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TIGSource ForumsCommunityDevLogsShrine Heads - Local multiplayer
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Flabby__Fabby
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« on: September 17, 2015, 12:51:00 AM »

Note: I am still trying to think of a better title for the game. Feel free to suggest titles.
Shrine Heads



Shrine Heads is a local multiplayer game that involves being the first person to fill their shrine with points.

Gain points by killing other players or stealing from their shrine.



This artwork I have used in the game is temporary and I hope to find an artist to work with when the game has been developed more.

CHECK OUT THE PROTOTYPE HERE
Updated Friday, 9th October 2015 08:30 (GMT+1)
https://www.dropbox.com/sh/j7owx6oyu9zuv4w/AACmrk4xu7AkRcsBUCsaPLB7a?dl=0
(Gamepads recommended)

Please suggest any ways you think the game could be improved!
« Last Edit: November 17, 2015, 07:30:52 AM by flabby__fabby » Logged
Flabby__Fabby
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« Reply #1 on: September 17, 2015, 04:47:27 AM »

I put faces on the Castles. They change when points are added or stole.

They are more like shrines now. Maybe the story could be that the player is trying to resurrect their god by giving it sacrifices.

Also experimenting with what the attack could look like.

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flashysquirrel
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« Reply #2 on: September 17, 2015, 08:40:42 AM »

look fun ! do you plan to the players collide with each other ? like someone can go on your way and try to prevent you from reaching your destination maybe...

Keep up the good work !
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Flabby__Fabby
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« Reply #3 on: September 17, 2015, 08:47:16 AM »

I do need to put in collision between the players because if you are directly ontop of each other then the attacking doesn't work sometimes.

That's a good idea about blocking other player's path!
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Flabby__Fabby
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« Reply #4 on: September 17, 2015, 11:29:58 AM »

Changed the explosion effect and make dead bodies bounce on the floor.

Not sure if I should keep them throughout the match.

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Flabby__Fabby
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« Reply #5 on: September 18, 2015, 12:10:55 PM »

I'm going to temporarily change the game title to "Shrine Heads" as it makes more sense than "Castle Battles" now.

Movement speed has been increased and there is now double jump. It feels a lot more exciting to play.

Players flicker and are invincible for their first second after spawning.

It used to take 3 hits to die but now it's just 1 hit and you're dead. You used to be able to get at least 1 point for killing another player even if they had no points but I changed it to only getting their points. So you can end up not getting any points for killing someone. The game should be more about stealing points, not a deathmatch.

Points were getting lost from the game when 2 players killed each other at the exact same time so I made a ball of energy spawn with the number of points lost. Players can attempt to hit the ball to get its points.

I changed the "AI" text to an image of a robot's head.

When a player walks to the edge of the screen, half it's body will be on both sides.


Gamepads are now fully supported and Player 1 can use the keyboard if they want.

There is also now a very zoomed in level. It was just for a test at first but the carnage is starting to grow on me!

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Flabby__Fabby
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« Reply #6 on: September 23, 2015, 02:27:26 AM »

Added wall jumping and sped the movement up a little more.

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Flabby__Fabby
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« Reply #7 on: September 23, 2015, 05:44:13 AM »

Walking and jumping dust. A bit buggy but I will fix it more later on!

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foreignsubstances
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« Reply #8 on: September 23, 2015, 10:26:17 AM »

This looks fun! Nice animation and art style.
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Flabby__Fabby
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« Reply #9 on: September 23, 2015, 10:27:03 AM »

A basic character select screen.

Trying to make the demo more user friendly!

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Flabby__Fabby
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« Reply #10 on: September 23, 2015, 10:28:43 AM »

This looks fun! Nice animation and art style.

I really need to find an artist. I'm not happy with my skills.
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k_polke
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« Reply #11 on: September 23, 2015, 01:28:35 PM »

This looks like a lot of fun! Awesome idea!
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Flabby__Fabby
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« Reply #12 on: September 24, 2015, 06:18:50 AM »

Got the player select fully working now. I need to get people to test it and see what they think!

Added the ability to attack with shoulder buttons too. It hurts to rapidly press X while jumping.

(new build at the top)

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Flabby__Fabby
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« Reply #13 on: September 28, 2015, 02:22:17 AM »

I thought it would be more interesting to summon a monster once the players shrine is full.

Other players must be destroyed to win the level. They have a very small chance to summon their own monster and attack back.

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Flabby__Fabby
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« Reply #14 on: September 28, 2015, 07:57:31 AM »

A level with conveyor belts and crates. It will be a warehouse.

The crates can kill players and can also be destroyed.

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foreignsubstances
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« Reply #15 on: September 29, 2015, 10:32:09 AM »

Looks pretty sweet.
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Flabby__Fabby
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« Reply #16 on: September 30, 2015, 12:47:38 AM »

The warehouse has took a full day to sort out. There's loads of collisions I needed to check to make sure the player was crushed by crate and I made it so things can collide as they go through the other side of the screen.

I also added the ability to turn into crates when on the warehouse levels. It will be fun to hide from other player and try sneak up on them. You can move the thumbstick to see your location.

But now I need to make it so when you turn into a crate you don't get stuck in the wall!

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ad7
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« Reply #17 on: September 30, 2015, 01:37:18 AM »

I like the idea of this, like Towerfall but with an extra mechanic.
Maybe you could do another game mode which combined KotH so there is a zone you can stand in to get the point, but then you're leaving your shrine unguarded etc.
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Flabby__Fabby
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« Reply #18 on: September 30, 2015, 02:01:04 AM »

I like the idea of this, like Towerfall but with an extra mechanic.
Maybe you could do another game mode which combined KotH so there is a zone you can stand in to get the point, but then you're leaving your shrine unguarded etc.

Cheers.

I do want to do different game modes and that does sound cool. I'm trying to think of modes that are unique too.
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Flabby__Fabby
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« Reply #19 on: October 05, 2015, 02:13:39 AM »

I've made loads of different themes now.

Quick levels (for testing) will be made and I will start working more on visuals.

The game needs to be tested by people. It's hard to make a multiplayer game on my own!

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