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TIGSource ForumsCommunityDevLogsDuelCide --- A bit of Lighting
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Author Topic: DuelCide --- A bit of Lighting  (Read 26709 times)
ManuScythe
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« Reply #20 on: November 22, 2016, 08:09:46 AM »

Love this concept, I'd TOTALLY play this.

Souls-style combat aimed at 1v1 duels sounds amazing, as that was my favourite part of the souls series.

You can't imagine how good It feels to receive htis enthusiasm specially from a person I don't know yet!

I'd love to share impressions among passionate players and make the game we want to play as it unfolds!
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« Reply #21 on: November 22, 2016, 08:35:59 AM »

Looking good so far, clearly a lot of work at this point!

One thing I would point out though- I wouldn't show art from other games in your opening post. It confuses the viewer and gives a misleading impression when they are scrolling through quickly, and it comes off as unprofessional. When I see it done, it is a major negative to me against a project, and I would imagine it is the same for other devs. It is good that you at least credit Namco, but much better not to have it.

You have strong enough art to stand on your own, and have your own identity!
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« Reply #22 on: November 22, 2016, 10:38:31 AM »

Looking good so far, clearly a lot of work at this point!

One thing I would point out though- I wouldn't show art from other games in your opening post. It confuses the viewer and gives a misleading impression when they are scrolling through quickly, and it comes off as unprofessional. When I see it done, it is a major negative to me against a project, and I would imagine it is the same for other devs. It is good that you at least credit Namco, but much better not to have it.

You have strong enough art to stand on your own, and have your own identity!

Thanks, I wish I had more time to invest on the project. Thanks also for sharing your impressions, I will take good note towards the next big update so this doesn't happen to anyone else.

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« Reply #23 on: December 01, 2016, 12:55:54 AM »

Hey guys! This week I've been working on a first iteration of my favourite mechanic by far:


The Backstab



Back and forth has gained more importance now that you can -and will be- flanked at any chance. So, now I am basically just a couple more behaviours away from having the core I was aming for   Smiley


What's on the roadmap?

# Redefine the 'Range system' to allow for different kind of weapon sizes and interesting positioning.
# Create a'Stamina system' to allow characters to get tired and stagger (Also invest points).
# Enable walking while shield's up.
# Other less imminent tasks:

  - Upload a dev. build to itch.io ready for two gamepads and/or keyboard with the new beahviours.
  - Work on the actual aesthetics of the game (Background, Knight sprites, Animations, VFX, SFX, Music).
  - Thoroughly debug the game as there are weird things keep happening from time to time.
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« Reply #24 on: December 01, 2016, 03:05:46 AM »

Nothing beats a solid backstab Smiley

Happy for its inclusion!
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« Reply #25 on: January 31, 2017, 01:00:34 AM »

Hey guys, Last months -December and January- I've been to Santander with my family, I've completed an important deadline at work, I've participated in the GGJ17 and I've pushed forward a tabletop game I have been working on.

But of course, I've also been working on RPG Duels! This is the current progress since December 1.

Range system
- Weapons & characters are now drawn independently of each other. (This allows easily combining different armors & weapons).
- Upgraded the collision system to actually work based on the weapon and armor sprites. (This allows for more exact interactions between duelists)
- Remade the logic for the "Running attack" and the "Backstep attack" to work more like a dodge+attack combo rather than a sliding attack.

Stamina System
- Created and integrated the stamina atribute in the game logic. This includes the following parameters:
   "Active Stamina Regeneration" works while you rest. As it is percentual %, the more stamina you have, the faster it recovers. Thus it can be enhanced by investing points into the Stamina stat.
   "Pasive Stamina Regeneration" works all the time. It can be obtained with magic items. Example: A "Magic Shield" with +0.16 Sta Reg./s
   "Stamina requirement". You need enough stamina to execute a certain swing with a certain weapon, or else you won't be able to attack.
- Included a Stamina bar display.
- I applied this for the light attack, and I am happy with the results, so I will start applying it on the rest of movements. Here is a Gif of the stamina system working on the light attack.


"Stamina system in action"



"Pasive Stamina Regen"



Character concept art

I wanted to show the first concept art of the game during this update. If you have been following the thread, you know I have been working with a friend for the concept art of RPG Duels in the little, narrow time windows we could manage to align between our schedules.

