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June 28, 2017, 09:36:16 am

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TIGSource ForumsFeedbackDevLogsRaven's Path Dev Log (Free Tactical Action RPG for Android)
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ODINKONG
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« on: June 14, 2017, 12:46:21 pm »

Hello Everyone! First I have to apologize, because I blundered thinking that you should make a thread every time you have a post. Now I realize that your Dev log should all be in the same thread so here we go.

Welcome to the Raven's Path Dev Log!




Raven's Path is a grid Based Tactical Action RPG. What does that mean?

It means Raven's Path is a lot like final fantasy tactics or ogre Battle or Disgea.
Here's the hook there are no turns at all. Melee Characters always attack in front of them. You just move them around in real time to protect them and make sure they are hitting the right targets like so.



Special Abilities like healing work in a similar way. The healer targets a space and when you move a unit into that space they are healed.



If enemies reach the bottom of the screen you lose lives. When you lose three lives you are defeated, and you don't get to keep any gold or items you gathered on the mission.



Those Are the Basics!

There is a ton of content in the game already. We have 40 units 32 of which are fully animated and in the game.

We have procedurally generated Weapons Armor and Rings which we are working on the artwork for.

We also have 9 types of buildings with 5 types of rarity for a total of 45 buildings



The rarities in the game apply to units and Items as well



Here are some of the posts from our website Dev Log.

A couple of weeks ago we added a unit called the blade maiden. One of these blade maiden's was equipped with a weapon and is dealing extra damage.


This week we worked on a nice change of scene effect where you smash through objects and on the other side is a new scene.


Our artist Kzp also created an effect for the axeman's cleave ability which allows him to attack 3 spaces at once for less dmg.


Now I will outline some of the advanced mechanics that we can't show yet due to incomplete UI.

Every unit in Raven's Path Has 7 stats

Attack : how much damage they deal per hit ( also effects physical abilities)

Health : how much damage they can take before they die

Defense : how much damage is subtracted before health is taken

Attack Speed : how quickly the unit attacks ( also effects attack abilities)

Accuracy : this is the chance a unit has to actually land a hit each time it attacks

Critical Chance : this is the chance for a critical hit

Critical Damage : this is the amount of damage dealt when the unit gets a critical (attack damage is added underneath this)

Weapons can modify your Attack Damage Attack Speed Accuracy Crit Chance or Crit Damage

Armor Can modify your Defense Health Attack Speed Accuracy or Crit Chance

Rings are very special. A ring can be used to transplant a units ability on to another. So for example a knight with a ring that has a healing ability on it would give the knight that ability on top of what he already has.



Ok that's all for now. Please ask questions, make comments, we would love feedback! We are excited to get involved in the tig source community!


Feel free to follow us...

by email on our website http://www.evilvillaingames.com/
On facebook https://www.facebook.com/EvilVillainGames/
On Twitter https://twitter.com/EvilVillainGMES
On Slide DB http://www.slidedb.com/games/ravens-path



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Zaibach333
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« Reply #1 on: June 14, 2017, 01:41:10 pm »

Coming along nicely! I like how your design allows itself to be quite fast paced on mobile, excited to see where this goes!
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ODINKONG
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« Reply #2 on: June 14, 2017, 04:17:19 pm »

Thank you! The late game allows you to have an army size of 15 which is 3 full rows so things can become quite fast indeed. However we have a lot more to clean up before we get to show that off.
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freank
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« Reply #3 on: June 15, 2017, 12:39:38 am »

the sprites are in pixel art... their shadows aren't in pixel art. try to use the same style Wink
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ODINKONG
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« Reply #4 on: June 15, 2017, 09:05:14 am »

Nice catch freank. We have been talking about changing the look of those shadows for a while now, maybe its finally time. I suppose they do look pretty out of place don't they?
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io3 creations
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« Reply #5 on: June 15, 2017, 02:17:25 pm »

Who said that you to stay with one style?  If that was true, The Last Night would look very different and people may not be raving about it as much.




Of course, there'll always be those that like something and vice versa.  It's more a matter of your vision for the game and considering your target audience's opinion.  If you have a large enough following base, then you could ask them what they think.

