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TIGSource ForumsCommunityDevLogsSeek Etyliv - A Dungeon Crawling Poem Reader
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Author Topic: Seek Etyliv - A Dungeon Crawling Poem Reader  (Read 9303 times)
Rokas
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« on: May 08, 2017, 10:52:38 AM »


You've discovered the development blog of



which is a game that entered into LD38 looking and playing like this



The .gif above presents what it can do, but there's plenty that's lacking for it to be complete, if small, game. In turn, this being a small game, I thought I'd try a proper devlog instead of just posting .gifs on twitter and tumblr (which this log will probably devolve into, if it doesn't die).

Gameplay:
  • Move your character around a 3x3 grid
  • Collect equipment (currently only a sword)
  • Observe your inventory, and that of others, in portrait views
  • Interaction through bumping resolved based on equipment

The plan is to polish up the parts of the game not covered in the LD version, such as adding a story line, interactions and exploring the 3x3 grid to its full capacity of 9. This also means adding animations, saves and hopefully a way to define campaigns through text files.



The improvements have already began with an intro



weapon variety and collection animations



and some type of narrative




Plenty of ideas and work to still be done. Enough indirect procrastination for now. Welcome.
« Last Edit: May 19, 2018, 04:03:26 AM by Rokas » Logged

Rokas
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« Reply #1 on: May 09, 2017, 07:39:30 AM »

Since the main attraction of the game is the way things interact with each other, I do need some interesting mechanics implemented. This means making the weapons and armors (mocked up below) do something different. What I've got right now:

  • Weaponless into weaponless - push defender away, pushing into a wall deals 1 damage instead
  • Weapon into weaponless - deal 1 damage to defender
  • Weapon into weapon - remove 1 weapon from both
  • Weaponless into weapon - deal 1 damage to both

As you'd imagine, this is nowhere near enough. Different types of weapons aren't being considered nor is any type of armor. If you think of something that you think could be a neat mechanic do let me know and it'll likely end up in the game.



Example not yet evaluated mechanics:

  • Wings - fly 2 spaces (instead of default 1) over any obstacles into an empty tile
  • Hook into weapon - remove weapon from defender
  • Hook into weaponless - swap attacked and defender positions
  • Weapon into shield - remove weapon from attacker
  • Shield into weapon - ???
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foofter
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« Reply #2 on: May 09, 2017, 07:57:53 AM »

Reminds me of "castle.exe," a game on the first computer I ever saw that was green icons on black background moving around and picking up objects.... Cool! I like how it's simple but the weapon popping into inventory animation is also nice and smooth.
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Melaniipon
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« Reply #3 on: May 09, 2017, 08:56:47 AM »

I REALLY like where this is going, and the simplicity is awesome!
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sheep herd
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« Reply #4 on: May 09, 2017, 12:41:06 PM »

looking good, i feel inspired
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Alec S.
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« Reply #5 on: May 09, 2017, 04:37:35 PM »

This is a really clever idea.  Looking forward to seeing how it takes shape.
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Rokas
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« Reply #6 on: May 10, 2017, 07:25:53 AM »

Appreciate the love for minimalism.

Wondered for a while how to handle losing and decided to be fairly brutal: death is immediate if out of hearts (units of health in this case), but dying would also give you some insight into what went wrong and not restart from the very beginning. Gif shows what would happen if killed on the first enemy (would because it's hardcoded - to do it properly I'll need a save system), which is - you get some piece of lore, then see the title, continue from the screen where you made the wrong decision.



"Seek Etyliv" would be the message, as well as the title screen, you'd come back to every time on death to reinforce the feeling of trying to find her and failing. The story for now is that you are a prisoner, punished for some unknown crime(s) and sent into the Dungeon of Karanos. Before getting pushed into the dungeon, you hear the advice to Seek Etyliv, which is thought to be a mythical sorceress.

Still considering what to do if you continue failing at the same place, it's between more new text or quicker restarts.
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l0bster
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« Reply #7 on: May 10, 2017, 01:39:48 PM »

Interesting Smiley
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Rokas
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« Reply #8 on: May 12, 2017, 12:24:42 PM »

Optional eye-can(-dy/-cer).

