*first game disclaimer*Hi all, I've been learning how to make videogames ever since Tom Francis' excellent gamemaker tutorials have hit the net. (although since then I've switched to Unity. Brackeys and GamesplusJames are wonderfull too) This project is easily the one I've put the most effort into. Obviously it's full of artist code and programmer art, but I'm proud of it nonetheless so I thought should probably throw it onto the internet to see what other people think of it
synopsisCastilla del Muerte (very not-final title) is a game with Dark Souls-esque Combat: timing your attacks, blocking, rolling, stamina management, stagger, parry, all that good stuff, combined with old school top-down looks and twin stick shooter controls.
The game also has some rogue-like/lite elements such as a dungeon generator (This is my first game. Yes, I'm a bit mad :d)
First of all, here are some obligatory combat-gifs
There's a bunch of different weapons to choose from, each with their own strengths, weaknesses and timings. Here's a bunch I've already drawn, with player character for scale (but not all of these are implemented yet)
Here's a bunch of baddies I've sprited (again, not all are implemented)
Here's a little gif of the dunGen doing its thing
This is the level it made
Besides stringing random prefab rooms together, this dunGen also spawns some locked doors and the corresponding keys to open them somewhere in the level.
I'm currently working on a double-boss battle to neatly round of a demo sort-of-thing.
One is quick and has a spear, the other is slow and wields a stonking great axe
Maybe I'll put 'em in a big marble room with some destructible pillars
Lets call 'em 'Bornstein and Smoog', that should clear the lawyers :d
Playable alpha-demo plansWhat I need to sort out first:
-Make a start menu of sorts
-add the boss battle
-Some kind of design idea for unlocking weapons instead of just having them all unlocked from the start
-tweaking loads of numbers to fine tune the game play (movement speeds, damage output and stamina drain and such)
-Fix bugs. Particularly concerning sprite layers since those are the most jarring
With more devTime(/actual money//ideal situation) I could add-Gear weight; Bigger weapons and shields make you move slower, but make you less easy to stagger. (Think of Dark Souls' equip load and poise)
-Make it more “Spelunky'y”. Players and baddies already move around via their rigid bodies as opposed to setting their transforms. So I reckon all I need now to add that weighty feel is...
-Weapon knock back. And spike traps and stuff to get knocked into.
-More traps in general.
-I could make the 'key rooms' a bit more interesting than just a chest on the ground waiting to be opened
-Projectiles. You know, arrows and stuff. I also feel these should then be tennis-able like in all the good Zelda games.
-With projectiles, I could consider making some bullet-hell kind of enemies to diversify the game play a bit (think Enter the Gungeon)
-Different dungeons. Basically Id just need to make some new prefab rooms with a different look and feel to them, but I could just use the code I already have to make a level out of them. (each with a cool boss at the end obviously)
-Maybe I could even use the same code to generate some sort of over world to travel from dungeon to dungeon. (would be a great place to actually use the alpaca-riding I've already added to the game, haha)
-Maaaybe then I could even add some Metroidvania-esque elements such as; Get the scuba gear in the ice themed-dungeon to gain access to the underwater dungeon, where you can find the hookshotlikething to clear the gap to on the bridge to get the castle of doom etcetera, etcetera...
-Maaaaaybe I should add some sort of music at this point. I've allways wanted to have a go at fruity loops :d
-Story? What's that?
That's pretty much what I've got so far. I'll try and get something playable up on itch.io or something sometime soon so you can play it if you want
Tbh, I'm kind of burned out on this project by now, so I'll probably put it on a bit of a break after that. I really want to do (and have allready started on) new stuff. Convince me otherwise, haha
Feedback would be greatly apreciated so please let me know what you think
I'll leave you with a gif of the player riding an alpaca because why not