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TIGSource ForumsCommunityDevLogs[Demo] Monster Sanctuary - a monster taming Metroidvania
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Sersh
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« Reply #20 on: August 09, 2017, 10:53:07 PM »

thanks!

Yes i plan to release a demo, hopefully this year still.

yeah you can have have 3 active in combat and 6 total in your party (also getting the exp from the combat) - before every combat you can choose which 3 you use. You will also be able to switch them mid combat, but that will consume the turn for the switched in monster.

Besides your party you can have unlimited (or a rather big number) of monsters, but you can only interchange them with your current party at specific locations in the game.
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Sersh
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« Reply #21 on: August 10, 2017, 02:04:10 PM »

Recently i reworked the start combat screen, making it look more flashy, readable and display more information.
You see some of the monsters preselected by default, if you just hit "start combat" that will be your setup if you don't want to waste time. But you have always the option to select specific monsters to counter your enemies.


Click to see larger image


Also here is a gif showing the process of how collecting new monsters works in Monster Sanctuary: By having good combat results you can receive rare items like monster eggs. Those you can hatch to receive new monsters. The player should be motivated to play the combats strategically and efficient.


Click to see larger image
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Artsicle
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« Reply #22 on: August 13, 2017, 12:16:46 PM »

Mountain path looks really good.
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Sersh
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« Reply #23 on: August 14, 2017, 10:19:03 AM »

Thanks!

I've created a simple website for the game with a bit of info

www.monster-sanctuary.com
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foofter
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« Reply #24 on: August 14, 2017, 11:17:05 AM »

Wow, the animations, the menus, and of course the monsters look great. I'd like to play!  Hand Clap #monsterlove
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Sersh
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« Reply #25 on: August 17, 2017, 02:42:08 PM »

thanks Smiley

I've worked on a new Monster recently: Catzerker.



He will be a high physical damage dealer with skill tree revolving around critical hits. Also he will have earth and wind elemental attacks.

here in some combat action:

Click to see larger image
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Sersh
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« Reply #26 on: September 09, 2017, 02:11:02 PM »

Been fixing quite some bugs recently that i accumulated while i was focusing to work on elements that i can showoff Wink

But this week i could work on some 'Mountain Path' mapping:


Click to see larger image
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Sersh
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« Reply #27 on: September 28, 2017, 02:23:39 PM »

Added a bridge with some physics to Mountain Path:


Click to see larger image


Also worked on some decorational objects for this area:



« Last Edit: October 02, 2017, 10:21:03 AM by Sersh » Logged

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« Reply #28 on: September 28, 2017, 02:51:39 PM »

Just registered to say I really love what you've done so far! Keep up the good work. Any ETA on a demo? I think most of us would enjoy a taste of whats to come!

S1n
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Sersh
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« Reply #29 on: September 28, 2017, 10:18:13 PM »

I hope to have a demo ready by the end of the year Smiley
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Sersh
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« Reply #30 on: October 02, 2017, 10:20:40 AM »

Some more mountain Path mapping:


Click to see larger image
« Last Edit: October 02, 2017, 11:38:43 AM by Sersh » Logged

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Fat Pug Studio
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« Reply #31 on: October 02, 2017, 12:35:54 PM »

Oh my god, it's beautiful.
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Sersh
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« Reply #32 on: October 07, 2017, 02:03:57 PM »

Thanks!

Worked on a new attack, Ice Spears:

Click to see larger image


Also added a new ability type, applying shields that absorb certain amount of damage:


Click to see larger image


Also some passive skills that apply shield at the start of the combat:
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ionside
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what was I doing, again?


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« Reply #33 on: October 07, 2017, 11:29:38 PM »

Looking very nice. I'm a sucker for smooth parallax scrolling. UI is tidy too. Smiley
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« Reply #34 on: October 08, 2017, 03:01:32 PM »

all of this is looking clean and polished.  Hand Thumbs Up Left Hand Thumbs Up Left
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Alboreo
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« Reply #35 on: October 11, 2017, 11:32:27 PM »

This is a really cool idea, I'm interested to see what comes of it. Was your Golem (in the first post) inspired by Legend of Mana? I've always loved the golems in that game, even if they weren't terribly useful.
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Pixel Noise
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« Reply #36 on: October 12, 2017, 05:17:12 AM »

Love the look of this so far!
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Sersh
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« Reply #37 on: October 14, 2017, 12:03:01 AM »

Thanks for the motivating feedback Smiley
@Alboreo: Yes it was an inspiration, Legend of Mana was a great game (as well as the predecessors)


I have worked on a Title screen:


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Sersh
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« Reply #38 on: October 14, 2017, 02:20:28 PM »

Iterated a bit on the title screen (sped up the title intro animation, changed the menu intro animation, change a bit the background composition, iterated on the mech golems steam particle effect)


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« Reply #39 on: October 14, 2017, 06:00:29 PM »

I really like the looks of this game! Especially the Pokemon aspect without really being more fantasy than Pokemon. I would find a different transition effect (The light fade into letters one.) for the title and battle just so you have a little more variation. (Of course keep the current one.)
Just look for some ways to change it up some.

Oh, right. What software are you using to make this? (I'm sure it's been asked already.)
If it's GML (Game Maker Language) I'd like to talk to you about how you did the mini map.
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