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TIGSource ForumsCommunityDevLogsThy Sword - 2D Roguelike Platfomer [Steam 2017]
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Author Topic: Thy Sword - 2D Roguelike Platfomer [Steam 2017]  (Read 34533 times)
Gamephasenet
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« Reply #160 on: May 25, 2017, 11:37:36 PM »

Thanx for your input guys.

I think most of us agree that Boss fights should be fun and interesting.
Of course one can go with the ultra hard challenge angle but for us it's more important
to make the boss and location as interesting as possible.

This is a game where levels are procedural so that also factor in for Boss fights.
It's nice where you don't have to exactly repeat the fight in move by move every time.

And - It needs to somewhat keep with the scope of the game... Smiley
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Indie Games & Stuff.
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« Reply #161 on: May 26, 2017, 12:10:23 PM »

... what was the point of that comment? Seriously.
Possibly a rant or vent.  Much like his/her other recent comments ...
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« Reply #162 on: July 02, 2017, 12:02:25 AM »

Hello Swordslingers!

Time for a small update. Smiley
First: some screenshots and eyecandy.











You might spot new guys somewhere in there also...
Polished the Title screen and the menus to where they are easier to read and look at.

Here's a short list for those who revel in changelogs:
- Particle systems destroyed when quitting to title screen (rain, snow etc.)
- Special attack can be "used" just before landing.
- Old instance of card game destroyed when interacting with gamblers.
- Delay before player can move after interacting is removed.
- Font used for numbers (damage, pickups etc.) is clearer.
- Message in HUD when starting level (area name and day).
- Alt+Enter to switch to other application behaves as it should.
- Better explosion + screenshake when barrels explode.
- Screenshake bugs fixed.
- Darkness around boss and players on boss level start.
- Light around open gate on night levels.
- Knockback from enemies depends on enemy type.
- Blood direction based on wher attacker is facing, not x position.
- When enemy dies it knock backs slower and longer (new enemy AI).
- Explosion is no longer disabled when hitting player.
- "Damage taken" numbers removed.
- Random block sound also for enemies.

Take care guys, and good luck on all your projects.  Coffee
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« Reply #163 on: July 12, 2017, 06:27:11 AM »

Hello devs!

Time for a little update. Thy Sword is shaping up, nicely.
Got some work done on the game areas and monster population.
Everybody's moving in...

We're setting up the two game modes - Classic & Heroic
Classic will let you play with a couple of lives and fall easy on your behind WHEN you screw up  Wink
Heroic will test the most hardened heroes to a one-life harsh reality.  Evil

And probably some tutorial scenario in there as well...That's the hardest part it feels like.

GIF Glory:

Title screen! 3.0



The game flow is set up (currently) to where you play four levels on a chosen area followed by a night level, then it takes you to the Village where you spend your hard earned gold on weapons, artifacts and the usual shopping needs. ITEMS!




Speaking of night time, this with additional weather effects and moodsetters feels nice...




Bloodthirsty combat. Off with the heads!



Monsters will chase you around to fight! Taste that arial(?) attack!




Aaaand the screen you will be familiar with on a regular basis.  Angry




The Demo is really outdated at this point so we're retiring it, and aiming for a crunched version atm.

Thanx for reading and stay sharp!   Coffee
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« Reply #164 on: July 13, 2017, 11:49:36 AM »

This reminds me of my DOS gaming days. It really takes me back. I love this! I didn't read the whole forum but it looks like you're making good progress so keep it up!
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« Reply #165 on: July 15, 2017, 12:32:12 PM »

Thanx Ayrik!

Showing some new monsters.



The Valkyrie doesn't seem too keen on fighting these eyeball-things..she'll be back. Smiley



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« Reply #166 on: July 17, 2017, 06:49:14 AM »

Zombie with a meat-cleaver!
*Adding some sweet (pixeled) effects when player is blocking attacks and projectiles.
*Revamped "Ancient Ruins" level.

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« Reply #167 on: July 22, 2017, 08:39:17 AM »

Hello Adventurers!t?

Update for Thy Sword on a lovely Saturday.
Summer got cancelled, and winter is coming...at least in chilly Finland atm.

But! At least it's good times for Indie Games. Right?




some added bling to the level start to set it up proper!




The Barbrarian practicing his moves in his blue yoga p...I mean battle garments.




Traps are starting to appear...try to dodge those...darn it!



You all have a great weekend!  Gentleman

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« Reply #168 on: July 29, 2017, 12:56:26 PM »

Saturday update!

Lords & Ladies...I am writing to you as a friend.
New revamped Emberwood area. Well some twisting trees at least.
The shooting plant-monsters-things are now in place. Guess this is a proper
platform game now then.  Coffee




In other parts of the forest world, a hero seeks to conquer his enemies with a magic sword attack spell.




Meanwhile, the Valkyrie prefers the old fashioned but always elegant sword-to-the-head method!




Behind Boss gates lies...a Boss. The dreaded Sorcerer of Thorn.




Take care friends,
and travel safe. For these lands etc etc.....
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« Reply #169 on: August 05, 2017, 08:19:10 AM »

Looking good! I wish I had this 25 years ago, but I guess I'll settle for whenever it'll be ready. Smiley
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« Reply #170 on: August 05, 2017, 08:26:58 AM »

This looks cool! Following!
Nice Trailer. Seem promising.
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« Reply #171 on: August 08, 2017, 04:33:32 AM »

Thank you for supporting guys.  Coffee

A new teaser trailer! Another day, another Hero. Enjoy!






