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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 36209 times)
Bahototh
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« Reply #60 on: August 18, 2015, 09:40:36 AM »

Quick controls poll:
(Answer in thread if you're really bored while sipping bitter coffee)

How do you like your keys set up? Specifically for platformers.
 Arrows + z, x, c

aswd + what?

Assuming you can customize the key controls.
We're aiming for pad support as well.


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Jalapenosbud
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« Reply #61 on: August 18, 2015, 10:09:42 AM »

Hey! I really dig the game, also the poem or whatever the voice is reading in the teaser trailer is total badass, i love it :D

And regarding controls, i personally prefer aswd + space + jkl (j for an ability, k to shoot and l, idk yet Tongue)
But i find it kinda weird in for example, Cave Story+ that you have arrow keys and then z+x+c, cause i then use the ring-finger to jump, middle-finger to shoot (iirc, its a while ago i played it).
And as my middle-finger is my stronger finger i press that more, so i accidentally shoot as it feels more intuitive to press that button, when i wanted to jump instead. But then again it would be weird to have jump on X and shoot on Z, as its probably more intuitive to go left -> right than right -> when pressing buttons. idk Tongue
I hope i make sense Tongue just my 2 cents
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Bahototh
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« Reply #62 on: September 01, 2015, 09:03:19 AM »

Graphics work the last few days: some kind of world map.
These are so tricky to get right. WIP WIP WIP. warning: WIP

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Bahototh
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« Reply #63 on: September 17, 2015, 08:07:40 AM »

Hello Swordslingers!

If you haven't already, head over and listen to the title track for Thy Sword:

https://soundcloud.com/mats-norrgard/thy-sword-title-track
Epic stuff from Mats NorrgÄrd, really gets the Heroic Barbarian feel going.


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Dave_C
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« Reply #64 on: September 17, 2015, 06:31:39 PM »

thank god for indie games! I'm so glad it's 2015 and games like this are still being made - if all we had were the latest COD's etc. I think I would have given up gaming long ago - good luck with this project, following!
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« Reply #65 on: September 18, 2015, 11:11:33 AM »

@Dace_C

Thanx man. That means a lot to us, especially the way you said it!
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Bahototh
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« Reply #66 on: October 02, 2015, 11:31:07 AM »

Doing a test print on T's.
This might work out!

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Bombini
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« Reply #67 on: October 04, 2015, 11:03:28 PM »

Graphics work the last few days: some kind of world map.
These are so tricky to get right. WIP WIP WIP. warning: WIP



I like the general look of it a lot but i would work on the color palette.
I looks very dusty compared to the look of the game.

Cheers!

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Bahototh
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« Reply #68 on: October 06, 2015, 07:24:48 AM »

@Bombini:

Yeah, thanx! It probably should folow the overall palette for the most part.
Depending on if you'd want to switch moods when on the map.

Good point though, def. needs something tweaked.
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Bahototh
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« Reply #69 on: October 30, 2015, 11:32:14 PM »

Slight update on the world map palette.
We're planning the map as a way to show progress in the game and for getting
some sense of travelling. A way to connect the procedural levels.



The gate of destiny. Dare you enter?


We're also panning and implementing a way to control the hero on the menu screen.
This gets you into the game feel right away and is done brilliantly in many games.
How do you guys feel about tutorials?

On a scale from: How do I...? >>> Let me chop heads!!!
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Cranktrain
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« Reply #70 on: October 31, 2015, 12:26:22 AM »

Looks like the game is coming along nicely!

On a scale from: How do I...? >>> Let me chop heads!!!

I've found that I have to put twice the effort I think I need to, into tutorials. Because we've played games for years and made games for years, it's easy to assume, oh, everyone will know how to play this. But that's because we're the ones making the game! One of the most humbling things is to sit someone who does not play video games and have them play your game. If they can't get through the first level, or the tutorial, it's pitched at too high a difficulty.

Sure, 99% of your players will probably have played some game like this before, but what about the 1%, the 13 year-old for whom this is their first experience of this genre because they've only played Minecraft and Mario Kart before?
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Bahototh
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« Reply #71 on: October 31, 2015, 12:28:31 AM »

@DizzyDoo Good points!

+It's hard knowing when the tutorial/level 1 gets too easy/boring for the hc players also.
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Gamephasenet
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« Reply #72 on: November 28, 2015, 06:03:38 AM »

Hi!

Good news! We're participating in a local event, Vaasa Game Days on 8th through 9th of december!
This will be awesome for connecting with people and showing willing testers the early prototype for Thy Sword.

Quick Saturday question:

Your thoughts on one screen platformers? Feel free to comment and reply below!
For us, it always was the idea to do a rpg platfomer where the level happens on the one screen.
That makes it instantly visible, but makes it arcade-like fun.

Anyway, we'd like to hear your opinions.

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lobstersteve
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« Reply #73 on: November 29, 2015, 02:30:59 AM »

Looks awesome Smiley
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Bahototh
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« Reply #74 on: December 07, 2015, 07:17:27 AM »

Update:
-------

Blonde, flowing hair. Who says conditioner doesn't help...?

Also, tweaking the resolution a bit. After adding some features here and adding something else there,
we decided it was time to scrap the unnecessary bits and re-focus on the core mechanics.
(Nothing too drastic, just focusing on the swordplay and fun levels.)

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Bahototh
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« Reply #75 on: December 10, 2015, 10:46:06 PM »

What the heck...? Where am I?

Must be one of them experimental mockup levels.
Oh well, heads a-gonna roll anyway.

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Gamephasenet
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« Reply #76 on: December 12, 2015, 09:35:18 AM »

Hi everybody!

Well, we survived Vaasa game Days, a local gaming event in Vaasa, Finland.

http://vaasagamedays.fi/pages/news_display.php?nid=37

We made our stand (literally) in the Indie area. The Indie developer area had a great vibe going, and we got quite a few testers a taste of Thy Sword! As well as feedback from other devs, thanx guys.



Updates:

We adjusted the screen resolution, currently at 240x135. That low indeed. Somehow it works better.

More focus on the action and the characters in our opinion. Working hard on the level layouts and the level types. The inclusion of a overhead world map coming up hopefully (Moonstone anyone?)



The Title screen now scrolls down to the proper menu. Here you can train your barbarian hero in some sword action and some archery practice. Then you enter the gate to the far right to start your adventure.

This could be a good way to show the mechanics without forcing a playthrough tutorial, what do you guys think?



The game is reaching the stage of a demo / playabel prototype. Some adjustments are still needed for the level generation and the monster spawning.


Stay sharp!

Team GamePhase

/Excited.
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Indie Games & Stuff.
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Bahototh
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« Reply #77 on: January 12, 2016, 07:44:39 AM »

Work it to the limit!

Well, some minor updates.
New screenshots and some insight to the mysterious level design process...







Stay Sharp!
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Gamephasenet
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« Reply #78 on: February 10, 2016, 11:12:32 PM »

Hey folks,

We're implementing the two player co-op mechanics. The game is starting to get really good gameplay.
Everything's more fun with friends, right?

The brute barbarian gets some company, the fierce Valkyrie!

Not sure about deathmatch type game mode...? Could be fun with the right adjustments.



Heading out for another games conference in Helsinki, Finland. Stay tuned.

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« Reply #79 on: February 13, 2016, 11:36:49 AM »

There's magic in the air tonight!
(Can you hear it roar?)

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Indie Games & Stuff.
Small startup company from Finland
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