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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 54887 times)
mzn528
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« Reply #40 on: June 05, 2015, 10:30:02 AM »

Quote
Hello BarelyHuman, thank you so much for the tip! You brought up a very interesting concept, I seriously thought about doing this, but it is hard since this is an ARPG and I want the player to clearly see the numbers to make strategic decisions. Since the health does not restore automatically, doing something like the Metal Warriors will probably introduce a lot more complications (plus there's at least 31 playable vocations in this game, so I don't even want to start mentioning the additionally animations...).

I am a huge fan of SOTN, therefore I will probably try something like that by putting the number on top of the health bar...? What do you think?

Cheers 

Oh yes I could imagine the metal warriors way would be way too much work with additional animations and what not. I think you should definately try it out and see if you like having the numbers for health! If you don't like it, it could always be reverted back to how it was. I think on the health bar at the far left end that is rounded would be a good place to put the numbers:)

Yep, I think I will set it as one of the options, you know, whether to show your hp/stamina numbers or not. That can be easily implemented lol. Thanks for the tip BarelyHuman! Toast Left

you should check this game : Shadow Force - Arcade (1993)

there's an interesting mechanism that allows you to possess normal enemies.
4:33body shift


Holy shit that looks sick, tahnks for the video man. I will see if I will be able to implement this skill, this implies a ton of work though lol. And if the player can control any enemy then it will be way too overpowered (controlling bad ass giant grunt type enemy).

A variation I can think of is simply turn enemy into your ally for a period of time... hmmm 
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« Reply #41 on: June 05, 2015, 11:53:16 AM »

Wow.... really.. just wow. Amazing.
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mzn528
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« Reply #42 on: June 05, 2015, 05:57:00 PM »

Wow.... really.. just wow. Amazing.

Thanks for the good word soulfoam!!!
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« Reply #43 on: June 05, 2015, 06:02:00 PM »

This really does look quite good, the art is beautiful.  Keep it up!
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« Reply #44 on: June 05, 2015, 06:03:25 PM »

06/05 update: New transformation animation

I spent sometime and redid the transformation animation, so now instead of having armor grow on him, the knight has a smoother transformation.

Let me know what you think!!
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« Reply #45 on: June 05, 2015, 06:04:04 PM »

This really does look quite good, the art is beautiful.  Keep it up!

Thanks for the good word Sub! That encouragement means a lot to me! Beer!
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« Reply #46 on: June 10, 2015, 10:43:31 PM »

just came to say: I really dislike your signature. one gif is bad enough but two? the animation looks good, but it's very invasive everywhere you post. just imagine if everyone did this?
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« Reply #47 on: August 01, 2015, 01:46:18 PM »

just came to say: I really dislike your signature. one gif is bad enough but two? the animation looks good, but it's very invasive everywhere you post. just imagine if everyone did this?

Hey man sorry just got back and saw this. Thanks for the honest feedback! Being a noob I was way too eager to show off my creation to everyone and sometimes I forget about the consequences.

Anyway, thanks for the reminder and it has been removed! Have a great day!
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« Reply #48 on: August 01, 2015, 02:00:03 PM »

08/01 Update: New Enemy Design (Human Soldiers)
Melee:

Range:


Basic soldier design, player will likely to encounter them in the memories of great warriors.
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« Reply #49 on: August 01, 2015, 05:44:39 PM »

Nice - I think the melee soldier is particularly good, just needs a bit of tweaking. The knees/legs move a bit too far on some of the turns. Upper body looks good I think.

Archer just lacks the swooshy flash effects. And the leg also bends a bit awkwardly Smiley

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« Reply #50 on: August 03, 2015, 09:36:08 PM »

Nice - I think the melee soldier is particularly good, just needs a bit of tweaking. The knees/legs move a bit too far on some of the turns. Upper body looks good I think.

Archer just lacks the swooshy flash effects. And the leg also bends a bit awkwardly Smiley



Thanks for the good word Pixel Noise!!! I know haha these are just the first draft, there will be a lot of changes waiting for them. I've staring at them for too long... will get back to them once I cleanse my palate.

