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TIGSource ForumsCommunityDevLogsGREENLIGHT - Adaeus: Rogue Planet. Roguelike metroidvania style RPG platformer.
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Author Topic: GREENLIGHT - Adaeus: Rogue Planet. Roguelike metroidvania style RPG platformer.  (Read 13260 times)
OMGWTF Games
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« Reply #40 on: September 01, 2015, 09:00:44 AM »


I just found the show replies to you post feature here and saw this reply. Maybe its less bad that way but I would still be raged if I lose a rare item in a game since I play to have fun not get punished

We feel it's less of a punishment and more of a reward for good play.  If it turns out that more people feel they're being punished than rewarded, we will rethink it.
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« Reply #41 on: September 06, 2015, 12:03:50 PM »

Update #20 - Laboring on Labor Day Weekend (US holiday, for our international friends)

We've been laboring to make death happen more often around here!  First up is one of our advanced enemies (has a shield that powers up and down AND a turret on his shoulder) murdering the player's face with lasers:



The second is what happens when you wake sleeping bears.  We actually do have a mechanic in game that will allow a player to sneak past the bear if they move slowly.  That did not happen here:



Fun gifs aside, we're also doing more work on our skill system and puzzles involving them.  Next update we'll show you how different puzzles can be solved different ways, whether by exploration powers or clever use of combining chips to create the right mix of shot effects.
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« Reply #42 on: September 06, 2015, 01:31:33 PM »

Great art going on here! I'm excited to see where it goes.
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« Reply #43 on: September 07, 2015, 03:57:03 PM »

Great art going on here! I'm excited to see where it goes.

Thanks!  It's going places fairly fast as of late.  A lot of pieces are starting to fall into place and Zaeith has been working OT lately getting more chip/skills done. 
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« Reply #44 on: September 08, 2015, 04:06:09 PM »

Quick Post!

Not really worthy of an "update" tag, but here is a WIP of our new area (properly in game now instead of a mockup) with some goodies on the ground:



And here is the place in motion:



We've got some more areas coming in soon as well!

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« Reply #45 on: September 09, 2015, 08:37:34 PM »

Update #21 - Skill customization and how it interacts with the world.

I will explain here what you will see below.  We're working to make the skill system reward players that are thinking/paying attention while they play.  At a point before the scene you see below, players will come across an electrified rail that sends sparks towards the player (still working on the spark graphic, not quite showable yet).  The player dodges the spark or gets hit and takes damage.  On the rail is also one of the turrets.  When the player dodges the spark on the rail, it will hit the turret and disable it.  This will be a visual cue for "hey, electricity interacts with turrets."  Using that knowledge, the player will be able to do what you see below.  Note that the "secret slide holes" will be a bit more apparent in future builds.



Apologies for the abrupt cut, imgur MB cap and all, but all that's missed is walking past the disabled turret.  You can view the sexier webm version here at 60fps (seriously, watch this version... way better):

http://webm.host/9c7c6/

We'll show more skill usage in the next few updates!
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« Reply #46 on: September 11, 2015, 03:04:45 PM »

Update #22 - More skill customization.

This time the focus is on the grenade launcher and burst mod.  The grenade launcher does what one might expect: launches a bomb that bounces a couple times then explodes, or explodes on contact.  We'll get into why grenades are important to the game in a future post.  The second aspect is another customization chip called burst which creates more shots per shot attempt, but lowers the power and increases the spread making them less accurate.  It comes in varying levels and they can be stacked until what you see below happens:



Maybe we should rename it the WIN chip. 
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« Reply #47 on: September 12, 2015, 04:32:56 PM »

Update #23 - madd skillz - wall jump and phase shot.

Below you will see some wall jumping action which needs pretty precise timing to hit, making it player skill based.  And if you can pull it off, you can get to some places you shouldn't be able to ahead of time (who doesn't love a good sequence break?) and get some goodies.  Here, wall jump is used to demonstrate the phase chip, which allows shots to pass through walls.  Players will need to combine this with some other chips to solve puzzles in the game, but here it is showcased by cheese killing a robot.  Enjoy!

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« Reply #48 on: September 12, 2015, 06:21:19 PM »

This looks amazing! It's like megaman x metroid, 2 of my favorite platformers. Really looking forward to this one.
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« Reply #49 on: September 12, 2015, 09:34:16 PM »

This looks amazing! It's like megaman x metroid, 2 of my favorite platformers. Really looking forward to this one.

