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TIGSource ForumsCommunityDevLogs2DORO [2D ONLINE FIGHTING ACTION GAME] Gifs-included
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Author Topic: 2DORO [2D ONLINE FIGHTING ACTION GAME] Gifs-included  (Read 3272 times)
TNBNeno
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« on: May 03, 2018, 09:22:06 PM »


Fight your way through opponent after opponent in awesome deathmatch tournaments! Enjoy exciting PvP online battle action with up to 12 players at once or even co-op modes! You can choose from various classes and character designs to suit your style! Using your primary weapons of choice, called D-Gear, you can change up your moveset to gain an advantage or better compliment your character's class. By combining your classes stats and your D-Gear's attacks, you can master your character and dominate the battlefield!


-- Background --
This is the game I've wanted to make since 2013, and I've worked on it on and off for about a 3 years. The first version of the game DORO Battle Royale was uploaded on GameJolt and I had a lot of fun with it. However, there were some issues as well, and the original DORO was simply impractical in the long run when it came to adding content.

I began work on the new version of DORO in around March. The base system is starting to fall into place, and I want to start logging and recording the development process of the game and hopefully build an audience. So far, my team consists of myself as the primary artist and two other members, a contracted programmer and an additional artist. I create a vast majority of the artwork in GameMaker, however the game is being created in Unity.

-- Gameplay --
I took inspiration for the gameplay mechanics from several fighting games that I've played. I also took some design influence from the Mega Man Z series. I'm focusing a lot on giving the player a very versatile experience when it comes to PvE and PvP situations.


2.0 Game Progression
The player progresses through the game by obtaining score. Score is obtained by completing missions and PvP matches and is rewarded based on your performance.
2.1 Mission/Challenge Structure
The game has two types of modes: PvP and PvE. Players have the option to enter a PvP room and play against other players in Deathmatch, Team Battle, Base Assault, Capture the Flag and Bout Master.
   
   Deathmatch: A match with 2-8 people. Last person standing or person with the most points after the match is over wins.
   Team Battle: A match with teams of 2v2 up to 4v4. One team must eliminate the other team or have the most points to win.
   Base Assault: Each team has a base that they must protect. In order to win you must destroy the other team’s base core.
   Capture the Flag: One team must steal the flag from the other team's base and bring it to their own three times in a row.
   Bout Master: One player starts this room and other players queue up to fight them one at a time. When someone defeats that player they become the new bout master.


   The missions typically have one objective:
•   Kill every enemy
•   Recover or secure SEED fragments
•   Protect/escort an NPC
•   Survive until the time runs out



-- Screenshots & Gifs --

Testing the Discharge Attack

the players room(you appear here upon login)

 


old

current

Discord Server !!!
https://discord.gg/SN9CPQ6

Twitter !!
https://twitter.com/2DOROGAME




« Last Edit: June 16, 2018, 06:14:07 AM by TNBNeno » Logged

TNBNeno
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« Reply #1 on: May 03, 2018, 09:24:23 PM »

UPDATE RECORDS

Phase 1/11

[03/04/2018] Mainframe map Design
[03/04/2018] NPC and sprite revamps
[03/10/2018] GDD COMPLETE
[03/15/2018] Platform engine
[03/18/2018] playercell re-design
[03/18/2018] movement sprites implemented
[04/01/2018] Gravity and physics engine
[04/04/2018] wall jumping implemented
[04/05/2018] wall jumping fixes
[04/08/2018] new health bar sprite complete

Phase 2/11

[04/10/2018] healthbar depletion and aesthetics
[04/15/2018] attack chains added
[04/22/2018] Discharge animation complete
[04/22/2018] Fighter A Attack chain implemented
[04/23/2018] Fighter B Attack chain implemented
[04/23/2018] Fighter B Attack chain calibrated
[04/24/2018] Jump attack & Dash attacks implemented
[04/25/2018] Jump attack & Dash attacks modified
[04/26/2018] Non elemental hurtstates implemented
[04/28/2018] Attack movements applied to existing attacks
[05/01/2018] Fighter Special implemented  in combat engine
[05/02/2018] Blocking functionality & hit effects
[05/03/2018] Discharge & response states implemented
[05/04/2018] E-chip1 implemented

Phase 3/11

[06/01/2018] main chamber remodel
[06/02/2018] doors and transitions
[06/03/2018] Hallway map completed
[06/04/2018] New NPCs
[06/05/2018] Fixed Camera Issue
[06/06/2018] Armory map completed






« Last Edit: June 06, 2018, 01:25:07 PM by TNBNeno » Logged

Jesse Ko
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« Reply #2 on: May 04, 2018, 05:34:14 AM »

The animations look top notch. How big are the environments? Going off the screenshots, they look to be the size of a small Super Smash Bros level.
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Alec S.
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« Reply #3 on: May 04, 2018, 02:57:32 PM »

Those animations look really slick, as do the hit effects. Looking forward to seeing this develop!
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TNBNeno
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« Reply #4 on: May 05, 2018, 10:17:41 AM »

Those animations look really slick, as do the hit effects. Looking forward to seeing this develop!
Thank you! there is so much more to come.

The animations look top notch. How big are the environments? Going off the screenshots, they look to be the size of a small Super Smash Bros level.

Thank you it means alot hearing that!
we're consciously trying to maintain quality and uniformity with all the sprites!


The Map in the gifs is about 1024x572 it was just so the view could be tested. But pvp map sizes will range from single screen. up to around 8000 pixels in length.mission maps will be much larger since they have multiple stages

the current view is 1280 by 720. zoomed in at 200% so what the player is actually viewing is 640x360



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Binsou
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« Reply #5 on: May 08, 2018, 05:09:39 AM »

Game looks damn good, especially for how long you've been working on it. 

Do the white outlines around the characters mean anything in terms of gameplay, or is it simply a visibility decision?
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TNBNeno
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« Reply #6 on: May 09, 2018, 10:42:48 AM »

Game looks damn good, especially for how long you've been working on it. 

Do the white outlines around the characters mean anything in terms of gameplay, or is it simply a visibility decision?

Thank you!

The White outlines around the character were for visibility. There was actually a planned feature to have some sort of skin editor and if a player chooses a color that will make them blend in with the map I wanted them to still be spotted. recently we removed the white outlines from the engine.


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TNBNeno
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« Reply #7 on: May 11, 2018, 11:25:58 AM »



getting some GUI infrastructure  work done for character creation
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TNBNeno
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« Reply #8 on: June 01, 2018, 08:49:17 AM »

Doors and room transitions in progress
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TNBNeno
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« Reply #9 on: June 04, 2018, 11:57:28 AM »

Just finished the Corridor area and tested some shaders
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TNBNeno
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« Reply #10 on: June 06, 2018, 11:28:06 AM »





Armory area is complete
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TNBNeno
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« Reply #11 on: June 11, 2018, 06:31:21 AM »

working on making npc dialogue portraits. trying not to make them all in the same pose might be a hassle

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TNBNeno
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« Reply #12 on: June 21, 2018, 11:05:20 AM »

another portrait complete, this one is Trueno
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TNBNeno
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« Reply #13 on: June 28, 2018, 11:25:39 AM »

5/26 portraits done
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