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November 20, 2019, 06:35:01 AM

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TIGSource ForumsCommunityDevLogsRune Fencer Illyia - Explore, Fight, Befriend ۹(ÒᴗÓ)つ=lニニフ
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Author Topic: Rune Fencer Illyia - Explore, Fight, Befriend ۹(ÒᴗÓ)つ=lニニフ  (Read 1543 times)
AMO_Crate
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« on: January 13, 2019, 11:17:58 PM »





Wishlist on Steam! https://store.steampowered.com/app/1104600/Rune_Fencer_Illyia/

Twitter: https://twitter.com/NootboxGames

Main website: http://runefencerillyia.com/

Facebook: https://www.facebook.com/runefencerillyia/

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Hey all. So for about a year now, I've been working on this project. Rune Fencer Illyia is a 2D Action-Adventure game with RPG elements, a spell fusion system with over 80 spell combinations, an enormous world to explore, over a hundred unique enemies, and a strong central storyline with multiple possible endings depending on choices made.

We're a small team, with two core members, and a couple part-time contractors coming in to help out with music and scripting.

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The story follows a young Runist-in-training named Illyia, whose airship crashes into a mysterious island, the fallen Kingdom of Ithos. Illyia must reunite with her missing twin sister, and find a way back home. But gradually, things start to get complicated...

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There are dozens of characters that Illyia can meet and interact with, each with their own motives and storylines that can change, depending on Illyia's choices and actions.

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There are over 20 different distinct areas to explore on the island, from a deadly trap-filled fortress suspended in the sky, a wondrous shrine built behind a massive waterfall, to an ancient, snow-covered metropolis. Illyia must piece together what happened to the Kingdom of Ithos if she wants to escape.

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Illyia can make use of her skills in Runic to fuse together different types of runes, creating new magic spells, such as massive fireballs, or even familiars. There are over 80 spells in total.

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Other people are trapped on the island as well; if Illyia helps them, they may assist Illyia in turn. Illyia can be taught new sword techniques and purchase usable items to help her in her adventure.

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Rune Fencer Illyia is a definite passion project for us, a sort of love letter to Metroidvanias and Action-RPGs we've played over the ages. We're hoping to release it in about a year, and I'll try to keep this log updated as well.

If you're curious about progress, you can check the game's twitter at https://twitter.com/NootboxGames, or my personal twitter at https://twitter.com/AMO_Crate.

Facebook: https://www.facebook.com/runefencerillyia/
Main website: http://runefencerillyia.com/

I'll try to keep this devlog updated with new images and progress posts as well, of course.


« Last Edit: August 23, 2019, 09:44:28 PM by AMO_Crate » Logged

da_neel
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« Reply #1 on: January 13, 2019, 11:44:27 PM »

Looks promising Smiley
You should have started the devlog earlier.
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« Reply #2 on: January 13, 2019, 11:46:35 PM »

Love it. I hope she has stubby melee range for extra challenge.
I'm a little turned off from playing some games like Shinobi and some of the Metroidvanias because I find the weapons to have unfairly long range that the difficulty is adjusted by turning critters into tanks
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« Reply #3 on: January 14, 2019, 12:04:23 AM »

Looks promising Smiley
You should have started the devlog earlier.

Haha, thanks. It was on my to-do list for... probably the last six months, really...

Love it. I hope she has stubby melee range for extra challenge.
I'm a little turned off from playing some games like Shinobi and some of the Metroidvanias because I find the weapons to have unfairly long range that the difficulty is adjusted by turning critters into tanks

Thanks! She eventually gains several different main weapons that have different attributes; (Sword is the most balanced; Hammer is powerful but insanely slow, Dagger is *extremely* short range but hits super quickly, etc).
I get what you're talking about with tanky enemies, and in RFI I'm trying to reward getting in close and dodging enemy attacks, and preventing most enemies from being damage sponges. (unless you're trying to attack endgame enemies with an un-upgraded weapon, or something).

Magic allows range, but requires substantial MP usage or equipping Curio that encourage a more magic-based build.
« Last Edit: January 14, 2019, 12:09:37 AM by AMO_Crate » Logged

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« Reply #4 on: January 14, 2019, 12:32:36 AM »

Thanks! She eventually gains several different main weapons that have different attributes; (Sword is the most balanced; Hammer is powerful but insanely slow, Dagger is *extremely* short range but hits super quickly, etc).
I get what you're talking about with tanky enemies, and in RFI I'm trying to reward getting in close and dodging enemy attacks, and preventing most enemies from being damage sponges. (unless you're trying to attack endgame enemies with an un-upgraded weapon, or something).
Sounds good.
Well while it's currently still in Dev I'd suggest you create 1 Ultimate weapon for each class so people can play the game how they want as opposed to what Metroidvanias in the main line do where the strongest weapons in the game are always Great Swords with planet sized hitboxes while not providing some dagger alternatives viable for endgame.
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« Reply #5 on: January 14, 2019, 12:41:04 AM »

Sounds good.
Well while it's currently still in Dev I'd suggest you create 1 Ultimate weapon for each class so people can play the game how they want as opposed to what Metroidvanias in the main line do where the strongest weapons in the game are always Great Swords with planet sized hitboxes while not providing some dagger alternatives viable for endgame.

