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TIGSource ForumsCommunityDevLogsGreedventory - Soft-Roguelike RPG about smart villains and greedy heroes
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Author Topic: Greedventory - Soft-Roguelike RPG about smart villains and greedy heroes  (Read 14016 times)
blacktowerbasement
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« Reply #20 on: March 01, 2016, 02:45:25 PM »

Some quick update note. This time some gamedesign stuff. Meet this cute little berserker:



Already want him on your little backyard garden?

Hold your horses! Make another wrong move and you'll have to deal with him:



So here's how this little bloodluster works. Originally he starts the fight in little form. When he is on low HP he begins regenerating intensively. Notice those 3 amanitas he is wearing on the neck? They become active at this moment and grow a little bigger to attract player's attention. Player have time to destroy them until the berserk regenerates 100% HP. Only one mushroom stops the regen and prevents transformation, so make a good guess here. Or just try to break him through the crazy regen, it's up to player. However, if his HP will reach 100% and player didn't destroy the correct mushroom, he will meet the big version and gods help him now... (well not so hard actually, this is not a boss after all).
« Last Edit: August 15, 2016, 02:38:38 PM by blacktowerbasement » Logged

Vaxx
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« Reply #21 on: March 03, 2016, 11:03:21 AM »

Following, I really like the gameplay! Keep it up!
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« Reply #22 on: March 05, 2016, 07:05:55 AM »

Very cool concept - maybe he should be a boss! (or mid-boss?) Really cool that you are putting this sort of thought and effort into general monster design.
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« Reply #23 on: March 05, 2016, 07:11:41 AM »

The animations really make this game look great  Hand Clap What significance do the items play? Are they just something you can sell?
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blacktowerbasement
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« Reply #24 on: March 05, 2016, 02:59:39 PM »

Very cool concept - maybe he should be a boss! (or mid-boss?) Really cool that you are putting this sort of thought and effort into general monster design.

Thanks! Probably it is a good idea to make this berserk as mini-boss. I'd say we see how hard he is to defeat when he'll be implemented fully.
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« Reply #25 on: March 05, 2016, 03:01:06 PM »

Make him an early boss/ mini boss, then use his combat mechanic in a related/similar general monster later. Good way to introduce the mechanic Smiley
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blacktowerbasement
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« Reply #26 on: March 05, 2016, 03:32:29 PM »

Make him an early boss/ mini boss, then use his combat mechanic in a related/similar general monster later. Good way to introduce the mechanic Smiley

Yeah! This is a good way to introduce some hardening of the gameplay process.
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blacktowerbasement
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« Reply #27 on: March 05, 2016, 03:33:48 PM »

Following, I really like the gameplay! Keep it up!

Thanks! Such comments are the best fuel to keep moving!
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« Reply #28 on: March 07, 2016, 07:35:11 AM »

Really excited about this, reminds me of the old classics like Diablo and Titan Quest!
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blacktowerbasement
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« Reply #29 on: August 05, 2016, 05:57:32 AM »

We din't post anything for a long time. During this silence we completely reworked the gamedesign of Greedventory and already imlemented combat system from anew.
We also desided to try reconsidering of how we should manage our socials and media. So let us try with the posts about game's lore.

The world in which the game takes place was created one rainy evening. Thursday evening to be more precise. The Gods met together to play their favorite game in which they are sitting around the table rolling diсe and shouting at each other loudly. They had fun until one moment in the game resulted in a big quarrel. Everything that was carefully placed on the table happened to be roughly scattered around. Of course, the pleasent evening ended and everybody went their homes. In the heat of this sad fight nobody noticed one die fell off the table and rolled under the bed.
 
A tremendous cosmic rock crushed down and rolled heavily raising massive dust clouds around. Each facet roll caused the earth and sea that appeared at the very moment the stone hit the ground to morph anew. Every living was being transformed beyond recognition. But not only the present was changing. The past and the history of this place were morphing as well. When the rock finally came to a halt and dust was blown away the crush site turned to be in a settled world with inhabitants who lived here for many centuries.

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« Reply #30 on: August 05, 2016, 06:34:44 AM »

Glad to see you are back!
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« Reply #31 on: August 05, 2016, 11:55:39 AM »

this looks incredible. great work! i'd love to hear about the art pipeline Smiley
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« Reply #32 on: August 05, 2016, 11:57:48 AM »

This looks great! Love the visuals. Looking forward to playing this someday! Good luck! :-)
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Pixel Noise
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« Reply #33 on: August 05, 2016, 12:53:24 PM »

Changed the name? "B" Inventory was a cool reference, but maybe a bit odd..."Greedventory" spells out the idea of the game pretty well, but I still wonder if there's a catchier/more suitable name to be found?

Nice story  Beer!