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Rokas
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« Reply #9 on: May 13, 2017, 12:01:03 PM »

Figured out two types of enemy behaviours (and implemented one and a half):

  • Skeleton - stands motionless regardless of what happens, hits player when adjacent
  • Sleepy Skeleton - doesn't do anything until player is neighbouring, then it becomes Skeleton (doesn't count as a type)
  • Zombie - moves towards the player at all times

Names are for behaviours rather than creatures and will likely change.

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Rokas
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« Reply #10 on: May 14, 2017, 03:00:21 PM »



Got some of the described interactions in:

  • Sword fighting animations - swords pop on destruction
  • Skeleton pushing - when hit without a weapon you jump back or get damaged if there's a wall
  • Skeletons going back to sleep after some turns

Game is moving a bit faster than I'm usually used to.
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Ashedragon
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« Reply #11 on: May 14, 2017, 06:00:47 PM »

Very interesting. I could also see this working well on mobile.
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Rokas
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« Reply #12 on: May 20, 2017, 02:10:43 PM »

Alternative colors.



And the fancier channel changing version:

« Last Edit: May 21, 2017, 05:28:04 AM by Rokas » Logged

qMopey
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« Reply #13 on: May 23, 2017, 05:46:49 PM »

Cute! Posting for follow Smiley
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Rokas
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« Reply #14 on: May 27, 2017, 12:11:15 PM »

Went along with the initial game structure of (level > lore > level) on repeat. Also, wrote additional supporting lines.

Transcript of the entire existing lore:

Seek Etyliv
----------------------------------------------
Is a phrase I never wanted to hear...
It is a phrase that I, to this day still fear.
...
----------------------------------------------
Grabbed the very first thing I found,
Ready to swing it, heroically around.
----------------------------------------------
Those days were mad
...
Thought I'd be glad.
----------------------------------------------
Another monster fell, right down the well,
Of death he will tell, the others in hell.
----------------------------------------------
She'd hide in sight
Hide in my night
----------------------------------------------
This one felt weak, like the evening sun,
These rotting bones, now fuel my fun.
----------------------------------------------
And on certain days
I would meet her
Face to face
----------------------------------------------
First days, weeks, four seasons passed.
I can see the way you breathe at last.
----------------------------------------------

These are the new lines; they don't make much sense together - would be split in groups as above.


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SkullPixel
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« Reply #15 on: May 27, 2017, 05:37:44 PM »

You've inspired the minimalist direction for my continued LD38 game. This is beautiful. Gentleman
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protactinium
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« Reply #16 on: May 29, 2017, 12:55:04 AM »

Wow, the aesthetic aspect of this game is amazing.
Really like the minimalism in this
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Rokas
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« Reply #17 on: May 29, 2017, 12:51:49 PM »

You've inspired the minimalist direction for my continued LD38 game. This is beautiful. Gentleman
Inspiration fueled motivation is Hand Thumbs Up Right.


Game Albums
Reused idea from my tumblr:

What if there were game albums. Much like music albums they would consist of on average sub 20 games, which would be self-contained pieces of work and tend to last under 10 minutes. An album could and would have a running theme, commonly use the same mechanics but explore different areas of gameplay. They could also be interconnected in terms of recurring themes and structure. A new genre of games.

The same base of assets being reused is the core idea - instruments being the music equivalent. I don’t think I’ve seen it ever done though. Even if it exists (please do point me to these things), the type of approach is definitely not widespread and has room for exploration.

Quote
50 in 1 packages

It’s not quite the 50 in 1 though, all the grouped games would be made by the same developer and the way I see it, if bought as an album, rather than as a “song”, you’d only ever launch one .exe and then play the songs from there.

Quote
WarioWare style games

That does fall into what I was describing although it would be an early iteration of the genre/field - you would not want to play the games individually - their entire purpose in the specific case is to be played together. Imagine a set of 10 games each with some type of flavor, which you could get into much like into a song and get through it without dedicating much time, yet feeling entertained.

With this game type I'm hoping to be able to try something exploring what I mean by a game album. Which could be fun due to the game now having this poem you are going through while playing through the game. One of the songs on it would be Seek Etyliv as seen above and another one could look something like this:

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jctwood
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« Reply #18 on: May 30, 2017, 03:44:36 AM »

I love the concept of a game album that reuses a pool of assets but explores different gameplay. I love the colours and visuals in Seek Etyliv too. Where does the name  Etyliv come from?
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sheep herd
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« Reply #19 on: June 03, 2017, 03:41:21 AM »

Game Albums

I like the way you think
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