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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 33597 times)
Sersh
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« Reply #60 on: November 19, 2017, 06:42:35 AM »

Yes i think it is an interesting experiment Wink

I've worked on some cave area mapping to the Mountain Path region recently. Not entirely sure if the grass ground fits the caves or if it looks rather odd?


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PetSkull
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« Reply #61 on: November 19, 2017, 07:09:22 AM »

Considering you are below ground, there's not much sun light coming in to help grow the grass. I think the caves should be barren. Maybe some fungus, or mushrooms growing instead.

https://sciencing.com/plants-live-caves-6559648.html

http://www.caveslime.org/kids/cavejourney/caveJourneyWhatPlants.html
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Sersh
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« Reply #62 on: November 20, 2017, 03:25:00 PM »

yeah i might need to rework those parts of the caves.

Besides the mini map i implemented a full map menu now. Also shows the progress of the mapping i've done so far.


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Sundrop
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« Reply #63 on: November 21, 2017, 06:24:42 PM »

Man, I'm loving the UI. Brings me back to the days of Gunbound. Smiley
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Sersh
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« Reply #64 on: December 02, 2017, 03:23:13 PM »

I worked a lot on the skill system recently. I decided to have most of the active skill have multiple levels you can upgrade towards. Also inserted one additional tier for skills (unlocked at monster level 10). Reworked the skill trees for quite some monsters afterwards:


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YellowFeatherPat
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« Reply #65 on: December 02, 2017, 07:42:16 PM »

Man, I'm loving the UI. Brings me back to the days of Gunbound. Smiley

I second this.  UI looking real slick and (most importantly) fast/responsive from the looks of things.  I've been following this for a couple months now... glad to see it's still progressing nicely!
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qMopey
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« Reply #66 on: December 02, 2017, 07:47:05 PM »

Lookin pretty cute! Posting for a follow  Hand Point Left No No NO Hand Point Right
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Sersh
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« Reply #67 on: December 03, 2017, 04:48:21 AM »

Thanks for the motivating feedback Smiley

wouldn't have imagined i would get the most positive feedback actually for the UI  Tears of Joy (mostly from other developers)

Currently working on some hut pixel art:
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Sersh
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« Reply #68 on: December 03, 2017, 02:09:05 PM »

And added a blob farm next to it


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Sersh
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« Reply #69 on: December 08, 2017, 02:18:40 PM »

Implemented dialogue boxes to the game. So i can add some story to the game now!


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Also decided to use Node Canvas for Unity to script the dialogues, NPC behavior, events and so on.
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Al_B
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« Reply #70 on: December 08, 2017, 02:28:02 PM »

Gotta admit, bro. This is looking pretty nice!
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Sersh
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« Reply #71 on: December 23, 2017, 11:43:28 AM »

Thanks Smiley

After playing around with Node Canvas i decided to write my own editor extension for NPC & event scripting that fits my needs better. Took longer then expected (as usual) but i wanted to dive into the topic of extending Unity for quite a while already so that was the perfect opportunity.

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Sersh
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« Reply #72 on: January 06, 2018, 02:35:10 PM »

Worked on the story and first dialogues recently and the code to process all of that.

(For the case some wonder: no, not all the monsters will talk to you. Only your starting monster, a familiar of the protagonists bloodline, will talk to you. My current idea is to make the hero silent like in zelda, thus the spectral wolf will often act as a kind of narrator)

Last year i often mentioned that i targeted to have a first demo by the end of the year. As you can guess by now i didn't quite make it with all the content that i wanted to have in there. My current target is to have one out before April!


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PetSkull
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« Reply #73 on: January 07, 2018, 08:41:19 AM »

Really love where this game is going  Grin
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Sersh
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« Reply #74 on: January 14, 2018, 01:14:56 PM »

Thanks!

I've worked on some run/jump animations for the main monster this week, he is following the protagonist outside of combat now




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Sersh
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« Reply #75 on: January 30, 2018, 01:26:12 PM »

One of the first NPCs you meet, an old man who teaches you some lessons about monster battles. By "old friend" he actually refers to the wolf, the familiar of the protagonists bloodline


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Sersh
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« Reply #76 on: February 12, 2018, 03:16:41 PM »

Another bit of Gameplay:


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Also i've uploaded a first version with Music & Sound:





Music & Sound is the field i have the least experience with, so feedback & criticism on it is very welcome!
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Sersh
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« Reply #77 on: February 18, 2018, 01:55:08 PM »

Worked on a lot of small things recently, bugfixing, composing, some small features, for example displaying monster stats in the skill menu or giving the ability to select what level of a skill to use in combat. (higher levels cost more mana)


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« Reply #78 on: February 20, 2018, 05:16:39 AM »

This and Ooblets have me excited like when I first played Pokemon. Good luck on this project man!
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Sersh
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« Reply #79 on: February 24, 2018, 03:23:21 PM »

Thanks!
Added a first flying monster to the game


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Also started working on visuals for a new area, the Keeper Stronghold. It will be the main hub of the game with merchants and other npcs.


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