Omega
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« on: January 01, 2017, 08:22:21 AM » |
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Thanks everyone for the wonderful feedback during our initial demo. A new demo will be coming soon. Right now it's time to get back to making this game! I would love to hear your feedback! The demo is just a proof of concept of the general idea and has a long way to go. King's Crypt is an arcade style dungeon crawler in the vein of the classic game Gauntlet. Music by Pixel Noise! Art & Gameplay by Omega Gameplay- Anything can be a weapon, anything
- Levels are different crypts for the player to rob of their treasure.
- Fast paced combat, lots of action going on simultaneously.
- Play with a friend in co-op or head to head for highest score
Potential Features- Multiplayer: Allow players to function as the "Dungeon Master" to create obstacles for other players
- Allow players to create their own dungeons for others to play through.
- Allow modding of every aspect of the game so that players can change the graphics, enemies, and gameplay to suite their own ideas.
- Super dungeons? Dungeons large enough for 10-25 people to essentially zerg rush for fun.
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« Last Edit: May 30, 2017, 05:39:51 PM by Omega »
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Omega
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« Reply #1 on: January 14, 2017, 06:15:35 PM » |
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A small update. I've had to replace all of my code for Tiled due to poor support for in-built animations in the Tiled map format. I've also reworked the main character sprites and I feel much happier with the current version of it. Just a quick screenshot of the level using the new Tiled code. Nothing special, but progress nonetheless. I hope to finally begin getting into the game itself so that I can finish prototype the game as I see it.
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Pixel Noise
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« Reply #2 on: January 14, 2017, 08:19:49 PM » |
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Love the concept - especially the idea of "Super Dungeons". I was a huge fan of Realm of the Mad God before it went to shit, and my favorite part about it was the zerging of the dungeons/end game with a bunch of other people. If you can recapture that sort of thing, I think you'd find a nice little community waiting to gobble this up.
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Omega
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« Reply #3 on: January 15, 2017, 09:52:30 AM » |
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Love the concept - especially the idea of "Super Dungeons". I was a huge fan of Realm of the Mad God before it went to shit, and my favorite part about it was the zerging of the dungeons/end game with a bunch of other people. If you can recapture that sort of thing, I think you'd find a nice little community waiting to gobble this up.
Thank you! Yeah, I'm my main goal is to find something that feels fast and fun, though it is tempting for me to accidentally create yet another love letter to Legend of Zelda. This is motivating to hear, because I feel like there's a real void for this type of game too. I'm glad I'm not the only one who feels this way, lol.
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Omega
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« Reply #4 on: January 15, 2017, 09:55:05 AM » |
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Quick Update. I've been working on implementing collision detection & resolution this morning and I've just broken through that obstacle (no pun intended). One step closer to starting to work on the actual game I have in mind. EDIT: Does anyone know of a gif recorder that isn't shite? I bounce between a MacBook Pro and a Window desktop for development, so any cross-plat suggestions are welcomed. A little bit of collision-y goodness. Chocolate on the outside with a rigid body center!
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Omega
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« Reply #6 on: January 15, 2017, 10:45:26 AM » |
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Thank you on both accounts This has been an evolving concept over years, I've just never shown it in the light of day.
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Omega
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« Reply #7 on: January 15, 2017, 03:45:20 PM » |
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I've been working on one of the first environmental features for the game along with an enemy. Without further ado, the first simple enemy, the gelly.
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Omega
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« Reply #8 on: January 16, 2017, 04:28:25 PM » |
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A quick update for today. I decided to focus my post-work exhaustion into spriting, and I ended up with my next playable character sprite. Today I introduce Greer, a badass warrior heroine! Though this is just the beginning of my spriting efforts with her, she will be of the sword wielding variety much like our red haired ginger friend Ian.
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Omega
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« Reply #9 on: January 17, 2017, 04:21:54 PM » |
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Update 1/17/2017 Today, I put together a simple title screen, which I think will be a placeholder for now until I have the time to properly do the logo as pixel art. I also put in a temp sword animation just so I can begin working on combat this week. I have a much more elaborate attack animation in mind, but for now I'm using this simple placeholder so that I can finish framing out the combat system. Today's GIF shows off the title screen and a few seconds of the attack animation.
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Pixel Noise
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« Reply #10 on: January 18, 2017, 05:15:17 PM » |
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I like the new character - her sprite looks good in game!
