*Update 10/19/17*
Started playing with post-processing, redid my tiles, and the animations just keep coming. Here's the cliff's notes:
*Update 10-9-17*
So I've been working on this project for about a month now. It's definitely given me some brain teasers, especially regarding network stuff, but I do like how it's shaping up. Definitely getting antsy to start playing with character abilities, but I think I have to close the game loop and add a level exit next.
*End Update*
Current state of the project is that I have two player types you can spawn as, and one enemy type, all of which are created in a 3D procedural tile-based dungeon. There's no AI yet, or real gameplay of any kind other than just running around the procedural maze- but combining it with the work I've done on a previous (abandoned but still fun) game, The Tyrant of Blades
https://forums.tigsource.com/index.php?topic=57604.0 I should be able to make something rather interesting.
So where is this game coming from? Basically my wife and I have been trying to find a new co-op game to play together for a while now. Nothing quite scratches the itch. We used to enjoy playing MMOs together, but that genre just has so much baggage we don't really want to touch it anymore. We used to play Diablo 2 and 3, but we've done it so much we're burned out. We've tried a lot of other things, but nothing really hits the spot.
So all that's well and good, but how is this game actually going to play? Well the plan is to make combat play something a bit like Tera actually. Camera is locked to your mouse, left click launches your basic combo, right click to block/dodge. Other abilities will be bound to the number keys, and those moves will have cooldowns. I don't know how many abilities I'll do at this point - but I intend to build them more like MOBA abilities than MMO ones- a small set of high impact moves rather than a large list of filler buttons (that's what basic combos are for). I have to be careful with scope here cause for every move I give to the Templar (on the right), I have to give the Sky Mage one too.
The goal is to fight your way to the end of the floor, and (probably) every couple floors, the regular dungeon generation will be swapped out for a big ass monster (boss) room, picked from a random pool.
The key difference between my vision of combat here and Tera is that attacks will create various amounts of hitstun. Hit an enemy and you'll interrupt them- be hit and you'll be interrupted. Enemies won't just come at you and stand there whacking at you every few seconds while you do your rotation, they'll circle around and stagger their attacks, and the damage from each hit will be significant, meaning defensive moves are a priority - just like in real action games.
I have some rather vague plans for character progression too- but nothing outside the scope of a given run - so you start every run the same. The only thing I can say for sure is that there won't be traditional loot - more like modifications to your abilities than like +1 to strength. I'll say more when I figure it out