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1341050 Posts in 61274 Topics- by 52797 Members - Latest Member: cattt

June 23, 2018, 01:20:18 PM

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TIGSource ForumsCommunityDevLogsDON'T GIVE UP - Social Dysfunction and Demon Slaying in RPG Form! Combo Update!
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Author Topic: DON'T GIVE UP - Social Dysfunction and Demon Slaying in RPG Form! Combo Update!  (Read 5183 times)
thefoolishbrave
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« Reply #60 on: October 31, 2017, 08:03:45 AM »

I added you social reach by an incredible 23 XD

So your kickstarter comes out tomorrow ? Holy molly!

Wednesday! Thanks for your support bud, every little bit helps!

It's a little bit disappointing that people aren't rallying a little bit more but I believe in my project and will just keep pushing ^_^
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Stricle
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« Reply #61 on: October 31, 2017, 12:45:25 PM »

Yes, keep pushing! I'm rooting for you!

I had never heard of Thunderclap before. Maybe that was the reason few people participated. Idk.
If I had some tips about getting more people to know your game, I'd totally tell you. But we're at the same boat.
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thefoolishbrave
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« Reply #62 on: November 01, 2017, 11:20:11 AM »

The time has come! Just finished launching the Kickstarter page and I guess it's up to the universe now! I hope it's a success but if I somehow manage to secure some increased visibility I'll be happy, although I don't know how long it'll take me to finish it if it isn't >.>, most likely, I will just continue learning to code and trying to make the existing art sexier because that would cost a whopping total of ZERO DOLLARS :D


If you'd like to show your support you can back the game here: https://www.kickstarter.com/projects/1296644525/cynical-7-the-misadventures-of-tris










Also before I go I would just like to point out the fact that McRobberson actually gets buttslammed now...

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thefoolishbrave
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« Reply #63 on: November 02, 2017, 09:13:40 AM »

Day 1 ended on a high of 27% funded and I'm hoping the momentum continues!

Tris managed to get himself out of his cardboard armor and earned enough XP for...:




If the game manages to hit its goal before the campaign ends there will be some teasers for future content! I know there was 1 backer from TIG and I have a feeling I know who it was Wink

It's too bad I haven't found a consistent following here but I think it'll happen with time and perseverance  ^_^
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« Reply #64 on: November 02, 2017, 09:19:44 AM »

I've done a few Kickstarters in my time, and 27% at the end of Day 1 is a great place to be. Use it to try and wow some people and get them to pledge! And never give up hope! The KS isn't over until you see the countdown clock strike 0.
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thefoolishbrave
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« Reply #65 on: November 02, 2017, 03:57:25 PM »

I've done a few Kickstarters in my time, and 27% at the end of Day 1 is a great place to be. Use it to try and wow some people and get them to pledge! And never give up hope! The KS isn't over until you see the countdown clock strike 0.

thanks for the kind words, i'm hanging in there! hoping for the best and putting my best foot forward, if this doesn't work out though my back up plan is to finally learn to code, which will hopefully open lots of new doors for me! i mean, i plan to do that anyway but it's a slow process when you're juggling other things!
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« Reply #66 on: November 07, 2017, 09:59:37 AM »

You've got a great head start! Almost $2,000 and 24 days to go. With a bit of press and more outreach, I think your goal is in sight.

Keep it up!!!
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thefoolishbrave
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« Reply #67 on: May 16, 2018, 03:34:51 PM »

It's been quite some time since I've posted and I happy to say most of this time was spent in the lab improving DON'T GIVE UP to what is it now! I'm working on a new demo for June with new story telling, areas, and a completely redesigned battle system based on all the feed back I received!
 
I was scared it might be soon, but what the hey! The first big change is the cover art! I'm super pleased with how it came out and it really conveys the tone of the game pretty well :D I plan on giving the Mystery Man more air time this time around!





The next is thing I want to share is a sample of the combo moves you can expect in the game!



In this sample, Tris leaps into the air and fires a missile at his enemy, hitting the ground and running back to do more damage!


I'm looking forward to posting a lot more content, updates, and preview on all the stuff I've been working on since last year!

Thanks for reading! :D

If you are interested for some reason in trying to old demo you can find it here:

http://tacopizzacats.com/
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Al_B
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« Reply #68 on: May 16, 2018, 05:57:04 PM »

AAAAAAYYYY! Glad to see you're still pushing on this. I caught this on Facebook. I'm rooting for you!
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thefoolishbrave
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« Reply #69 on: May 17, 2018, 07:54:12 AM »

AAAAAAYYYY! Glad to see you're still pushing on this. I caught this on Facebook. I'm rooting for you!

nice! it would be ironic if i gave up on a game called.... DON'T GIVE UP Tongue

glad to see the hours of posting on social media at least reaches a handful of people! gotta start somewhere :O
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thefoolishbrave
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« Reply #70 on: May 29, 2018, 02:24:43 PM »

Combat Update!

So going forward with these posts I want to definitely try to show more of my process in both thought and design- I know people say you should share everything you do in your dev logs but I’ve always kind of felt that was more in a “something is better than nothing” sense and that what people really wanted to see was the final result.