 WTF -- Wait, why aren't there any images bellow when I scroll down? Isn't this supposed to be the concept art section of the post? Where is the concept art?  Noir


Ninja -- Yeah well... we are not going to publish this concept art.Ninja

Mock Anger -- Omg why?! Mock Anger

Shrug -- Dont panic. Shrug

At least for the moment, my friend doesn't have enough time to make the concept art for the game. I mean, he sent me a sketch and it blew my mind, quite more detailed than the knight, but even though it was more than enough for me, he wants to finish it when he actually has the time to offer the usual amount of quality of his work.

I was sad for a second, but then I reallized it totally makes sense.

And hell it a good chance to move things forward!

It is time to start looking for an actually available artist, so I have been looking for an astonishingly good pixel artist to achieve the aesthetics I'm looking for:

I first asked Zedotagger (http://zedotagger.deviantart.com/art/Alrothia-Oni-588157951).
Who's work is amazing (I'm sure many of you know it already), but unfortunately is busy creating another game.


Then last week at the GGJ17 in Sevilla I met my friend Enrique Cabeza from "The Game Kitchen" (The guys behind "The Last Door", who are currently developing a kick-ass looking dark themed metroidvania game called "Blasphemous"), and he suggested me trying my luck with a super awesome pixel artist known as Ahruon.

So I have contacted Ahruon for a comission. http://ahruon.tumblr.com/
I know he's posting mind-blowing pixel art every day, so it is obvious he's super busy, but how awesome would be if he took this comission!


Current Roadmap
# Finish applying the Stamina logic to the rest of movements (including stagger while blocking out of stamina).
# Enable walking while shield's up.
# Work on the actual aesthetics of the game (Background, Knight sprites, Animations, VFX, SFX, Music).
# Other less imminent tasks:
  - Upload a dev. build to itch.io ready for two gamepads and/or keyboard with the new beahviours.
  - Thoroughly debug the game as there are weird things keep happening from time to time.


So that's it all for the moment guys. I will keep working on this fronts, in the meantime have fun, play Nioh, play For Honor, play everything so when RPG Duels demo is ready you are back all bloodthirsty.

Until next post!
« Last Edit: April 08, 2017, 05:09:18 AM by TheScythe » Logged



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« Reply #26 on: January 31, 2017, 02:03:56 PM »

Sad that we don't get to see the art yet, but glad you're moving forward! Hope you do land an awesome artist.

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« Reply #27 on: February 01, 2017, 03:11:23 AM »

Great updated post, my friend!

Looking forward to hearing more from you :D
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« Reply #28 on: February 14, 2017, 03:01:02 AM »

Hey guys, short update for February:  I've finished working on the Stamina System and things have got really exciting, I started working on the Narrative and the Aesthetics of the game!

Stamina System
- I applied the stamina system to all the available moves to date.

Narrative and Setting
I've gathered references to define the aesthetics of the game and started writting and designing the story of the game, I also started sketching the different factions and interactive narrative elements. I even came up with the name of the game(TBA).

Aesthetics
- Music / SFX: I've contacted an amazing music composer TBA and we're working on the first concepts for the Main Theme.
- Concept Art: I am browsing and contacting some pixel artists and Illustrators in order to produce a Mockup.
- Animations: I am also looking for an animator to create the first set of animations for the demo.
- I've even having a look around for logos and UI.

My intention is to gather a representative amount of references to build the brand and start working on a Demo featuring higher production value.
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« Reply #29 on: February 14, 2017, 08:10:20 AM »

Glad to see progress is coming along! Looks good so far. I will be very interested to see the game with the final art added in, but if you released a pre-alpha dev version with the current artstyle on itch.io for two gamepads, I'd be all over that.

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« Reply #30 on: April 04, 2017, 12:11:27 AM »

Hey guys, finally the huge update I was working on is finally here! Smiley Smiley Smiley
Hand Clap Hand Clap RPG Duels has a Real Name!! Yay! Hand Clap Hand Clap
DUELCIDE

Hand Clap Hand Clap It also has A FIRST Pixel Art Mockup!!! Hand Clap Hand Clap



Hand Clap Hand Clap And a Background Story!! Hand Clap Hand Clap
The World of Duelcide

Duelcide is a Dark Fantasy Medieval Action RPG where a mysterious covenant is congregating legions of seekers in duels to death:
· Explore the Moonlight Castle: A death trap filled with ruthless duelists ready to kill you to ascend.
· Build your own combat style: Combine your stats with dozens of weapons in a Souls-like combat.
· Befriend other seekers and discover the dark truth behind the promise of the Duelcide.




