11clock
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« Reply #20 on: June 03, 2016, 11:31:48 PM » |
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I was just wondering if people are fine with the fact that Coded Universe will not have an overworld, and that it is level-based. The game is primarily cutscenes and turn-based battles with a bit of customization here and there.
The game will have a story that is focused on a group of three characters: Kleeg the impatient ninja punk, Cyu the chill and sarcastic yet clumsy brawler, and Batch the stern and grumpy hoverboarder. You learn more about each character and their backstories as the game progresses.
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BeTeslohan
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« Reply #21 on: June 04, 2016, 12:03:43 AM » |
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Keep up the good work, I am a fan of turn-based RPGs, especially interactive ones, and work like this makes me grin ear-to-ear. : )
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11clock
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« Reply #22 on: June 10, 2016, 09:18:45 PM » |
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Milestone reached, and with a milestone comes a brand new prototype! It contains all encounters in Chapter 1! Prototype 2 Download: http://gamejolt.com/games/coded-universe-prototype/150223No cutscenes yet, but we are getting there. We also already started work on the Chapter 2 encounters. Once we have a prototype with the official graphics and music in that goes all the way to the midboss of Chapter 2, we will look into getting a kickstarter ready. Leave feedback here, in the comments section on the GameJolt page, or in the prototype topic: https://forums.tigsource.com/index.php?topic=56007.0
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« Last Edit: June 12, 2016, 09:40:28 AM by 11clock »
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mischa
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« Reply #24 on: June 14, 2016, 04:50:14 AM » |
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temporary menu + logo. what do you think?
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11clock
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« Reply #25 on: June 14, 2016, 07:53:57 PM » |
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I don't think that I ever clarified the other team members commenting on this thread.
mischa is one of our artists. RayRay26 is the engine developer. Say hi!
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11clock
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« Reply #26 on: June 16, 2016, 05:24:52 AM » |
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Behold, the complete town background! And no, I am not sorry about the signs. It had to be done.
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11clock
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« Reply #27 on: June 28, 2016, 07:38:28 PM » |
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I haven't posted in a while, so here is a work-in-progress gif of Batch, the third party member. He will be under active development this week. So far we just have his basic attack going.
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11clock
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« Reply #28 on: June 30, 2016, 02:35:59 PM » |
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Official art for some melee weapons!
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11clock
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« Reply #29 on: July 09, 2016, 06:29:32 PM » |
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Kleeg is on a stroll! Mischa has been practicing animating with Spine.
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11clock
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« Reply #30 on: July 11, 2016, 10:07:02 AM » |
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The starting area in the game!
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11clock
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« Reply #31 on: July 16, 2016, 12:58:01 PM » |
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Prototype 3 will still look MS Paint drawn, but this is what is to come afterwards:
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mischa
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« Reply #32 on: July 27, 2016, 04:54:33 AM » |
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Graphic updates JULY wip of the forest background I've been animating Rik's art in Spine. I'm still new to the program and animating in general so feedback is welcome ^_^ shuriken throw breathe body protect see more here Meanwhile there's a new costume being developed for Cyu. It's a little different |
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« Last Edit: July 27, 2016, 05:05:38 AM by mischa »
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mischa
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« Reply #33 on: August 05, 2016, 01:44:54 PM » |
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Some more work from our artists! Be honest. what do you think about her looks? Crystal Forest:
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11clock
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« Reply #35 on: October 06, 2016, 03:00:25 PM » |
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Here is a hack that you obtain in Chapter 2.
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11clock
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« Reply #37 on: December 08, 2016, 07:28:24 AM » |
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We have decided that we are not happy with the current way that the dodge block system works, since it feels limited to work with and not really intuitive.
We have been discussing for a new way to deal with enemy attacks, and came up with this: During an enemy's attack, you can dodge in 4 different directions (forward, back, left, right), and can punch. You can also punch mid-dodge to punch in a different position. Because this would mean that it takes 5 buttons to control one character, you will no longer control all characters at once with their own assigned buttons. Instead, the punch and dodge buttons will be mapped to any characters that are currently marked, the mark being automatically applied based on who is being targeted by the enemy. This also means that the question during dealing with enemy attacks is no longer "who is being attacked?" but "how is he being attacked?"
This change would also mean changing a lot of enemy attacks to work with this new system, but we think it would be worth it on order to make the battle system more intuitive. This system could also help make this game stand more on its own rather than being a Mario & Luigi clone.
What do you guys think of this proposal for a new "dealing with enemy attacks" system?
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11clock
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« Reply #38 on: January 04, 2017, 06:05:03 PM » |
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Hey guys, we are doing a 3 day game jam to make a mini version of Coded Universe, to quickly test ideas and improve team collaboration (since we have been in the prototyping phase for a year now, something needs to change). We are streaming the whole thing. You can watch here:https://www.twitch.tv/arayultimate1Things we are testing are a brand new dodge system, and improvements to the strategy component of the battle system. We may also do a few other things. We are also finding some issues on why it has been taking too long to develop this game. One thing that I have immediately noticed is that we focused on adding more enemies when we haven't even finished half of the combat system yet. It was good for testing the dodge system in different situations, but we need to focus on the core gameplay before content.
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11clock
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« Reply #39 on: January 06, 2017, 12:35:12 AM » |
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Halfway point of jam! So far, we like the new dodging system a lot more in this version compared to the older one, and makes a lot more sense. We are now experimenting with the game's strategy component. After this jam we will take what we learned from it and implement into the larger Unity version. We also think that we will do more of these prototype game jams, since it lets us quickly test new ideas in isolation before we decide whether or not to code them in officially.
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