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TIGSource ForumsCommunityDevLogsFara & The Eye of Darkness
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SpaceboyGames
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« on: October 09, 2015, 12:10:08 AM »


The Team Behind SpaceboyGames:
Programming: Zack Bell
Pixel Art: Sandy Gordon
Business/Production: Alejandro Hitti
Concept/Promotional Art: Fellipe Martins
Music/SFX: Vincent Rubinetti


DevLog Coming Soon...
« Last Edit: December 30, 2015, 07:05:45 PM by SpaceboyGames » Logged

grayhaze
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« Reply #1 on: October 09, 2015, 12:15:19 AM »

Very excited to see the development progress on this. I've been loving the Twitter updates so far. Smiley
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Czepta
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« Reply #2 on: October 09, 2015, 12:22:21 AM »

Love the logo, reminds me of an 80s cartoon.
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SpaceboyGames
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« Reply #3 on: October 09, 2015, 10:40:50 AM »

Thanks, friends!

The animation shown in the OP (as of 10/9/15) is actually our death/loss state. Fara (the protag) is retreating to her ship! Recently I have been refactoring a lot of our code to work within this faux-3D space.



...Forgive the test tiles...
« Last Edit: October 09, 2015, 10:49:49 AM by SpaceboyGames » Logged

Cranktrain
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« Reply #4 on: October 09, 2015, 11:35:04 AM »

Lovely start on what I'm sure is going to be a very pretty pixel game. And who doesn't love test tiles!
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MikeD
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« Reply #5 on: October 09, 2015, 09:13:25 PM »

Been seeing these updates on twitter, looking good so far! So whats the game about?  Grin
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SpaceboyGames
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« Reply #6 on: October 12, 2015, 05:27:58 PM »

Fell finished a quick look at our protagonist, Fara.

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Franklin's Ghost
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« Reply #7 on: October 13, 2015, 03:06:34 AM »

Been following this on twitter so nice to see a devlog for it.

Looking forward to seeing more of the world and story.
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SpaceboyGames
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« Reply #8 on: October 19, 2015, 09:33:45 PM »

Still hard at work on the initial build. We are roughly 6-8 weeks along.
For now, here is a look at the design of the first boss, Wawato.

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SpaceboyGames
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« Reply #9 on: November 12, 2015, 09:11:54 PM »

Fara Way is a roguelike with a card-based spell/combat system! I (Zack) am hard at work getting a decent variety of abilities working for our playable demo this Spring (GDC 2016).

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Rilem
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« Reply #10 on: November 13, 2015, 12:06:56 AM »

Already seen lots on twitter, but I might as well drop in here. The game is looking great so far!

I was wondering if there will be any kind of deck building involved?
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blekdar
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« Reply #11 on: November 13, 2015, 08:38:27 AM »

Oh shit it's Fara Way!

I know I've said this before, but I totally dig this project. Art + gameplay wise, its' just so nice to look at.

I too am curious about how the card system works.
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Cranktrain
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« Reply #12 on: November 13, 2015, 11:44:22 AM »

Oh, neat! Instinctively I really like the idea of mashing card mechanics with 'traditional' top-down action mechanics.

Also, perfect opportunity for ruining the game with micro-transactions! $1.99 for a pack of cards!

No.

Don't do that.
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SpaceboyGames
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« Reply #13 on: November 15, 2015, 05:49:55 PM »

Already seen lots on twitter, but I might as well drop in here. The game is looking great so far!

I was wondering if there will be any kind of deck building involved?

Oh shit it's Fara Way!

I know I've said this before, but I totally dig this project. Art + gameplay wise, its' just so nice to look at.

I too am curious about how the card system works.

Deck building is basically our main twist to the roguelike...like formula. When playing games like Nuclear Throne or Spelunky, the player is supposedly getting better and better at the game with each death. However, I am NOT very good at games, and dislike that I could possibly miss out on content due to this.

In FaraWay: EOD, a death means that the game is reset and the world is randomly generated again, BUT you retain the cards gathered on prior runs. I'm hoping that the ability to carry over your deck between runs will allow the roguelike genre to be more accessible to casual players.

The game is still though. Pretty damn hard, haha.
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b∀ kkusa
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« Reply #14 on: November 15, 2015, 06:20:29 PM »

I like the concept but i recall playing a game using this system. Kingdom Hearts: Chain of Memories
Are you getting inspiration from it?

I loved playing it, and i guess it will be the same for this. followin'

Good luck on this project
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gimymblert
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« Reply #15 on: November 15, 2015, 11:38:03 PM »

I like what I SEE
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Rilem
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« Reply #16 on: November 16, 2015, 02:33:56 AM »

[BUT you retain the cards gathered on prior runs. I'm hoping that the ability to carry over your deck between runs will allow the roguelike genre to be more accessible to casual players.

The game is still though. Pretty damn hard, haha.

I love that. It's great because in tcg's I love to play with 'gimmick' decks, or pick a theme and roll with it (I play a rat only mtg deck for example). Adding that piece of customisation allows people to choose their own playstyle/difficulty.

So yeah, the project was already looking awesome, but now I'm hyped. Smiley
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SpaceboyGames
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« Reply #17 on: November 17, 2015, 05:50:13 AM »

I like the concept but i recall playing a game using this system. Kingdom Hearts: Chain of Memories
Are you getting inspiration from it?

I loved playing it, and i guess it will be the same for this. followin'

Good luck on this project

Yes, KH:CoM is one of our main inspirations. However, the combat is more inspired by the battle system seen in the Megaman: Battle Network series.

In short, you draw a series of cards from your deck. Left-clicking will use Fara's basic wand attack and right-clicking will be used to execute the selected card in your hand (scroll-wheel is used to shift through cards in hand). A slowly fills and will eventually allow you to draw a new hand of cards.
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SpaceboyGames
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« Reply #18 on: November 20, 2015, 07:06:18 PM »

Creatures in FaraWay are infected by the Eye of Darkness! Victory means cleaning up all of the baddies!

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Cranktrain
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« Reply #19 on: November 21, 2015, 03:54:18 AM »

A nice touch. Switching from 'destroying the bad guys' to 'saving the trapped good guys' is a subtle shift, but suddenly everything has a more pleasant feel. I liked that about the Sonic games, actually, jumping on a badnick's head would give you a satisfying 'pop', and then only a little penguin or squirrel would remain, bouncing away.
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