Personally, I do like the shadows because those make the game look different from other pixel games.  The only issue I have is that the characters facing the "camera" seem to be hovering above their shadows. 
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ODINKONG
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« Reply #6 on: June 15, 2017, 02:25:31 pm »

Very Very good point. Also Holy crap The Last Night is beautiful Thanks for sharing! Again very nice catch, the offset of the shadows of the enemies isn't quite right yet. Especially with shorter or longer characters like the pigs or the spear man. There are lots of visual fixes to be done before release for sure. We have made the decision to use some HD effects for instance we have large flashes that are created with a soft brush in Photoshop, but we want to make sure we stay in a style that we can enjoy, and our audience can enjoy. Does anyone else have opinions on the shadows? Should we change them to a hard style? or should we just make them thinner and keep them soft while making sure they are correctly lined up with the characters feet? Great feedback so far guys really thank you!
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RossD20Studios
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« Reply #7 on: June 15, 2017, 06:19:50 pm »

All right, been waiting for this! Love the pixel art animations and VFX. Also like the real-time concept, preserving tactical gameplay but allowing for a smooth and fast pace. Still highly recommend an alteration to the title for better search engine visibility, even if it's just adding "Tactics". What about Raven's Road?
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ODINKONG
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« Reply #8 on: June 16, 2017, 09:58:40 am »

Thank you Ross! There will be much more pixel art and VFX to come. Hmmm, we are pretty attached to the name. Also do your really think it will make a huge difference? we are link number 2 when you search Raven's path on google. I've read that as long as the other content with your name isn't the same medium and your still in the top 5 your all set for seo. Also if you search Raven's path game or android we are the first link. Seems like if we changed our name now it would be counter productive because of the re branding and the small fan base we have built thus far. I'm not sure though to be honest you have more experience with this sort of thing than I do. Is it really going to hurt us that much even if there are no other games called Raven's Path?
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RossD20Studios
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« Reply #9 on: June 19, 2017, 07:45:34 am »

Thank you Ross! There will be much more pixel art and VFX to come. Hmmm, we are pretty attached to the name. Also do your really think it will make a huge difference? we are link number 2 when you search Raven's path on google. I've read that as long as the other content with your name isn't the same medium and your still in the top 5 your all set for seo. Also if you search Raven's path game or android we are the first link. Seems like if we changed our name now it would be counter productive because of the re branding and the small fan base we have built thus far. I'm not sure though to be honest you have more experience with this sort of thing than I do. Is it really going to hurt us that much even if there are no other games called Raven's Path?

I had a personal experience with regards to name for my first game, Hero Mages. The original title of that game was "Battle Mages" and I had used that title for over a year and a half prior to launch (while it was still a board game) and during pre-alpha testing with our players. Like you, I was in love with that title and very reluctant to change it. My issue was that there was another game title released several years prior with the same name (though they no longer shipped it and no longer held the domain, which I then owned). I was so attached to the name that I contacted several copyright/trademark lawyers - all of which gave me the same loose advice which boiled down to three choices: 1. I could go through an extensive legal process of trademarking the name, racking up a multi-thousand dollar bill to do so 2. I could keep the name and "hope for the best" or 3. (most recommended) I could change the name to something completely original and avoid any potential conflict. In the end, I chose to change the name and couldn't have been happier with the result: I now have a definitive brand that is original and comes up #1 on searches.

You are correct that there is some leeway on unique names per medium - but, let's suppose the best case scenario - which you should be considering giving the time you are investing into your game - that your game becomes a landmark success! Is it worth it for sake of name to have any potential legal loose-ends that could pose a threat to your product/branding? Also, more importantly, don't you want the best visibility of your title when they go to search for it? This was my main motivation in suggesting a name alteration. You're actually not #2 on Google, you're buried under some kind of spiritual website and the Raven's NFL team. You're probably seeing #2 on your personal browser because Google factors your personal web-history into the SE results. Try testing again on a browser you're not using and see if you can repro my results.

I think your die-hard fans would respect a name change (you could even engage them by polling their opinion on possible name alterations) and you're new-and-yet undiscovered fans would be more likely to find you Wink
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ODINKONG
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« Reply #10 on: June 19, 2017, 01:22:48 pm »

Hmm several very good points Ross. I took your advice and tried using a browser I've never used before. Your right we were somewhat buried at number 8, but this was just searching Ravens Path. When using game at the end a game with the Ravens NfL comes up then our mod DB page 2nd. When searching with android at the end it's 1st. However I see your point now. I knew googles searches were personal, but I didn't realize how personal it was. We have done some legal research on the name, and it is open. However your right I see how it could be difficult to market with all the extra content anyway. Thank you for taking the time to respond, and telling that story. You have been a great help! I will have to discuss this with the team tomorrow.
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ODINKONG
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« Reply #11 on: June 21, 2017, 11:02:00 am »

Hello Everyone! We have taken Some of your suggestions this week. We made sure the enemy shadows were more lined up, and we also created a LERP between unit spaces instead of just teleporting them when you switch two units.

This week we also added the Battering Ram unit!



This unit does not attack automatically. It needs to be flicked into enemies to attack.



The Slam ability the Battering Ram uses also deals splash damage in a straight line. So it can kill enemies standing directly behind each other. After you use the ability it goes on cool down for a short time so it can be helpful to switch in another Battering Ram.



That's all for this week! We will have more next Wednesday!

Please let me know if you have any suggestions comments or questions!



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