Disclaimer: As I had been noting since the start, all the ingame art is yet placeholder. I am a game designer and I am not really that good at drawing so I am counting with the help of some awesome artists to define the aesthetics of the game:


Collaborators

Ahruon. Ahruon made the pixel characters. Thanks man!

Pablo Deiver. Pablo is working on a Super Awesome Main Concept Illustration, the cool illustration thumbnails above are part of his amazing work.

Carlos Viola is going to be working on the OST for the game. We are now trying some ideas but we spect to have something more defined soon (May?).

Yet-to-be-found Animator. Once the core of the project code is solid (May?)I will be hiring an animator to develop the moveset for the main two characters of the demo: "The Musketeer" (DEX Specialist) and "The Arcane Knight"(Allgrounder or Quality build)



Roadmap

Here's a little roadmap to start gathering the progress of the project in a more readable way Smiley

On January 2017 I decided to focus on the PC version and let the mobile wait (the pvp component would need an actual comunity which currently doesn't exist). I am now working on improving the project code to take advantage of the gamepad's full potential and allow for the deepest, most interesting adaptations of 2D combat.


# 2017 Sep. Evaluate diversifying the AI to create new duelists.
# 2017 Aug. Create the AI for the two main characters.
# 2017 Jul. Develop the Inventory system to allow characters to swap and store weapons.
# 2017 Jun. Conect Stamina and Poise systems into the character sheet to allow staggering.
# 2017 May. Produce the 25 animations for the two main characters: The Knight & The Musketeer.

# 2017 Apr. Refactor game's Data Structure and FSM to take most advantage of the GamePad.
# 2017 Mar. Create the Aesthetics of the game: Illustrations, Pixel Mockup, OST, Backstory...
# 2017 Feb. Refactor Data Structure to allow Character sheets to function.
# 2017 Jan. Polish the Range system by allowing independent collisions among weapon and body.
# 2016 Dec. Create the Stamina System + New move: Backstab.
# 2016 Aug. Mobile prototype featuring two knights fighting each other in a dark 2D room.




# 2015 Jan. Duelcide was born as a vague concept for a Diablo and Dark Souls inspired mobile one-on-one PVP RPG.




Join The Duelcide

I Created www.DuelCide.com so if you like the project you can subscribe at the bottom of the page so we can start building a comunity of people interested in the project




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« Reply #31 on: April 04, 2017, 05:33:04 AM »

Wow. This is a MASSIVE update!

Congratulations on such progress!
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« Reply #32 on: April 08, 2017, 04:39:37 AM »

love the new look, can't wait to see it in motion
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« Reply #33 on: April 08, 2017, 05:19:12 AM »

Wow. This is a MASSIVE update!

Congratulations on such progress!
Thanks Tony! It took a while but I enjoyed preparing this update very much!

love the new look, can't wait to see it in motion
I know, I can't wait either!  Tears of Joy So glad to hear that specially from the people behind Warlocks 2! Your game is looking super awesome!
As soon as I finish refactoring the systems around the FSM I will seek for an animator to put this little dark world in motion. Cool


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« Reply #34 on: May 25, 2017, 11:08:24 AM »

Hey guys,

First of all Noir Sorry everyone for the late post. I've been specially busy as we launched project at realjob this month.

But to compensate here is a sneak peek on the progress of the main illustration of the game:



I hope you guys like it. We've been focusing a lot on the illumination and the colors. I personally love it. Still gonna add some more rim light and probably darker darkness.

Now that we're good lets'e go!  Gentleman


MAY PROGRESS
I keept working on the refactor of the comunication between the Finite state machine and the controls since April,and I finished it yesterday 02:00, I went to sleep very happy. I also recently started planning the production of the animations and will meet witht local animators to see what we can achieve together  Blink

Refactor for deeper controls: As some may now I've been polishing the design of the gamepad controls to best perform with more complex actions like walking with the shield on, aiming channeling heavy attacks, or turning with shield on.

