Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411491 Posts in 69377 Topics- by 58433 Members - Latest Member: graysonsolis

April 29, 2024, 08:26:30 AM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsCommunityDevLogsSeek Etyliv - A Dungeon Crawling Poem Reader
Pages: 1 [2] 3 4
Print
Author Topic: Seek Etyliv - A Dungeon Crawling Poem Reader  (Read 9378 times)
Rokas
Level 0
**



View Profile
« Reply #20 on: June 03, 2017, 01:14:55 PM »

Where does the name  Etyliv come from?

It's an anagram of a word in Lithuanian meaning pure love and life of eternal hope.


Added weapon dropping and double shield level.



Wrote the narrative for Seek Etyliv Part 2:

Seek Etyliv
----------------------------------------------
My eyes shut down, senses compensated.
All I remember, she stood there, waiting.

Concentrated
...

Defensive today, defensive tomorrow,
It gets me to stay, knee deep in sorrow.

Javelin there again, two thousand men,
Castled up above, only hello to send.

At a quick glance, we wave a goodbye,
Moments of peace, dread and a sigh.

After all, the plot is all too simple,
Air isn't fair, to me you're a kingdom.

This mutual language of childhood times,
You sorceress of raw, pleasing design.

Step left, another one left, then right,
Learning to walk, too happy to be alive.

How have I,  offended thee,
Wrap your tender, arms around me.

In front of me, you are right there,
Calm in the wind, light in your hair.

Most beautiful scene, my life to define,
Whispering surreal, sentences divine.

Reliving the moment, again in my mind,
One in the future, oh so very rare to find.

First days, weeks, four seasons passed.
I can see the way you breathe at last.
----------------------------------------------

Logged

SkullPixel
Level 0
**


View Profile
« Reply #21 on: June 03, 2017, 03:42:38 PM »

The concept of albums could work especially well on mobile, or at least it seems so to me. This game in particular would do very well as an album on mobile, what with the simple controls. However, it very much is not in the vein of those shallow (and I personally think pointless) "minimalist" games that are overflowing the appstore, which is nice.
Logged

Rokas
Level 0
**



View Profile
« Reply #22 on: June 09, 2017, 04:18:01 PM »

Realized the I did want to make it work on phones, but my skills in low level cross-platform weren't good enough. Porting the game to Godot, which does both desktops, phones and html.


Logged

Rokas
Level 0
**



View Profile
« Reply #23 on: June 15, 2017, 09:22:16 AM »

Still in the process of porting: added back the color changing as well as improved the scaling code. Process is a bit painful but every time I run it on web and my android it seems worth it.

Logged

Rokas
Level 0
**



View Profile
« Reply #24 on: June 29, 2017, 01:59:15 PM »

75% porting progress

Logged

Rokas
Level 0
**



View Profile
« Reply #25 on: July 25, 2017, 04:26:40 AM »

Considering a silent release of Seek Etyliv. Should be sometime in autumn. Feels like less pressure.

Logged

Ashedragon
Level 2
**



View Profile WWW
« Reply #26 on: July 25, 2017, 06:31:52 AM »

I'm honestly not a fan of that tilt.
Logged

Rokas
Level 0
**



View Profile
« Reply #27 on: August 06, 2017, 08:59:49 AM »

I'm honestly not a fan of that tilt.

It's a very situational effect, if that helps.
_______________________________________________________

Text now takes into account how you play:


Also improved the animation sequencing, minimizing the time waited for the next turn:
Logged

Rokas
Level 0
**



View Profile
« Reply #28 on: August 21, 2017, 02:55:21 AM »

Slashing:


Alternatives:
Logged

Rokas
Level 0
**



View Profile
« Reply #29 on: August 31, 2017, 04:52:55 PM »

Logged

Rokas
Level 0
**



View Profile
« Reply #30 on: September 22, 2017, 12:32:22 AM »

Logged

Rokas
Level 0
**



View Profile
« Reply #31 on: September 29, 2017, 01:40:41 PM »

Logged

Rokas
Level 0
**



View Profile
« Reply #32 on: October 05, 2017, 01:19:57 AM »

Something a bit less obvious: the stones now indicate the progression of the level (number of rooms completed):



Also, the game is in a reasonable 5 min of gameplay state. If you feel like playing it: https://rokasv.itch.io/seek-etyliv

I would particularly be interested in hearing feedback about the text within the game, which I think can still be improved, but I'm not quite sure how.
Logged

Rokas
Level 0
**



View Profile
« Reply #33 on: October 23, 2017, 03:37:14 AM »

Reached a significant turning point with a game:

The entire lore has now been rewritten in a non-rhyming manner, making it both easier to follow and easier to translate (once the English version is finalized). Based on the feedback received I've also removed the lore from the tutorial, which makes the learning curve a bit smoother. With all that, now it seems it's just adding meaningful engaging mechanics to fully explore the limitations of the 3x3 grid.

Expected Release of 1.0: 2018-05-19

You can still try the game at https://rokasv.itch.io/seek-etyliv and complain about it until then.


Logged

Rokas
Level 0
**



View Profile
« Reply #34 on: October 27, 2017, 12:44:02 AM »



Reached quite some complexity with the existing interactions, even though everything is still restricted to 3x3. At the same time, I might have exhausted all the fun combinations with the skeleton, chest, sword, and below tiles.

Thus, new enemy, zombie.
Walks back and forth until it gets hit, at which point it changes direction to the hit direction.



Its intro:


Logged

Rokas
Level 0
**



View Profile
« Reply #35 on: October 28, 2017, 12:27:31 PM »

Touched up the zombie intro cinematic and implemented 4 levels with the brain dropping mechanic: hit drops brain, step on brain to kill the brain owner.

It's becoming exponentially harder to add new levels and still keep them fresh.

Logged

M0ti
Level 1
*


View Profile WWW
« Reply #36 on: October 28, 2017, 02:52:42 PM »

 I see that it was said many times before me, but the minimalistic approach is really attractive. I'm big fan of the skeleton with glowing eyes and also, as I was going through the thread, it makes me happy how complex the combat is getting.
Logged


- Twitter -
naro gamedev
Level 0
**

@The_Cyber_Clan


View Profile
« Reply #37 on: October 28, 2017, 10:43:14 PM »

Looks really cool! I like the art style.
Logged
Rokas
Level 0
**



View Profile
« Reply #38 on: November 11, 2017, 04:23:31 PM »

Hope the gameplay is no worse than the visuals!

----

Added the first options, none are saved yet, but full-screening feels pretty solid in comparison to the windowed mode. Also got around 20 min of solid gameplay in the demo right now. Going to release the game on May 19th, 2018 one way or another. 1 hour of polished gameplay is the goal.

Logged

Rokas
Level 0
**



View Profile
« Reply #39 on: November 13, 2017, 04:39:32 AM »

Got back into shaders:





Feels pretty good not having to worry about mechanics for a while.
Logged

Pages: 1 [2] 3 4
Print
Jump to:  

Theme orange-lt created by panic