I’ve sort of found that that is only true depending on your execution and people will take interest in your process if you’re captivating in its presentation, so going forward, I will try to be a bit more in depth with my milestones and such :D


Previous Combat System





So, in the first demo “Cynical 7” the battle system made the player feel that they were fully at the mercy of the enemy. This is usually true to some extent with most enemies in any kind of game, whether it’s the hordes of enemies in beat em ups, the power spiking bosses in RPGs, or the progressively harder AI in fighting games.

But with all of those in beat em ups you can usually combo a number of enemies at once, grind levels to becomes strong in RPGs, and master the game until the AI submits in fighting games. But in Cynical 7, all you could do was wait for the enemy to line up within your attack line and hope you got off a hit or two. That combined with the relentless enemy attacks ended up making combat more of a chore than I wanted it to (even though I didn’t feel like it was a chore- but I might be biased)





So the most important thing for me with this new demo was to completely revamp the battle system, with one major focus, giving the player more control with perks to be gained for its mastery.

The new battle system has two phases: Enemy Turn and Player Turn





Enemy Turn

During the enemy turn combat will play out a lot like it did in the first version, the player will dodge the enemy and try to land blows of their own. One major difference is this time around the player will also be able to parry attacks as well. These parries will take timing to execute but pulling them off in succession will grant the player a stackable buff :D


Player Turn


When the enemy turn ends the player turn begins. During the player turn Tris will get into hand to hand range with the enemy and be able to unleash and assortment of combos on the enemy triggered by the player in real time! Players will have to pull off combos in order to execute special moves like Harutaru Missile and Pogo Pounce! Different moves will have different uses and some might debuff or do more damage depending on the enemy and its status! The key to this system is knowing what combos do what and executing them without tripping up to maximize your turn!




But how do the turns flow?

The active turn is decided by the “momentum meter” which is much different than the one from Cynical 7. In Cynical 7 the momentum meter decided how quickly the player could move and dodge enemy attacks. In Don’t Give Up the momentum acts as a “timer” between turns. During the enemy turns the momentum bar depletes until it reaches the “break point”, once that happens the enemy’s guard is broken and they enter “exhaustion” status and the player turn begins. The player can also deplete the enemy’s momentum by landing ranged attacks and successfully parrying.





Once the enemy goes into exhaustion the momentum meter begins to regenerate until it fills up at which point it becomes to enemy’s turn again. During that regeneration time the player can execute combos and special moves on the enemy.





The phases see-saw like this until the player or the enemy’s HP is depleted!

The combat is going to be the first thing worked on early June so while I’ll only know if this system is balanced when it goes to test, it certainly feels good to me on paper, we’ll just have to see!

Thanks for tuning in to this edition! :D




« Last Edit: June 21, 2018, 11:59:35 AM by thefoolishbrave » Logged

thefoolishbrave
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« Reply #71 on: June 09, 2018, 12:18:23 PM »

Hope everyone's having a great weekend!

For this screen shot saturday I have an early screenshot of the upcoming combat!

As you can see, the two phases of combat are in! Next week we'll hopefully have some fancy combos to show off :D

I will post a more detailed log on Monday! :D

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thefoolishbrave
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« Reply #72 on: June 13, 2018, 11:19:33 AM »

Here we go again!

My last post was a quick peek at the first instance of combat! Since then it's mostly been prepping and polishing assets for the new demo and only a handful require cleanup or adjustments.

Right now ironing out the look, feel, and balance of the turns and speed.

Since the last version we've added:

Cumulative Damage- Instead of throwing out a bunch of numbers each time an attack lands, each attack is added to the old total, as you hit higher thresholds of damage, the numbers will get bigger and more rewarding!

Combos- We added the first player turn specific move, the downward strike! More to come!




Player and Enemy Buffs, indicated by the icons, I'm glad they are implemented but are currently a bit ugly stationarily floating with the characters, I've already come up with a solution for this!




Tris has a better animation transitioning between turns




Enemy Size reduced (although now I think he looks too small, so we'll play around with it a bit more as I think to accomomdate the new format the battle area needs to be reduced as a whole)


Here is a gif of it all slowly coming together!





Well social media has eaten up more than enough time for today, time to get back to it!
If you are digging the game please show me some support on social media, I could really use it  Wink

https://twitter.com/tacopizzacats
https://www.facebook.com/dontgiveupgame/
« Last Edit: June 13, 2018, 11:57:36 AM by thefoolishbrave » Logged

thefoolishbrave
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« Reply #73 on: June 21, 2018, 12:15:38 PM »

Hey Folks! Time for another update!

One thing that has changed since I started this journey is I have slowly stretched my pixel art skills, I've even found time to tinker around and do promo pieces like this one of Tris's room:






With that said, one thing I've been reluctant to do is redesign an enemy sprite, partially because it was extra work if i'm honest, but mostly because I didn't know if I could actually pull it off when it came to more complex movements, but I went for it and I'm happy unveil McRobberson's evolution!




Now, he know longer has to be upscaled to death and I won't have to here about pixel border discrepancies! I feel accomplished!


I've had about a week now to tinker and improve the battle system over the past week and it feels REALLY fun and unique. You're always doing something and have opportunities to increase your output both during the enemy's attack and during your own!

Check out 2 samples from both the Player AND Enemy Turns!



 


All the core pieces are in and we're slowly working towards polishing things!

I'm looking for ward to unveiling ultra move transitions, special moves, and some new effects planned like adding even more hype to damage!




Until then!

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