Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411511 Posts in 69375 Topics- by 58430 Members - Latest Member: Jesse Webb

April 26, 2024, 01:56:47 PM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsCommunityDevLogsRightrealm - 2D Action RPG (Pre-alpha Available!)
Pages: [1] 2
Print
Author Topic: Rightrealm - 2D Action RPG (Pre-alpha Available!)  (Read 4717 times)
vybr
Level 0
**


Twitter: @vyybr


View Profile
« on: April 04, 2017, 05:30:44 AM »

Rightrealm is a 2d action RPG inspired by Diablo, Path of Exile, Cube World (though it won’t be as big as any of those games) where the player must move to the right in order to advance to the next area. The game uses procedurally generated maps and equipment to keep things interesting and has no storyline.
One of my goals for this game is for the player to play how and what they want without feeling useless.

I am working on this game alone. I still consider myself fairly new to game development and pixel art, so I plan to keep this project modest in terms of scope.

Right now there are 4 initial player classes planned with more to come possibly after launch. Each class has 6 skills which are split into 2 skill trees. Skills can be unlocked and upgraded using skill points which are, for now at least, gained via levelling up.

Everything you see is of course WIP.

One of the Berserker skills, Savage Leap.


The Hideout. This will be used as the main hub.


An Elementalist fire skill, Phoenix.


Waterfalls, because why not?


An early look at the desert biome and some of its enemies.


Current main features:
  • Smooth action combat. All attacks are aimed. Players are also able to dodge enemy attacks and sprint for a limited time.
  • Loot - Collect gear with randomised stats to build your character the way you want.
  • Random Environments - Venture through unknown lands. Some areas may have secrets or special interactive elements. Currently, there are only 2 biomes to play in: Forests and Deserts.


Planned Features, most of which will come AFTER launch:
  • Appearance Customisation - I want players to decide how their character looks. So either equipment will change your appearance OR I’ll add some kind of skin unlocking system (skins for weapons and armour would be separate). Will most likely be the latter.
  • More Environments/Biomes - I expect to add around 5 more biomes  each with their own enemies, bosses, unique loot and mechanics.
  • More interesting map generation
  • Legendary Powers - Properties on a piece of equipment that grants a special bonus to the player. This will greatly improve the number of builds in the game.
  • Raid Bosses - Difficult encounters with mechanics for you to master. Each biome will have at least one.
  • Pets - They won’t fight with the player, but they will help you on your misguided adventure in special ways... (they also serve as collectibles!)
  • Celestial Equipment (!)
  • Tasks - Currently, each area you enter gives you a simple objective to kill all enemies. I plan to add tasks which are a little more interesting, such as escort missions, proect an object/npc, destroy guarded objects etc.
  • I have a few more ideas which I’ll share later.
« Last Edit: August 23, 2017, 01:22:57 PM by vybr » Logged

Pineapple
Level 10
*****

~♪


View Profile WWW
« Reply #1 on: April 04, 2017, 06:06:23 AM »

This looks excellent, especially if it gets multiplayer co-op
Logged
vybr
Level 0
**


Twitter: @vyybr


View Profile
« Reply #2 on: April 04, 2017, 10:12:08 AM »

Thank you! It will be a singleplayer game as I don't have any experience creating multiplayer games and it's a little beyond the scope of this project. I definitely want to create multiplayer games in the future though.  Smiley





I thought I'd take the time to briefly explain how equipment works.
As of now, equipment drops with 1 of 5 rarities: Basic, Decent, Pro, Epic and Divine.

A higher rarity means that piece of gear will generate with more (and slightly higher) stats and (arguably) a better name. Typical stuff.



Here's a list of all the stats currently in the game:


  • There are 4 types of equipment: Weapons, Armour, Rings and Amulets.
  • Weapons are more likely to generate with damage stats (Attack, Attack Speed, Crit Chance, Crit Damage) and will always have an Attack stat.
  • It is possible for ranged weapons to fire more than one projectile at once, but have their projectile range reduced.
  • Melee weapons can have either a short & wide hide area or long & thin for spear-type weapons.
  • Armour is more likely to generate with defensive stats (Health, Defence and HP regen) and will always have a Defence stat.
  • Rings can have any combination of two stats.
  • Amulet stats generate as multipliers (are presented to the player as percentages), they randomly pick a predefined combination of stats. Some stats can be negative.
  • Cooldown Reduction and Mana Cost multipliers will only appear on amulets.

Equipment will be a lot more customisable in the future
« Last Edit: April 04, 2017, 10:27:55 AM by vybr » Logged

Alce
Level 0
***


Twitter: @Alce_X


View Profile WWW
« Reply #3 on: April 04, 2017, 04:22:17 PM »

Looking great! Love the simple style and the juicy camera effects. What are you using to make it?
Logged

Aspiring chilean game dev. Likes artsy/experimental stuff.
Moriny
Level 0
**


View Profile WWW
« Reply #4 on: April 04, 2017, 06:25:01 PM »

OMG!I like the looks of it.It looks really awesome.I'm amazed!
When do we get to try its demo? Wink
« Last Edit: April 04, 2017, 06:34:49 PM by Moriny » Logged
vybr
Level 0
**


Twitter: @vyybr


View Profile
« Reply #5 on: April 05, 2017, 02:25:17 AM »

I'm glad you both like the look of it.  Smiley

Looking great! Love the simple style and the juicy camera effects. What are you using to make it?
I'm using Godot to make it. It has become my favourite engine, to the point where I can't ever see myself using anything else.