Here's an example of the placeholder animation for "Walking with shield on":



Animations preproduction: It is funny but I honestly have no idea about how many I will be able to produce, since as Indie dev I tend to create my own art, and as professional game designer my coleagues just work with me,and the producer manages so... yeah, it is a great oportunity for me to learn about this stuff  Hand Pencil
Once I figure it out I will let you guys know how it went and hopefully we can all learn something from this. (I'm so excited  Durr...?)

BONUS
Narrative sneak peek!

Duelcide takes place in the Moonlight Castle, an imponent structure that can only be traversed room by room, by fighting in 1on1 duels. This is the only way to go and the mysterious Langueed, Arch-architect of the Moonlight castle has made sure this is always the case.

Behold a sketch of Arch-Architect Mrs Langueed's creation: the Cage-elevator!





Langueed designed a mechanical system of elevators that only go up if it is filled with a counterweight. As long as you throw a fresh dead opponent... she will grant you shiny!

But remember: don't just throw a Knocked Out oponent, as this will not grant any exp, Mrs. Langueed has been clear about this!


Updated Roadmap

# 2017 Oct. Evaluate diversifying the AI to create new duelists.
# 2017 Sep. Create the AI for the two main characters.
# 2017 Aug. Develop the Inventory system to allow characters to swap and store weapons.
# 2017 Jul. Conect Stamina and Poise systems into the character sheet to allow staggering.
# 2017 Jun. Produce the 25 animations for the two main characters: The Knight & The Musketeer.
# 2017 May. Refactor game's Data Structure and FSM to take most advantage of the GamePad.
# 2017 Apr. Refactor game's Data Structure and FSM to take most advantage of the GamePad.
# 2017 Mar. Create the Aesthetics of the game: Illustrations, Pixel Mockup, OST, Backstory...
# 2017 Feb. Refactor Data Structure to allow Character sheets to function.
# 2017 Jan. Polish the Range system by allowing independent collisions among weapon and body.
# 2016 Dec. Create the Stamina System + New move: Backstab.
# 2016 Aug. Mobile prototype featuring two knights fighting each other in a dark 2D room.


Ok guys, so this is all for May, I will get last FSM stuff wrapped up and once and for all start with the animations  Big Laff

See you in the next post!
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« Reply #35 on: May 28, 2017, 10:39:06 AM »

Today while returning by train from Madrid to Seville I started writting this little piece of history that describes a specific moment in the game to give a little life to the story. I want to write a bit every day I can

This small story is framed in the moment when you discover the rumor that circulates throughout the city counting the promise of infinity of riches for the one that imposes itself in a series of duels in its ascent to the room of the throne. I call it the first ascended:

  "I stand at the gates of the castle. The light of the torches is low but I discern a group of people of all social classes queueing together and murmuring intrigued. The one heading the queue is a knight in a shiny metal armor.  The piece seemed to have been restored because the crimson ribbons that adorned it showed cuts and tears, possibly the armor had protected him from the knives of the bandits. No doubt it was a handmade piece of great value, since even though it was unfamiliar I appreciated the relief rivet of the shoulder pads, which showed a silver wolf head holding a sword in its jaws.

   Suddenly, a human sized cage descends, hanging from huge chains, and standing right in front of the portentous knight. Before stepping on, he looks at the suspicious hole, as they all did before him, and claims to see the same as everyone else:
- I can see an endless tunnel of darkness but also a warm light at the end.

   When he finally decides to enter, he puts his feet inside and the door reacts closing with a dismal squeak. The man, who barely fits inside the cage, grabs the cage bars with one hand and waves the group goodbye with the other one as the cage begins to ascend into the unknown of darkness.

As the Cage ascends, a group of shabby people in rags begins to strike the brick wall with grotesque sticks in a bellicose attitude, making the room rumble:
"Blood!" They shouted. "Rip his head off!" Yes, prove yourself, tin man! - ...
Suddenly, from the other side of the crowd, a figure dressed in a white robe and an ecclesiastical hat aproaches the cage:
- Prove thee worth, Knight of the wolf. But remember that only a true warrior would guide his steps with compassion, mercy and a will for forgiveness.-

   After those words, some of the most well dressed people nod closing their eyes in exstasy, some of the shaggy men laughed, some spit. And others kept with their conversations or their reads.
 