New gameplay footage: (Fiery Mountain area)




Here is our Hero, the Barbarian, doing what comes naturally: gambling away the loot.
If you manage to hold on to the gold there are items for shopping...haven't made it past them yet though.




//GamePhase
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« Reply #172 on: August 12, 2017, 07:37:51 AM »

wow, so many things to get done.
For this saturday, however, we give you a sneak peak at some of the bosses.
Prepare to die...or triumph! Probably die.  Coffee





Stay sharp!
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« Reply #173 on: September 02, 2017, 08:08:14 AM »

Hi fellow adventurers!

I bringeth news. Coffee

*Been meaning to write a line or two about the inventory system:

...in the sense that this is one thing we tried to do a little differently. We wanted the player
to get items and buy items but not have to manage inventory or switch items in use.
So: when you find (spend on) a new weapon it replaces/upgrades your current one. when you get items and artifacts
they will get added to your inventory and immediately give their in-game effect.

Another clear example: When you find a health potion but you are full in hp, the potion gets converted to loot (gold).

All this to avoid the style of gathering a long list of items that clutter up your screen and have to be sold/traded etc...




*Check out the new credits anim! When (not if) you die, the bottom display once again with inspiration from pinball display:




*New legendary weapons! you'll have to save up, of course. mucho $$$$$$$$$$$$$$
Sword of lightning in effect:



*Current game modes:

Adventurer mode - you start with 3 credits that you use when you die.

Hero mode - you start with one life...and one life only. no credits. permadeath. you get the point.
Some players really want this mode, as it is a strong roguelike (lite?) feature.

Until next time!  Beer!
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« Reply #174 on: September 04, 2017, 09:37:06 AM »

Hi everybody!

Trying to communicate a good header image. Do you have any hints or tips?
Would you include the pixel guys or just show the logo (for this size)?



These things are starting to demand attention as we approach a finished game... Shocked

Smaller size:



Some new in-game screenshots:







Later,

GamePhase Team

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« Reply #175 on: September 08, 2017, 10:23:54 AM »

Hello guys!

Some updates. A lot of work done on the bosses, almost there! The last boss will be the "boss" of making the game  Wink


Some shooting plants (games don't have to make sense)
and some...hmm...have I seen those things before..?




Sea monster (better name in the proper game) is done! Face the doom from the deep seas:




Discover horrible secrets in the ancient ruins. Dead horrible things:




Some various screens (spoilers!)  Smiley  Actual resolutions  Shocked













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« Reply #176 on: September 16, 2017, 08:58:22 AM »

Updates! From the lands of Nhaastans.

Let's talk about real retro influences. The games that star in this romantic drama are:
Barbarian (C64), Golden Axe (Amiga), Moonstone (Amiga).





Also, Bubble Bobble! This may be a stretch, but it's the purity and effectiveness
of the one-screen levels that somehow adds a clear objective in the game. After all,
Thy Sword started as a friday night idea of Bubble Bobble with swords & stuff.
Probably featuring some sorcery.



Those games had it all (almost). World maps that shows your progress and your route to glory.
But let's face it: they also could be a bit jerky in controls or execution here and there.
Our goal is to include the old (gold) aestethics and make the game play really well and be as
responsive as possible. Then we have the roguelike element, obviously done really well in Spelunky
and similar titles. Done REALLY well in the old gem Nethack.

We did our own level generator. Hah! Simple, we thought at first.
Turned out to be rather tricky. platforms need to have proper distance, height, connectivity
and lot of other features. Got it done! It's so satisfying to never see the exact same level twice.


Level layout, done with the procedural generator.

You choose your hero character and a variety of weapons and items can be bought to further
increase the fighting capabilities. To a certain degree you can choose your playing style.
Some heroes start with just a sword, others with sword plus a bow and some arrows.
What you focus on and how you upgrade is up to you, the player. On top of this there are unlockable
characters that can be found thoughout the mysterious lands of Nhaastans.

We set another goal pretty early in the design process. No inventory management.
trading/selling can be cool, but we wanted to do a game where it's handled in a more
casual manner. A platform game seems good for this anyway.

Example: when the player finds a health potion, and HP is already topped up, the potions
value gets translated into gold. (which can be used for shopping and gambling in the village)

In Thy Sword, our aim is a challenging game. That doesn't mean unbeatable. Hard games are
fun, but we've tried to broaden the concept to where it's easy enough to pick up and play
(if you have some fingers and a brain) but offers some long lasting challenges.

If you want the ultimate challenge, the Heroic mode let's you play in permadeath glory! If you want a few chances despite biting the dust now & again, the adventurer mode is for you! (Plus you get to see this cool credits HUD display animation)



Once again, thank you for reading. Until next time!

//GamePhase
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« Reply #177 on: September 16, 2017, 09:32:04 AM »




I really enjoyed this game. The trailer is great, but the gifs are even better.
If there was a page on Steam I would have already added it.
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« Reply #178 on: September 16, 2017, 06:08:12 PM »

@fireboy: Thank you!

More GIF's and shots in low res glory:


Damn bird, get the key - profit???


Them crystals...probably superimportant for progressing.


World Map finally getting there. Finally. Almost.


Hey, let's just chill by the campfire a while. So...yeah! Come here often...?
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« Reply #179 on: September 17, 2017, 05:37:09 AM »

This looks fantastic and I want to play it.
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