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« Last Edit: March 27, 2017, 06:48:32 PM by Pixel Noise »
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Omega
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« Reply #11 on: January 20, 2017, 12:37:27 PM » |
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I the new character - her sprite looks good in game!
Thanks a ton! I'm hoping to finally have some combat to show with her this weekend!
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Omega
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« Reply #12 on: January 22, 2017, 11:01:08 AM » |
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Update 1/22/2017 - Basic Combat Implemented This weekend, I focused on implementing basic combat. I still need to redo the attack animations, but this works for the purpose of prototyping.
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Omega
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« Reply #13 on: January 28, 2017, 04:04:44 PM » |
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Update 1/28/2017 - Monster Spawners Things have gotten a bit out of hand I haven't made as much progress this week, so I took some time out today to add an important feature for the play style. Rooms will have monster spawners based on the type of monster. I originally considered creating a single spawner objects, but I decided it might be more fun to make them change from monster to monster. The Gelly, pictured above, will spawn from a pool of ooze. In order to get the spawner to stop, you'll need to attack it. I'm hoping that I'm a few weeks out from bring able to share something playable!
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Omega
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« Reply #14 on: February 05, 2017, 07:27:58 AM » |
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Update 2/5/2017 - Tweaks and Polish This last week I’ve continued to march towards a playable alpha demo for King’s Crypt. Progress has been a little slow thanks to my personal health. I mostly focused on things like improving art and defining the overall flow of the game. Here are some of the changes I’ve made: Old Torches New Torches Old Gelly New Gelly I was a bit torn on the Gelly rework because I like the idea of the Gelly carrying debris around with it (bones, skulls, etc), but it didn't quite feel right for the environment I've created. It's possible that the new Gelly may start to pickup debris as it travels over it, which could end up creating a neat effect later. At this point I need to finish up the overall main game mechanic loop and I believe I can finish building a prototype dungeon for a public playable demo.
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Pixel Noise
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« Reply #15 on: February 05, 2017, 07:34:58 AM » |
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If you can code in having the new Gelly pick up debris, etc, as it moves, that would be very cool! But I do think the new model is a bit clearer for the player. The eyes really help - before, I wasn't sure what was an enemy and what was just debris, etc.
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Omega
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« Reply #16 on: February 05, 2017, 08:01:48 AM » |
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If you can code in having the new Gelly pick up debris, etc, as it moves, that would be very cool! But I do think the new model is a bit clearer for the player. The eyes really help - before, I wasn't sure what was an enemy and what was just debris, etc.
Thanks for the feedback! I've been thinking through the idea of debris pickup and I think I'd have to take things like the pile of bones and make them into first class entities instead of background art. Once I do that, I'm thinking it should work the way I want. It's nice to hear your thoughts about the old Gelly, you vocalized exactly how I felt too. I also think the ooze they leave behind may need to be lightened up a bit. It's a neat effect but it just needs to be made more transparent I think.
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Pixel Noise
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« Reply #17 on: February 05, 2017, 08:17:48 AM » |
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The ooze definitely needs to be lessened/lightened. That was part of what contributed to the confusion about what was a Gelly and what was just debris.
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Omega
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« Reply #18 on: February 12, 2017, 03:38:45 PM » |
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Update - 2/12/2017 Lighting & Art Improvements In this update, I've been focused on bringing the few key features that I need for the demo to a close. Though I'm not there yet, I'm getting closer with each pass. The most major addition is the implementation of a basic lighting engine. You'll notice that torches now emit light. For those who are really curious, here is the full changelog. Version 0.2.9.021217 - Removed, + Added, ~ Changed -Removed the left, right, and bottom wall art in favor of a different perspective. +Lighting Engine +Doors +Locked Doors +Lighting data now loads from each level. +Additional detail art (solid blocks, cobwebs) +Added animated "poof" effect whenever an enemy is killed. ~Changed the monster spawner art.
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« Last Edit: February 19, 2017, 01:23:26 PM by Omega »
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Lizzard
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« Reply #19 on: February 12, 2017, 07:23:46 PM » |
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Hey! Good progress! Just some thoughts: If you want a simple, but good looking attack animation, maybe look at how the game "Castle in the Darkness" did it. []https://www.youtube.com/watch?v=DQzbdMZYj98[/] Also, that way you can simply replace the art if the weapon changes. And i think some knockback on the enemys would work well.
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