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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 7457 times)
blacktowerbasement
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« Reply #60 on: October 09, 2016, 04:01:05 am »

Was making parry\riposte camera and bloody effects and stumbled with an old unfinished fx for some POWER STRIKE OF SHADOWS as it seems.
And oddly enough it was not that cringe when you face something old you considered cool and fun at that time but now you see it totally sucks. It seem okay to me if sword will be redrawn and can be used in game, I think.

« Last Edit: October 09, 2016, 04:20:50 am by blacktowerbasement » Logged

blacktowerbasement
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« Reply #61 on: October 13, 2016, 12:04:02 pm »

The Imp finally got his new look! His insults become even opprobrious and his grin even more loose. So meet the Imp, fresh and fragrant of brand new sparkling trinkets.




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Reyn
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« Reply #62 on: October 13, 2016, 02:01:51 pm »

It seems like taking away something from the player everytime he dies plus items spent would be a much better approach to death than just checkpoints.
But maybe, you can have checkpoints as some sort of easy mode? Specially if you design this game to be hard... Then again implementing a checkpoint system (and saves) could potentially require a lot of time so yeah your option is much better.

You could also include an Ironman mode, im surprised games often go the only permadeath route when you could have both permadeath and respawning modes.
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blacktowerbasement
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« Reply #63 on: October 14, 2016, 05:30:23 am »

It seems like taking away something from the player everytime he dies plus items spent would be a much better approach to death than just checkpoints.
But maybe, you can have checkpoints as some sort of easy mode? Specially if you design this game to be hard... Then again implementing a checkpoint system (and saves) could potentially require a lot of time so yeah your option is much better.

You could also include an Ironman mode, im surprised games often go the only permadeath route when you could have both permadeath and respawning modes.


So this is a point to no-checkpoint dungeons, in basic implementation. This thoughts of easymode-checkpoints poked me the idea of controllable checkpoints similar to what they have in "They bleed pixels" for example. So this could be a consumable that sets a checkpoint at the certain point, but decreases Magic Find or applies some other penalty. However, these places where you can decided whether or not to set a checkpoint more likely will be predefined. For instance, campfires may serve this purpose as well as their basic functions.
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blacktowerbasement
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« Reply #64 on: October 17, 2016, 02:43:56 pm »

Finishing up with camera zoom\blood spatter\effects set-up for the riposte. Only some polishing remains. And fix freaking EVERYTHING for windows 10. Don't know why but under this OS NOTHING, literally nothing in the game works as intended. Camera zoom is twisted, hits go wherever they want but mouse pointer, and.. this one is good... enemies keep spawning at the same pack endlessly. This is so weird because dungeon room contain battle interactor wich is actually a predefined list of 1-3 enemies. But as I saw there was at least 10 of them at the same spot lol. We've checked on Win7, 8 and MacOS but this rubbish happens only on windows 10  Angry.
However while I'm going to freak everything up in search of the cause of this issue, check out some FX made for riposte strikes of blunt weapon and swords.

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blacktowerbasement
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« Reply #65 on: October 29, 2016, 07:02:25 am »

Finished the Riposte mechanics! We've tried to make it juicy and with a poweful impact, like blood splattering close shotgun shot. And I think we've achieved it! Check it out:



And this is what happens if the riposte was a final blow for the enemy:

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blacktowerbasement
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« Reply #66 on: November 01, 2016, 10:31:14 am »

So this is small technical transmission. While taking riposte gifs from previous post I tried to colorize enemies in the color of the surrounding dungeon a little:


And this made characters and death-powder effect fit a lot better in the background. And this can be made programmaticaly really easy since we've already colorizing the dungeon back itself and so we have the actual color value. I think we'll stay with this solution for all dungeons.
« Last Edit: November 01, 2016, 10:36:42 am by blacktowerbasement » Logged

blacktowerbasement
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« Reply #67 on: November 08, 2016, 03:19:14 pm »

Waaaaaalking!

Oh yes. Finally, The Hero and the Imp walk through the deep caves observing smooth parallax we made  Evil. Actually gif has this little twitching, which has occured during recording, but this one is the best I've managed to shoot. There are no shudders in the actual game, I promise Wink.

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blacktowerbasement
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« Reply #68 on: November 10, 2016, 11:09:37 am »

Rock, Paper, Shotgun made a review about Greedventory!!! Go and check it out, quick, no excuses Smiley!

rockpapershotgun.com

« Last Edit: November 15, 2016, 02:56:12 pm by blacktowerbasement » Logged

blacktowerbasement
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« Reply #69 on: November 16, 2016, 12:04:06 pm »

Barrels. Every RPG seems to exploit them in a hard way. And we are going to push it to the limit. Meet the Barrel after Hero's visit.

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blacktowerbasement
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« Reply #70 on: January 12, 2017, 07:57:29 am »

Everyone, meet Campfire. Campfire, meet everyone.
This is one of the objects one can meet in dungeons. It serves some functional means like increased HP, Stamina and Imp's Vigor regeneration, expel Corrosive bugs from the Bag and some others.
But besides, it will greet player and tell stories to brighten up the waiting! We want to collect as many great campfire stories as we can.
And this is what we do: if you have any awesome tales or horrors to tell in the flickering light near the flame, please share with us and the coolest will be in the game!

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blacktowerbasement
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« Reply #71 on: January 28, 2017, 07:42:16 am »

Here is a little something about Greedventory's braziers in dungeons. It is draggable and hittable and serves to ease a fight if you are lucky and agile with your mouse  Wink.



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