OMG!I like the looks of it.It looks really awesome.I'm amazed!
When do we get to try its demo? Wink
Not sure. I wasn't originally going to have a demo, but now that you mention it it's probably a smart idea. I'm sure I can have one out in a few weeks.
Logged

vybr
Level 0
**


Twitter: @vyybr


View Profile
« Reply #6 on: April 06, 2017, 07:41:52 AM »

I did a bit of work yesterday. Enemies now calculate and drop loot on death (for now they only drop equipment), as they should have been doing from the start Tongue. The equipment level is +-2 levels of the enemy that dropped it. The drop rate is super high for testing purposes.
There's also a subtle smoke effect that is shown when enemies die. They previously just disappeared, which was slightly jarring.

Logged

vybr
Level 0
**


Twitter: @vyybr


View Profile
« Reply #7 on: April 24, 2017, 04:19:04 PM »

Hey there, I'm back with more progress...

Last week I created a level up animation. It was inspired by some MMO's I used to play, the idea was mainly from TERA though.


New enemies called Treelings. They are angry tree creatures who spit leaves or hurl apples at you. They also have slightly higher stats than regular enemies.


I was asked by someone to try giving a hug and see if it makes them less angry:


As you can see, they're just plain rude.


While walking through the desert, one may come across Chaos Banners. Coming into close contact with one will spawn 3 enemies to attack you. At the moment they spawn Chaos Bully's or more difficult Chaos Heralds (which are shown in the gif).




Next I will be working on 4 dungeon bosses battles for forests and deserts, updating the UI and fixing annoying bugs.

Logged

wizered67
Level 1
*


View Profile
« Reply #8 on: April 24, 2017, 07:35:15 PM »

This looks really cool!  Grin Following!
Logged
Ninety
Level 1
*


turnip boy


View Profile
« Reply #9 on: April 25, 2017, 12:34:41 AM »

Looks nice!
Logged

aamatniekss
Level 4
****


hiya


View Profile
« Reply #10 on: April 30, 2017, 04:53:58 AM »

Man, this idea is awesome, definitely following!
Logged

Pixel.ABCD
Level 0
**


View Profile
« Reply #11 on: April 30, 2017, 06:20:42 AM »

This is game I have always wanted to create , unfortunately I got to some different genre. But this is Wizard. I like stylized equip very much too ! Will track time to time.
Logged
vybr
Level 0
**


Twitter: @vyybr


View Profile
« Reply #12 on: May 13, 2017, 02:43:22 PM »

Thanks for the comments everyone. It's motivating Grin

Last week I started work on dungeon bosses for Rightrealm. Dungeon bosses are the most difficult enemies (until Raid Boss are released). They will also drop epic gear.

Forests have 2 bosses so far, the Lumberjack and the Bee Guardian.
The Lumberjack still needs some work so I won't show it for now. The Bee Guardian is nearly finished however:



This gif doesn't show every attack, I'll have to show these off properly in a video or something.

Along with these two, there's one boss for the desert biome called the Chaos Core. Chaos cores are responsible for spreading chaos and infecting living things, but is not the source of chaos itself.



Balancing bosses for both ranged and melee classes is harder than I thought, but I'll get there eventually.

There's supposed to be a second desert boss (a large mummy) but I'm going to put that aside for now and work on the current three.
Logged

j-swan
Level 0
***


View Profile WWW
« Reply #13 on: May 13, 2017, 03:01:19 PM »

Love these graphics and the concept.
You using Unity or GameMaker, or other?
Logged

vybr
Level 0
**


Twitter: @vyybr


View Profile
« Reply #14 on: May 13, 2017, 03:54:22 PM »

Love these graphics and the concept.
You using Unity or GameMaker, or other?

Thanks! I'm using Godot.
Logged

xix
Level 5
*****


View Profile
« Reply #15 on: May 14, 2017, 05:45:41 AM »

This game looks great!
Logged


Get the demo itch.io
Follow @lunarsignals on twitter
MereMonkey
Level 2
**


Creator of Music


View Profile WWW
« Reply #16 on: May 16, 2017, 02:44:31 AM »

Those are indeed some rude trees! haha

It's looking great j-swan  Smiley
Logged

My Site  -  My Twitter - *GASP* MY SPINACH PUFFS!
vybr
Level 0
**


Twitter: @vyybr


View Profile
« Reply #17 on: May 19, 2017, 10:56:59 AM »

I started experimenting with a different animation style that other games use. I'm testing it on the lumberjack boss currently, and I'll also be applying it to player weapon animations. This is a necessary change as it saves time and looks better than what I can currently animate. I also like using Godot's animation system  Smiley



This Lumberjack is fairly basic right now in terms of attack patterns, but quite sticky with his high movement speed and delicious, stunning (literally) apples. I'll probably make him more bullet-helly in the future but for now I'm pleased.

I'm wondering if there's a way I can improve the swing animation, if you have any ideas tell me!
« Last Edit: May 19, 2017, 02:03:22 PM by vybr » Logged

vybr
Level 0
**


Twitter: @vyybr


View Profile
« Reply #18 on: May 20, 2017, 06:18:55 PM »

Made a few changes to the lumberjack boss, the axe swing animation looks less stiff now (plus there's anticipation) and there are new effects for the spin attack.
In addition, every enemy now has an attack delay variable, this simply delays the actual attack by however long the value is, allowing attacks to sync properly with animations rather than immediately firing a projectile, for example. It's a small change but it allows players to dodge attacks when they see it coming.

Logged

Ashedragon
Level 2
**



View Profile WWW
« Reply #19 on: May 20, 2017, 07:31:50 PM »

This looks fun! I could see co-op working well with this too.
Logged

Pages: [1] 2
Print
Jump to:  

Theme orange-lt created by panic