   But nothing of this trully matters, as none of us ever knew which of the advices the knight would follow when he disappeared from our sight, nor when the trace of his whereabouts disappeared with the tinkling of chains striding away in the darkness."
« Last Edit: May 29, 2017, 08:46:52 AM by TheScythe » Logged



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« Reply #36 on: May 31, 2017, 08:03:08 AM »

Some more mood story today, a little reflexion from a different adventurer waiting his turn for the next combat.

Part II: Wolves are the family I chose.
"-I think I was fifteen years old when I left my family to join the wolves. We've been living in the barracks for six years now. We the wolves always gave our bests to kept the castle walls safe from the bandits and other worse enemies I don't want to remember. We've always known our place: together, rallying at the gates, keeping the moonlight safe from the dark.

-But what happened now? Now we stand here among all of the same bandits and the same darkness we once swore erradicating, just for the sake of earning a treasure. Floor, after floor, after floor. It's true, we need food and weapons, and it would help a lot in winter, but I'm starting to doubt if I am in the right side anymore.

- Look at these guys: musketeers from the palace befriending dirty bandits, scholars reading their scrolls on the stairs to the ladies of the court, clerics teaching the peasants his prayings to the moon. All drooling for a prize only one can get. I know most of these guys don't even know each other yet, but for sure this mad game is creating strange bonds among the people. Maybe its not that bad after all.

[...A ragged one plunged his gaze on the nape of the wolf knight so intensely that one could feel it. He was squeezing his wooden club like he strangled a chicken, but a shiny little something was pouring from behind the dirty hair. His hands were trembling, and he was grinding his teeth, probably in preparation of revenge....]

- I was lucky I faced that reckless bandit from the underworld. I managed to knock him out with a heavy bash of my shield that rendered him unconscious, so sending him down through cage again was easy. He wasn't happy of course, I could tell by his yellings, but he will live, I am afraid he might have a briken rib though, but hell, he is a bad guy after all.

- But that's not what I am really concerned about. Eventually I will open that cage and look to the face of someone I know and I would never want to harm the guy. For the moon! Maybe the next cage could bring to me the eyes of one of my wolf brothers. Or god forbid, my actual little brother, playing the hero to safe the family. Fighting my own family for a dirty chest of gold. I could never live with that."
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« Reply #37 on: June 02, 2017, 05:46:10 AM »

Hey all, did anyone like the stories? I am not that good at writting but I think it is a good idea to help shaping the word and the characters aesthetics and motivations  Shrug


Well, today I finally crushed april-may milestone, this one took an eternity but it was well worth the trouble.

# 2017 May. Refactor game's Data Structure and FSM to take most advantage of the GamePad.

The refactoring of the state machine along with connecting the last animation placeholders. I finished wiring the "turnAroundDefending" animation and made a quick new frame for turning around looking to the camera, so now the character can walk and turn with the shield on, and can also react from a defensive stance without having to go through the Idle state:




Also this tweak allowed including a small displacement after attacking, which I was also missing before.



aaaaand a last detail that I wantto include through the weekend ^^
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« Reply #38 on: June 02, 2017, 03:05:14 PM »

I think the stories are a great idea! And I think you've got the beginnings of some good stories in there, but they need a lot of cleaning up. To really make this a benefit to the game overall, you might want to consider looking for a writer to help write and edit the stories.
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« Reply #39 on: June 02, 2017, 04:02:04 PM »

I think the stories are a great idea! And I think you've got the beginnings of some good stories in there, but they need a lot of cleaning up. To really make this a benefit to the game overall, you might want to consider looking for a writer to help write and edit the stories.

Well thank you sir!

Thanks for the advice, I will make sure to share the texts with fellow writters, nothing bad can come from there right?

Sorry my english slash writting skills, I am rusty and I guess I never was that good anyway. Certainly I could use pro writter advice, but for now I feel like you know, letting it go and see what comes from within and maybe you know eventually git gud ? Durr...?

Anyhow, I don't know if it would make sense to literally include the texts in the game as diary entries or the like but to help design the character dialogues and the items descriptions.

As a matter of fact, I was planning to make only one item description per item and 6 short lines per character:
1. A non hostile NPC is first met.
2. A non hostile NPC turns hostile.
3. A hostile NPC is first met.
4. An NPC is about to die.
5. An NPC questline is complete.
6. An NPC questline is complete with a twist.  Well, hello there!




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