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« Reply #51 on: August 16, 2015, 05:12:05 AM »

Looks awesome! The transformation looks so good =O
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« Reply #52 on: September 18, 2015, 05:04:24 AM »

Your animations are looking great! The transformation from the cloaked guy to the sword/shield is awesome! Makes the transition back seem really underwhelming in comparison.
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« Reply #53 on: September 18, 2015, 04:06:13 PM »

Guys.  This looks sick.

The animations are so good! And the combat looks like it will be really fluid.
I'm liking what I see.  Coffee

Any chance you're currently looking for a composer/sound designer for this?
I'd love to talk about that possibility!!

Regards,

Jake
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mzn528
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« Reply #54 on: September 18, 2015, 09:44:45 PM »

Looks awesome! The transformation looks so good =O

Thanks FreakOrama

Your animations are looking great! The transformation from the cloaked guy to the sword/shield is awesome! Makes the transition back seem really underwhelming in comparison.

Thanks a lot redsuinit! I know... I need to spend sometime to work on it a bit more haha.. you know the pain of animating lol

Guys.  This looks sick.

The animations are so good! And the combat looks like it will be really fluid.
I'm liking what I see.  Coffee

Any chance you're currently looking for a composer/sound designer for this?
I'd love to talk about that possibility!!

Regards,

Jake

Hello Jake, thanks for the good word! As for the sound designer, I am a LOOOOONG way away from that stage haha... Right now I am trying to put together stuff for my demo, but I keep revisiting the old animations & stuff over and over again so I am far from done..
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« Reply #55 on: September 18, 2015, 10:08:40 PM »

09/18 Update: Character Redesign & Environment Design

It's been a while...Been working full time while working on drawing the entire forest from scratch. And also in the process of redesigning the three beginning characters, which implies more than 100 frame per character.

Anyways, here's the update for today haha.

Mercenary Redesign:


Here's a tree from the forest (don't want to spam you guys with all the different components):


That's it for today, thank you guys very much and please share any feedback you have! Have a wonderful night.
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« Reply #56 on: September 19, 2015, 05:17:01 AM »

I like the new mercenary redesign! 
He looks much tougher' almost like a leveled up version of the starting mercenary.

And that's cool, keep iterating things and I'll keep following your progress.  Smiley

It looks like it will be a fun game Smiley
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« Reply #57 on: September 21, 2015, 12:44:26 AM »

Oh yes, the new character design is definitely much cooler looking. Smiley Looks more badass and kinda evil, because of the dark armor.

The tree is weird though. It looks like it's leaning backwards. I think that's because the back leaves can be seen on the bottom. I think the frontal leaves should be lower, and the back leaves shouldn't be seen.
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« Reply #58 on: September 22, 2015, 09:32:29 PM »

I like the new mercenary redesign! 
He looks much tougher' almost like a leveled up version of the starting mercenary.

And that's cool, keep iterating things and I'll keep following your progress.  Smiley

It looks like it will be a fun game Smiley
Gracias Jaharley94! Before he looked a bit generic, but each of the starting character represents an emotion/playstyle and they are all linked to certain aspects of the story, therefore I had to redesign them to fit the theme and make them look better lol.

It will be a fun/frustrating game lol, come back in the future for more!

Oh yes, the new character design is definitely much cooler looking. Smiley Looks more badass and kinda evil, because of the dark armor.

The tree is weird though. It looks like it's leaning backwards. I think that's because the back leaves can be seen on the bottom. I think the frontal leaves should be lower, and the back leaves shouldn't be seen.

Thanks aamatniekss! This character represents rage and overall badassery, that's why I gave him the dark armor and red cape haha.

As for the tree, yeah I know it looks a bit odd now, it is still WIP and I will try to get it fixed. Thanks for the tips! I will apply them and see how it looks!
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« Reply #59 on: September 24, 2015, 08:41:57 PM »

09/24 Update: Character Redesign/New Animation

Alright, this took me way longer than it should be..

Appeaser Redesign/animation:
Idle:

Running:

Transforming WIP:


Mercenary Redesign/Animation:
Attack:


Knight Redesign:


Let me know what you guys think... I feel like I am pretty bad with colors and stuff..

As always, thank you and have a wonderful night!
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