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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 42810 times)
Gamephasenet
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« Reply #40 on: July 20, 2015, 01:18:59 PM »



Hello friends!

Happening @ the office today

Playtesting:
-------------
- Level up system
- Enemy AI

Design:
--------
- HUD functions
- Sound effects

//GamePhase Team
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Indie Games & Stuff.
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JobLeonard
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« Reply #41 on: July 21, 2015, 01:31:22 AM »

This reminds me of Liero so much for som reaso..
We are a small team of three people from Finland, one living in Sweden.
Ah, that explains it Tongue
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joaorequiao
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« Reply #42 on: July 21, 2015, 05:31:15 AM »

As a programmer I'm curious to know which engine you guys are using! Is it a comercial engine (unity, unreal...) or an in-house one?

Btw, count me in when you need testers!
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« Reply #43 on: July 21, 2015, 05:35:19 AM »

As a programmer I'm curious to know which engine you guys are using! Is it a comercial engine (unity, unreal...) or an in-house one?

Btw, count me in when you need testers!

Everything joaorequiao said!
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Bahototh
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« Reply #44 on: July 21, 2015, 06:56:39 AM »

@ joaorequiao:
@ JctWood

That sounds cool, dudes.
Gamemaker is where it happens.
Quite nice to work in with 2D stuff, so the programmer tells it.

/Thomas
//GamePhase
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Gamephasenet
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« Reply #45 on: July 25, 2015, 12:38:33 AM »


Hrmm. Hello, I am the Healer. It's quiet at the office today, so I guess I'll have to give you the updates...
Usually I just overcharge adventurers for healing mixtures.

Let's start with some concept art:




Updated the campfire scene with some capital letters and animation:



Erhm, more to come, folks. I'll be doing inventory...see you soon.

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Bahototh
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« Reply #46 on: July 25, 2015, 12:06:08 PM »

Here are some anim frames for the hero:

The movement and combat moves are simple to execute, but takes some practice to be efficient.
we want players to quickly get into the fighting, but also to discover new tactics and moves along the way.
Of course, some of these slick moves comes with inspiration of certain older computer game gems!

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Bahototh
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« Reply #47 on: July 30, 2015, 12:08:07 PM »

Got some gold? Try your luck...



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doobieshrum
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« Reply #48 on: July 30, 2015, 03:40:02 PM »

THY
FUCKING
SWOOOOOOOORD

Looking great. Love the small pixels!
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Gamephasenet
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« Reply #49 on: August 03, 2015, 01:36:08 AM »

Hi! Updates after the weekend. Murderous monday, but who cares? There are games to be made.


New slick moves: You can drop down through platforms by pressing down (arrow) and Z (jump button)




Playing strategy: Always a good idea to smash those barrels. Loot might turn up. Douh!




Combat: Enemies with ranged attacks!!! OMG, kill me now. Well, actually just take them out with your own legendary bow skills.



---P.S.---
These turned out a bit slow in frame rate, but that's ok for demonstration. You'll see what's going on in the FULL PIXEL RESOLUTION! Stay tuned.
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Bahototh
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« Reply #50 on: August 05, 2015, 10:42:44 AM »

Hello fellow game devs and game fanatics!

In our team we're all crazy about the good old pinball display graphics.
Now thinking about ways to incorporate some of that into the game.
Plus, the low resolution makes the HUD a good place for some of the messages and stuff that takes up space.

For one, the HUD would display this strip when you open a chest with loot:



What do you think? Does it fit the style of the game?


Cheers!
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bitknight
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« Reply #51 on: August 05, 2015, 11:07:34 AM »

I love the low resolution art, animation subtly adds so much. The image detailing the players frames was just awesome, keep it up.
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JobLeonard
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« Reply #52 on: August 05, 2015, 11:25:21 AM »

I like the art, but is it supposed to flicker at such a high frame rate? Because I'm not sure I'm a fan of that.
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Bahototh
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« Reply #53 on: August 05, 2015, 11:39:05 AM »

Thanks guys.

I guess it could be slowed down a little. It's supposed to show up real fast and then disappear.
we'll see how it works out when implemented! (Think the little lighted pinball displays)
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Bahototh
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« Reply #54 on: August 05, 2015, 01:58:01 PM »

Aaah, pixels. At it again.

The good thing about low res. pixel work is that you can change things up very quickly if you want.
The design on the hero has been WIP thus far. For the playable prototype I'm thinking he needs to stand out a little more perhaps? Not just to differ from background, but the brown colors don't really tease the eyes tbh...?

Current version:


New suggestions:
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Grog
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« Reply #55 on: August 05, 2015, 03:22:14 PM »

I love the blond guy and his luscious locks. That's my vote! The others are better in my opinion than the original, less brown on brown.

I think an obnoxious pinball aesthetic could end up looking good or bad, depends on how implemented. I already like the image shown, as long as it only pops up briefly.
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jctwood
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« Reply #56 on: August 06, 2015, 02:55:21 AM »

Lovely pixel work!
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Bombini
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« Reply #57 on: August 06, 2015, 04:12:09 AM »

Following Smiley
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Bahototh
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« Reply #58 on: August 12, 2015, 10:05:41 AM »

Hey guys! Thank you all for your interest and support thus far.
Prototype coming along, always 5 % left but that's how it goes. You all know this.

We'll tease you with an intro/title screen now:



//GamePhase Team
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Gamephasenet
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« Reply #59 on: August 16, 2015, 11:26:23 AM »

Hello Adventurers and swordslingers!

Good progress over the weekend. A whole lot of implementation and added features.
The campfire scenes now contains actual choices for spending money and getting equipment.
The stats/gold count is shown at the bottom of the screen to keep track of your current situation.

Merchant now appears to sell items:
So - you can actually spend that hard earned gold on, say, a fancy new pair of boots.



Healer offers, well, healing for a fair price:



The Gambling caravan offers the latest in card games, namely Hazard!
(We'll be outlining the rules and mechanics later on!)



Plus the added day count. Just a minor thing that hopefully will add a sense of adventure and time spent.


Stay sharp!
//GamePhase Team
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Indie Games & Stuff.
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