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1349313 Posts in 62046 Topics- by 53725 Members - Latest Member: simplicitydown

October 17, 2018, 03:35:56 PM

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TIGSource ForumsCommunityDevLogsScoundrel - 2D stealth rogue-lite (New Gameplay Teaser)
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Author Topic: Scoundrel - 2D stealth rogue-lite (New Gameplay Teaser)  (Read 4558 times)
Jovu
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« Reply #20 on: October 10, 2017, 01:41:39 AM »

I'm hoping this game/following the log can satiate my recent nostalgia for Thief without actually needing to replay the first 2 games completely. No pressure though, I'm sure I would enjoy myself anyway!  Tongue

I like that you have 2 team members posting in the log (although I haven't caught up on reading everything). I've tried a few times to get my team members posting in dev logs with me, but I guess it's a lot of work and not everyone enjoys sharing as much as I do.

Keep it up!

Thanks man. I'd say expect a thief-like hard as nails stealth game with modern design philosophies. Roguelite elements to keep it interesting while still having stealth gameplay and all that. Smiley

As for different team members posting. We're actually doing it because it saves time. Rather than one guy being focused on the log, we both check in from time to time when we got a spare moment. A much more free-flowing process.

 Toast Right
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bullish
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« Reply #21 on: October 10, 2017, 12:22:55 PM »

I've been working on the Lockpicking for Scoundrel, i'm sort of loosing perspective on it, been doing it so much that it's too easy for me now.

Basically, you hold a button to push the Lockpick Up and then when at the right spot you hit the Wrench Button to lock it in place. If you press it early, you loosen other pins, if you push it too late (not push it Tongue), your Lockpick will break.

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Pixel Noise
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« Reply #22 on: October 10, 2017, 03:35:03 PM »

I like the concept! It seems fresh and interesting, though I'm not that well versed in lockpick games. Is it all trial and error, or there a way to tell when to stop it?
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diegzumillo
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« Reply #23 on: October 10, 2017, 03:43:54 PM »

you had me at "2d stealth rogue-lite platformer"
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nathy after dark
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« Reply #24 on: October 10, 2017, 04:45:57 PM »

Isn't that the way lockpicking worked in The Hobbit game for the GameCube? I never really figured that out. Then again I was like 9.
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neutonm
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« Reply #25 on: October 11, 2017, 01:02:29 AM »

Oh, you're that project i saw on twitter  Grin

Looks like platformer based on "Thief" with hard difficulty where kills are not welcome, exactly what i like in those games.
At least atmosphere is similar to the Thief and that's just awesome!

Keep the good job!
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Jovu
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« Reply #26 on: October 11, 2017, 09:56:05 AM »

I like the concept! It seems fresh and interesting, though I'm not that well versed in lockpick games. Is it all trial and error, or there a way to tell when to stop it?

Thanks. We are still figuring out the nitty gritty behind the system. But what I can tell you is that you need to put all the pins at the top (above the gold line in the gif) to unlock something. Lockpicks will be scarce, and you will be exposed while standing still and lockpicking. So not much room for error. Smiley

you had me at "2d stealth rogue-lite platformer"

Yo. That's why we're making this game, because of that concept. Grin

Isn't that the way lockpicking worked in The Hobbit game for the GameCube? I never really figured that out. Then again I was like 9.

Not sure. We've never owned a GameCube. And I tried searching for the system online but I was not able to find anything. So it might be it might not.

Oh, you're that project i saw on twitter  Grin

Looks like platformer based on "Thief" with hard difficulty where kills are not welcome, exactly what i like in those games.
At least atmosphere is similar to the Thief and that's just awesome!

Keep the good job!


Thank you my dude. Killing is not only not welcomed, it is literally impossible. You mess up, and you have to run and hide. You get caught, you lose that character forever.
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bullish
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« Reply #27 on: October 12, 2017, 11:03:55 AM »

Hey guys, I was working on the sounds for the lockpicking and so far it's turning out pretty good. Hope you like it! Smiley

Lockpicking Video with Sounds

Next up: Safecracking


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Ninety
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« Reply #28 on: October 13, 2017, 09:06:35 PM »

Looks good, I'll be following Smiley
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bullish
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« Reply #29 on: October 19, 2017, 07:29:31 AM »

Just added throwable items. Unlike loot, they glow red and you can only hold one of them at a time. When you throw them they will break and make noise, useful for creating distractions. Right now you can hold the directional keys before throwing the item to aim, sort of like Spelunky.



There will be UI to show if you currently have a throwable item on you btw.
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bullish
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« Reply #30 on: October 21, 2017, 04:39:23 AM »

I've been trying to figure out the right settings for this light rays effect with some dust particles. How do you guys like it?



Also, here's some examples of lootable stuff in the game.

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bullish
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« Reply #31 on: November 04, 2017, 05:23:56 AM »

Man.. making indie game is hard work, sort of disappeared for a bit. Here's a look at the Lockpicking in-game. You'll be able to find lockpicks in the level and stock up before your next heist. Also, I think i'll add noise when you break a lockpick, just to make stuff even worse for you Tongue

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bullish
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« Reply #32 on: November 18, 2017, 08:24:13 AM »

Quick update: Making more progress on the AI. Have guards aiming and shooting when they can't reach you. Here's a neat gif that shows the action!

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bullish
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« Reply #33 on: December 02, 2017, 07:56:24 AM »

Hey guys, we got some hardware upgrades for the team so we were busy with that the past week.
Anyway, we've been working hard and a new gameplay teaser is coming very soon! Hopefully we can get more people excited about the game. We're also going to be seting up a steam page when the teaser is ready!

And finally, here's a gif demonstrating how you can misdirect guards and sneak past them. Things can always go wrong tho! You can also see the new addition of curtains. You can grab the hangers, move horizontally and jump to reach some spots.



Cheers!
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Pixel Noise
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« Reply #34 on: December 02, 2017, 12:56:59 PM »

Loving all the mechanics you've been showing  Beer!
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« Reply #35 on: December 02, 2017, 01:24:11 PM »

This looks like a blast.  Loving the lighting and atmosphere.
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Jovu
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« Reply #36 on: December 03, 2017, 09:09:48 AM »

Loving all the mechanics you've been showing  Beer!

Thanks mate Beer! While we have shown most of the core mechanics, the game has even more mechanics that we aren't quite sure how they will interact in the grand scheme of things. We often ask ourselves if we're biting off more than we can chew, and we're still not sure.  Smiley

This looks like a blast.  Loving the lighting and atmosphere.

Thank you, that means a lot. The atmosphere is something we've been building towards very slowly since the idea's inception. We still have a ways to go but your comment is reassuring for sure. Toast Right
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bullish
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« Reply #37 on: May 12, 2018, 10:10:29 AM »

Hey guys, it's been a long time but we've come a long way.
Today we're really excited to come out with the first actual gameplay teaser for Scoundrel





Hope you guys enjoy it and we're looking forward to your feedback Smiley
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« Reply #38 on: May 15, 2018, 11:47:29 PM »

Found this via twitter. Looks really cool!
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Pixel Noise
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« Reply #39 on: June 02, 2018, 12:11:46 PM »

Great to see your progress! The trailer does a great job of showing off the various mechanics, etc I think.
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Pixel Noise - professional composition/sound design studio.
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Recently completed the ReallyGoodBattle OST!  https://www.youtube.com/watch?time_continue=2&v=vgf-4DjU5q
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