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TIGSource ForumsCommunityDevLogsScarlet Tower - A rogue-like action game focused on melee combat
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Author Topic: Scarlet Tower - A rogue-like action game focused on melee combat  (Read 11773 times)
Kakapio
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« on: February 25, 2018, 01:02:01 PM »

Hey,

So for the past month or so I've been working on a little game that I've been wanting to make for a long time. The goal is to make an action game that can make you feel both pathetically weak and overwhelmingly strong, depending on what passive items you get.

As of now I have movement and a single sword implemented in my combat system. There are some issues with animations being a little glitchy for this weapon, but those will be ironed out.

Here's some gifs showing how we progressed:


Early player concepts -


Dynamic lighting test -


An example of the normal maps our sprites use -


The first slash animation that all weapons of type 'MediumSword' will have in some form -


A super smooth run animation used for weapons of type 'MediumSword' -


Our first enemy, a gigantic mushroom -


Gigantic mushroom attack -


A level design concept -


A concept of the first floor of the dungeon (A fungal cave) -
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samurai_zane
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« Reply #1 on: February 25, 2018, 01:17:32 PM »

That running animation is smooooth. How are you animating them - 3d models to sprites?
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Kakapio
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« Reply #2 on: February 25, 2018, 01:37:38 PM »

That running animation is smooooth. How are you animating them - 3d models to sprites?

Yup. You can take a look at our twitter if you want to see the process behind it. Our artist also has a Twitter account with other stuff on it.
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Kakapio
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« Reply #3 on: February 25, 2018, 01:40:03 PM »

Hey,

So for the past month or so I've been working on a little game that I've been wanting to make for a long time. The goal is to make an action game that can make you feel both pathetically weak and overwhelmingly strong, depending on what passive items you get. I want it to be a dungeon crawler with multiple floors, each with different enemies and a boss.

As of now I have movement and a single sword implemented in my combat system. There are some issues with animations being a little glitchy for this weapon, but those will be ironed out.

Here's some gifs showing how we progressed:


Early player concepts -


Dynamic lighting test -


An example of the normal maps our sprites use -


The first slash animation that all weapons of type 'MediumSword' will have in some form -


A super smooth run animation used for weapons of type 'MediumSword' -


Our first enemy, a gigantic mushroom -


Gigantic mushroom attack -


A level design concept -


A concept of the first floor of the dungeon (A fungal cave) -

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Scarlet Tower DevLog
andyfromiowa
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« Reply #4 on: February 25, 2018, 04:05:16 PM »

Looks great so far. I'm definitely eager to see more.  I'm curious about what this is going to mean: "The goal is to make an action game that can make you feel both pathetically weak and overwhelmingly strong, depending on what passive items you get."

Good luck with the game.  Coffee
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Kakapio
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« Reply #5 on: February 25, 2018, 06:03:32 PM »

Looks great so far. I'm definitely eager to see more.  I'm curious about what this is going to mean: "The goal is to make an action game that can make you feel both pathetically weak and overwhelmingly strong, depending on what passive items you get."

Good luck with the game.  Coffee

I'm sure we'll both find out how the player will feel pathetically weak and overwhelmingly strong at times Tongue.

Thank you! Good luck with Lazarus as well, it's looking good so far!
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flex$
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« Reply #6 on: February 25, 2018, 11:15:59 PM »

lookin shnazzy in motion on the twits Well, hello there!
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Thaumaturge
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« Reply #7 on: February 26, 2018, 08:38:47 AM »

The graphics are looking lovely thus far! ^_^
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Kakapio
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« Reply #8 on: February 26, 2018, 01:30:24 PM »

lookin shnazzy in motion on the twits Well, hello there!

Haha, I'm doing my best to market!
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Kakapio
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« Reply #9 on: February 26, 2018, 01:30:35 PM »

The graphics are looking lovely thus far! ^_^

Thank you :D
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Kakapio
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« Reply #10 on: March 11, 2018, 07:05:18 PM »

So we've been busy for the past month! Ironing out some bugs, but we've finally added another feature: A dash mechanic! This'll be used to traverse the large maps quickly and to also add another dimension to combat.

Not sure how to insert this here, so I'll leave a link!
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