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TIGSource ForumsCommunityDevLogs[Demo] Monster Sanctuary - a monster taming Metroidvania
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Author Topic: [Demo] Monster Sanctuary - a monster taming Metroidvania  (Read 14183 times)
Sersh
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« Reply #40 on: October 15, 2017, 12:08:30 AM »

Hey thanks, no i'm using Unity Engine Wink
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Sersh
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« Reply #41 on: October 21, 2017, 01:23:43 PM »

I've worked on the Party management functionality recently (Yes it wasn't even possible until now to somehow switch in your monsters once you had more then six :p)

Your inactive monsters are visible at the bottom as small icons and you can switch them in anytime while exploring. Also you can access their equipment/skill menus without the need to put them into your active party.


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Also started working on a new Monster, 'Fungi'

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Pixel Noise
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« Reply #42 on: October 21, 2017, 02:29:01 PM »

That looks awesome already. Love how you have the excess pets tabbed along the bottom. On thing I could say is mayyyybe stronger/darker borders to the boxes? But that's more of just a "what if" suggestion - I think it looks great how it is.
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Pixel Noise - professional composition/sound design studio.
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« Reply #43 on: October 22, 2017, 10:29:55 AM »

 My Word!
Wow, this is awesome!

I've been cooking up an idea similar to this for awhile now, but I'm still probably years away from being able to work on it.

The gameplay is super cool. It feels like it is touching on a lot of the classics of pokemon but still bringing something pretty new to the table with the side view and combat system. Seeing the detailed special effects from those attacks is a nice touch and adds a lot to the whole combat system.

The one thing I'd like to see more of is world building and narrative. This gameplay has a lot of potential to spawn a really interesting world and I think that could be a big selling point some day. But I guess if I was you, I'd probably be keeping that all pretty vague for now until I'm sure what direction I really want to go in. Anyway, can't wait to see more!

Keep up the good work  Hand Thumbs Up Right


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Sersh
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« Reply #44 on: October 24, 2017, 01:05:28 PM »

Thanks for the feedback Smiley

I've worked on a new monster 'Fungi'. The player will encounter those in the starting area of the game.



Also created two new attack, 'Leaf Slash' and 'Poison Bomb'


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Ashedragon
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« Reply #45 on: October 24, 2017, 02:32:16 PM »

I'm very curious about your implementation of the system behind your spells and attacks. o:
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Sersh
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« Reply #46 on: October 25, 2017, 12:17:01 AM »

what exactly, the visuals or the gameplay code?
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M0ti
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« Reply #47 on: October 25, 2017, 03:44:57 AM »

It's inspiring to see how well the project is moving forward even though it's just your side project. I wish you good luck in further development.
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Sersh
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« Reply #48 on: October 29, 2017, 02:21:01 PM »

Thanks Smiley

Here is another gif with some of the blue caves with some of the new monsters and attacks i've added:


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Pixel Noise
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« Reply #49 on: October 30, 2017, 04:51:00 AM »

Saw this gif on Twitter and man it looks good. Love all of the menu elements in the battle, it all flows very naturally and is really clean and clear.
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Pixel Noise - professional composition/sound design studio.
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Ashedragon
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« Reply #50 on: October 30, 2017, 06:16:41 AM »

what exactly, the visuals or the gameplay code?

Mostly the gameplay.
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Sersh
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« Reply #51 on: October 30, 2017, 09:56:50 AM »

Every action is a Prefab that consists of multiple components which define how the attack behaves, for example damage component will make it do damage to enemies. There are Heal, Buff, Debuff components and so on. The components also define what visuals are triggered, like particle or animation components.
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SuperRetroMaker
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« Reply #52 on: October 30, 2017, 10:08:46 AM »

Wow, cool concept!  Looks great  Hand Money Left Kiss Hand Money Right
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Sersh
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« Reply #53 on: November 04, 2017, 03:00:20 PM »

After multiple remarks i've changed the player to move slower while he is in water:


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Sersh
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« Reply #54 on: November 05, 2017, 02:21:29 PM »

Worked on the Skill Tree for 'Fungi'. He can focus on debuff skills for example.
This gif showcases the direction i want to go for Monster Sanctuary with the skill trees for the monsters:


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Sersh
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« Reply #55 on: November 11, 2017, 03:02:42 PM »

Worked on some more passive & active skills, a gif with two of the new attacks:


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Ninety
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« Reply #56 on: November 11, 2017, 10:47:35 PM »

Looking good, the GUI in particular Smiley
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Sersh
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« Reply #57 on: November 15, 2017, 04:37:16 PM »

Thanks!

Worked on some torch lights for cave areas:


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PetSkull
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« Reply #58 on: November 15, 2017, 11:28:40 PM »

Very nice animations  Smiley
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Quentin Delvallet
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Bonjour


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« Reply #59 on: November 16, 2017, 01:34:24 AM »

The pixel art looks very, very clean. I'm very curious about this game, about what a turn-based combat system could give to a Metroidvania game.
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