« Last Edit: August 06, 2016, 05:00:50 PM by Pixel Noise » Logged

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« Reply #34 on: August 06, 2016, 12:21:28 PM »

Thanks everyone who is here! And here is the actual dev log. These are some most valuable things have been done during last few weeks. We are going to try post reports like this every week.

* New combat system was designed. Actually this is 4th or 5th iteration each was implemented, tested and thrown away as boring.

* Enemy frame now can contain up to 3 enemeies. Each enemy is awared of the active pack. This is made for the future implementation of interactions between enemies (like defending mage or healing others). So no more blind clicking on a single enemy. This also make possible to introduce control skills or items (with single enemy this is stupid).

* Enemies no longer auto-attack. Instead they have telegraphing before performing a series of attacks. Player chooses which enemy to attack or block at the moment.

* Imp and Hero now have separate stamina. Hero stamina is spending on attacks and combat skills. Imp's stamina is speding on blocks and magic.

* Left mouse button performs simple attack, strong attack (hold for ~1 sec.) and special move (strong attack when special move is ready).

* Right mouse button performs a selective block when being hold. Block (which is cast by the Imp) has target and blocks attacks from this target. This skill depends on the offhand item and variation will be added in future like a freeze-block, or channeling life-drain.

* Hairy midget throws daggers from time to time. These daggers fly linearly and pretty slowly and can be repelled by a single attack. If reaches the Hero he wil suffer from a small blead effect.

* Bald midged throws flaming flasks by arc with random force. It is really funny to watch they trow and miss this flasks like idiots Smiley. This flask can be destroyed by attack as well but it's a little bit more tricky.

* Added some interactive elements to the dungeon background. It is a blazer with flaming embers and a skull on a rope. Blazer can be dragged and hit so embers will fall and burn somebody. Hero as well Smiley. Skull on a rope can be dragged as well and the rope can be cut with attack so the skull fall and explode with a cloud that causes stun for some time.

* Combat text is reworked. Now numbers a lot more prettier and can react on a big damage (like 2 times of the average player damage) - numbers will be bigger and thrill. This looks really satisfying! Previous version was implemented using low performance OnGUI, but now it is done with a new Unity UI which is much better.

* Along with the combat text changes we finally made the possibility of shouting some phrases for enemies.

Dev-build of the blazer (will be re-drawn later):


Phew.. This is one big report)
« Last Edit: August 15, 2016, 02:35:27 PM by blacktowerbasement » Logged

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« Reply #35 on: August 10, 2016, 02:10:25 PM »

Check out the new logo!

« Last Edit: August 11, 2016, 01:11:16 PM by blacktowerbasement » Logged

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« Reply #36 on: August 12, 2016, 02:55:39 PM »

Here is our new little freak we made this week. This one will explode upon death dealing damage to player. His hunch is growing gradually over time increasing damage that will be caused by the death blow-up. Hitting the hunch makes it let off steam a little and reduces it. The hunchman will explode anyway but player can control how painful it will be. If one leave the hunch without a touch and let it grow to a critical size the monster will explode in 3 seconds inflicting max damage and applying an additional stamina-regen debuff on the player.

« Last Edit: August 12, 2016, 03:29:18 PM by blacktowerbasement » Logged

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« Reply #37 on: August 12, 2016, 04:28:38 PM »

Nice logo!

The details you guys put into these enemies and animations continues to impress. I love the creativity!
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« Reply #38 on: August 15, 2016, 04:47:10 AM »

Nice logo!

The details you guys put into these enemies and animations continues to impress. I love the creativity!

Thanks! Yeah some monsters still will be just sword candies, but most of them will have some gameplay features and demand player's attention to deal with them properly.
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blacktowerbasement
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« Reply #39 on: August 15, 2016, 02:30:44 PM »

The animations really make this game look great  Hand Clap What significance do the items play? Are they just something you can sell?

Oh my, there was a big pause and we didn't post anything for socials, so sorry for not answering for this long! I can only hope you are still interested and anyway will answer your question Smiley. Items are what is all about!
So the gameplay value of items are following:

- Hero has a lot of stats like hp\stamina\life steal\life on hit\elemental damage etc. Most of these stats can be adjusted only with equippable items.

- There are different weapon types which vary by the charged attack, some of the skills require a specific weapon type to be equipped and so the build and playstyle is defined.

- The offhands change and modify the Block ability (holding right mouse button). For example blazing enemies on successful block, stunning them or even restore some hp.

- Items are permanently destructible. There are ways of restoring the durablility (using another item of the same type for example) but if it will reach zero the item is lost.

- But! For compensation items have there own level-ups and sort of experience which is chance-based gained if the item is equipped. The lower the durability is the higher chance of getting level points for the item!

- High leveled items will gain some unique effects (like "Zeal" (chance of getting an attack speed bonus on attack) or "Devourer" ( chance for a huge lifesteal)).

And of course there are consumables used for different stuff Smiley.
« Last Edit: August 15, 2016, 02:38:16 PM by blacktowerbasement » Logged

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