Hey thanks!  Those were both definitely a source of inspiration, along with Castlevania (as far as the RPG side of things go).  We've got a ways to go yet, but every time we get feedback like that it gives us the push that keeps the motivation tanks full, appreciate it!
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« Reply #50 on: September 13, 2015, 01:24:06 PM »

This is looking amazing. It's true that people are oversaturating the market with metroidvanias but I never get tired of them anyway (when they are well done) Smiley.

The only think that I think it could be better are the main character's still and jumping animation. The still animation looks a bit stiff (specially compared to other animations and monsters u did) and because of that the jump animation seem to lack a bit of impulse.

The rest is looking great. I'm really looking forward to testing out that skill system!
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« Reply #51 on: September 14, 2015, 07:04:51 AM »

This is looking amazing. It's true that people are oversaturating the market with metroidvanias but I never get tired of them anyway (when they are well done) Smiley.

The only think that I think it could be better are the main character's still and jumping animation. The still animation looks a bit stiff (specially compared to other animations and monsters u did) and because of that the jump animation seem to lack a bit of impulse.

The rest is looking great. I'm really looking forward to testing out that skill system!

Thanks for the comment!  It's funny you should mention this, because both of these things are already on our radar. We are going to be cleaning up the jump animation a bit, and adding a bit more flair to it.  In addition to that, we are going to be working on the idle pose as well, and it will be contextual.  So we are going to have a separate idle animation for when you've been running for a bit, with some heavy breathing, and one appropriate for if you haven't been moving very much at all and it will be much like it is currently.

Thank you for the feedback.  It's always valuable to hear what people think, and we appreciate it!
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« Reply #52 on: September 14, 2015, 07:30:45 AM »

This is the first "metroidvania" I've seen that properly captures the adventurous spirit of the original classics  Wink I look forward to seeing more.
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OMGWTF Games
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« Reply #53 on: September 14, 2015, 05:12:46 PM »

This is the first "metroidvania" I've seen that properly captures the adventurous spirit of the original classics  Wink I look forward to seeing more.

This is very high praise, and we thank you for it!  It especially feels good to read this, because we have been specifically trying to capture that, along with the atmosphere, and it feels great to have someone notice.

Appreciate the feedback, and the motivation boost!
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« Reply #54 on: September 22, 2015, 07:36:23 AM »

Before and after.


I think we have made a slight bit of progress over the last year or so.



Full steam ahead!
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« Reply #55 on: September 23, 2015, 04:04:44 PM »

Turning up the heat.

Whoosh.

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« Reply #56 on: September 23, 2015, 07:02:51 PM »

Wowza. I am digging the look and feel of this game. Keep up the great work!
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« Reply #57 on: September 23, 2015, 11:30:10 PM »

Wowza. I am digging the look and feel of this game. Keep up the great work!

Hey, thanks!  Glad you like it, we're gonna keep on keeping on.
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« Reply #58 on: September 26, 2015, 10:38:19 PM »

Update #24 - Combining previous skills.

So we've already showed how the grenade mod works combined with other chips like burst, now we'll show you what happens when you use elements!  Or one anyway, since we're focusing on ice.  The ice chip can slow bad guys down, or freeze them out right.  It can also freeze things in the environment as well.  When you combine the arc type shot of the grenade with ice, you can shoot grenades into liquid like you see below:



Suddenly traversing that vat of acid is a lot safer.  However, if you feel like you lack MADD PLATFORMING SKILLS, you can combine these skills with the previously shown burst chips and give yourself a bit more of an advantage like so:



We are still building out our lava/volcano area and while you can use this same tactic there on pools of lava, you better have your timing down if you're going to try this trick because this ice will be melting a lot faster!

That's all for us this time.  Good night and good news.
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« Reply #59 on: September 30, 2015, 07:54:01 PM »

Update #25 - Multiple skill layers.

Previously we've shown what happens to objects and environments when hit with certain elements.  We're going to go back to what we've shown with electricity and combine it with our homing rockets to solve a puzzle!  See the gif below:

Please forgive the artifacts in the gif!  Not present in the actual game.



So you'll note that when getting the missile module and equipping the electricity and guided drone chips, you'll then have a controllable turret disabling device!  A good amount of the puzzles in game will be solvable with exploration abilities as you acquire them, but we want to reward players who are using their heads by giving them access to items/bonuses much earlier than they would be acquired with exploration powers.  It won't be anything that will cause balance issues, but they will definitely be items worth the players' time, and feel like an actual reward.

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