimes items.

There are two types of remnant, a peaceful one where all you need to appease is to press a button. Or a hostile one where appeasing will cause it to spawn an enemy. Player will not know the type until player appeases the remnant, therefore each appeasing action is a gamble you have to take.



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Noob Game Dev and Pixel Artist, twitter @mzn528

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« Reply #228 on: September 16, 2017, 12:02:41 PM »

09/16: death animation

animating the god of death almost brough the death of myself...

but here it is tadaa:

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Noob Game Dev and Pixel Artist, twitter @mzn528

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chrilley
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« Reply #229 on: September 16, 2017, 12:17:05 PM »

Looks awesome! Last gif makes me a bit more inspired to make death sequence a tad more dramatic than it currently is in my game Smiley
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Pixel Noise
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« Reply #230 on: September 17, 2017, 06:34:17 AM »

Very cool!!
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Ayramen_Studio
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« Reply #231 on: September 20, 2017, 11:14:10 AM »

Great animations and character design! Your influences influences come along very good  Beer!
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Squire Grooktook
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« Reply #232 on: September 20, 2017, 01:17:31 PM »

The God of Death design is very cool. I like his patchwork color scheme, long arms, and cyclopean eye. Otherworldly, yet cool.

Only bit of constructive feedback I can think of is that his disappearance might be a bit abrupt. I might try making his fade or flash out slightly slower, to leave more of an impact?

Thanks for the kind words Squire Grooktook. The perspective is sure similiar to those games, I've played a lot of them back then.

The main inspiration of the perspective is dragon's crown, so I guess in a sense the whole genre influenced this decision lol.

I meant to respond to this weeks ago, but this is good. Have you played Capcom's Alien Vs Predator, Armored Warriors, and Dungeons and Dragons Shadow over Mystara? I personally think they're among the best action games ever made, and would make a great reference for a number of gameplay and aesthetic elements in this perspective.
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mzn528
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« Reply #233 on: September 20, 2017, 05:29:19 PM »

Looks awesome! Last gif makes me a bit more inspired to make death sequence a tad more dramatic than it currently is in my game Smiley

Thanks! Do it, it is fun!

Very cool!!

Thanks!

Great animations and character design! Your influences influences come along very good  Beer!

Thank you!
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Noob Game Dev and Pixel Artist, twitter @mzn528

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mzn528
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« Reply #234 on: September 20, 2017, 05:30:27 PM »

The God of Death design is very cool. I like his patchwork color scheme, long arms, and cyclopean eye. Otherworldly, yet cool.

Only bit of constructive feedback I can think of is that his disappearance might be a bit abrupt. I might try making his fade or flash out slightly slower, to leave more of an impact?

Thanks for the kind words Squire Grooktook. The perspective is sure similiar to those games, I've played a lot of them back then.

The main inspiration of the perspective is dragon's crown, so I guess in a sense the whole genre influenced this decision lol.

I meant to respond to this weeks ago, but this is good. Have you played Capcom's Alien Vs Predator, Armored Warriors, and Dungeons and Dragons Shadow over Mystara? I personally think they're among the best action games ever made, and would make a great reference for a number of gameplay and aesthetic elements in this perspective.


Thank you for the good words! I have never played any of the games you mentioned except for Shadow Over Mystara! Now I have couple of sources of inspiration :D
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Noob Game Dev and Pixel Artist, twitter @mzn528

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mzn528
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« Reply #235 on: September 26, 2017, 09:15:34 AM »

09/26 Update: Lighting

Another thing I want is giving player the sense of exploration and fear in a closed space.  That's why I added a basic lighting engine that will be effective in dark spaces such as a dim-lit structure or cave, etc.

Here's what it will look like:

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Noob Game Dev and Pixel Artist, twitter @mzn528

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mzn528
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« Reply #236 on: March 26, 2018, 12:15:52 PM »

03/26/18 Update:

Jesus it has been half a year...

Oh well.

In the mean time, I have:
1. switched from GM1.4 to GM2
2. Replaced the old collision system with a new tile Collision system
3. Redid death/dash/defense/attack system
4. more

Right now I am adding the system for bosses lol, here's a concept:

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Noob Game Dev and Pixel Artist, twitter @mzn528

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Pixel Noise
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« Reply #237 on: March 26, 2018, 04:34:39 PM »

YAY UPDATE!!!

Haha, even though I've been keeping up with your twitter, it's nice to see you post again here. Love the new boss concept! Are those two hands above his head, and do they move/attack? This guy looks pretty fierce, I wanna see him in action Hand Money LeftGentlemanHand Money Right
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 https://pixelnoisemusic.bandcamp.com/

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mzn528
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« Reply #238 on: March 26, 2018, 07:20:18 PM »

YAY UPDATE!!!

Haha, even though I've been keeping up with your twitter, it's nice to see you post again here. Love the new boss concept! Are those two hands above his head, and do they move/attack? This guy looks pretty fierce, I wanna see him in action Hand Money LeftGentlemanHand Money Right

Thanks for the kind words! And yeah I forgot about this devlog here and have been procrastinating..

The two hands gesture a praying motion, when the boss do a magic attack the two hands will gesture to alarm player "oh shit you are about to get hit" lol
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chosenpredator
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« Reply #239 on: April 01, 2018, 12:11:13 AM »

Berserk is one of my all time favorite manga if your story is as good and deeply emotional as the series you'll have one of the most emotionally impactful ARPG ever, the creatures, gods, relationships...all of that is what has me hyped ot see what your game can do you named VAGABOND as well...so im SUPER excited.
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