Ah, there's actually only one weapon of each type; to avoid exactly that sort of problem and ensure they're all mostly viable for various situations! Smiley  They can all be upgraded to up their power. Curio (think Paper Mario badges, or Hollow Knight Charms) can also be equipped to create unique 'builds' that can benefit different weapons, as well. 
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« Reply #6 on: January 14, 2019, 12:48:13 AM »

Ah, there's actually only one weapon of each type; to avoid exactly that sort of problem and ensure they're all mostly viable for various situations! Smiley 
That sound like the right way to do it
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« Reply #7 on: January 21, 2019, 03:54:29 PM »



Added these Bone Worm enemies into the Royal Ossuary area this week. Simple AI but pretty effective visually and mechanically.

They basically have a set amount of authored 'emerge' points that they will emerge from upon getting agro'd; with some additional checks for making sure that two bone worms can't emerge in the same spot, etc.
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« Reply #8 on: March 09, 2019, 08:03:58 PM »



Lots of work getting done in the past month. I have about 100~ unique spell effects and projectiles to handle just for the player, so that's been keeping me busy.

As you can see above, I finally decided to re-enable my damage numbers. With the sheer amount of spells and methods of doing damage, including elemental weakness, it would be a bit rough to not know exactly how much damage you're doing (or *not* doing).



Sword familiar! Got another 6 familiars to code in...
« Last Edit: March 11, 2019, 03:50:13 PM by AMO_Crate » Logged

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« Reply #9 on: March 10, 2019, 08:39:45 AM »

I am so down with all of this. Art is great, mechanics sound solid, and I totally approve of your design philosophies so far Smiley

Very excited to follow and eventually play!
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« Reply #10 on: March 10, 2019, 08:51:11 PM »

Thanks, dude! Smiley



Gradually getting some more stuff on here. Converting to gif is an ordeal, though.
I'm actually pretty thankful for screenshot saturdays since they force me to get some content, be it enemies, levels, mechanics etc, polished enough to show off.

This little snowflake elemental has been done in code and art for months now, just hadn't put any of his stuff into the project proper until now.
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« Reply #11 on: March 11, 2019, 05:58:53 AM »

I'm super interested in how this looks so far.
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« Reply #12 on: March 11, 2019, 05:05:08 PM »

Hey there! Game looks really cool Smiley I'm getting heavy Celeste/Metroid vibes, with the addition of awesome magic. Less plataformer, more RPG perhaps? Already subscribed to mailing list :D

I'm a music composer with a natural affinity for exploration games and RPG elements! I took the liberty of setting up a playlist of songs I think could fit Rune Fencer Smiley here's the link https://soundcloud.com/alexei_ost/sets/rune-fencer I'd love to hear your thoughts and maybe collaborate with you :D

See ya and once again, congrats on the game,

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« Reply #13 on: March 11, 2019, 06:24:22 PM »

Thanks for the compliments! Smiley We do already have a composer contractor working on the project, though!

I'm not sure about Celeste (which is more of a minimalist hardcore platformer), we're definitely more in the vein of an Action-RPG Castlevania/Metroidvania with a strong emphasis on combat and exploration of a big, interconnected open world. Although there's plenty of platforming challenges to be found as well.

One of my earlier inspirations for the project was actually Brave Fencer Musashi for the PSX, especially when it came to rescuing NPCs and returning them to the hub area; a concept I use in returning crystallized Central Shrine denizens back to safety in Rune Fencer Illyia.
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« Reply #14 on: March 12, 2019, 04:11:34 PM »

Well, for sure combat and the magic system seems like a strong point. Haven't played BFM, but still the idea looks really good. Hope to see this project finished soon!
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« Reply #15 on: March 15, 2019, 11:58:31 PM »



Here's a shot of one of the brighter and more colorful areas in the game, the Kingspath.

There's 19 different distinct areas, which actually seems like a lot now that I look at it.
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« Reply #16 on: March 16, 2019, 11:54:23 PM »



Today's screenshot saturday; showing off one of the core abilities, the Gravity Rune.

I'm actually really pleased in how smoothly the Rune works in gameplay, the player can basically flip to any ceiling that they touch, which allows for some really cool platforming segments and shortcuts.
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« Reply #17 on: August 22, 2019, 12:25:03 AM »

It's been a while! We released our Teaser Trailer, and launched our Steam Page as well!





You can wishlist us on Steam here! https://store.steampowered.com/app/1104600/Rune_Fencer_Illyia/

I'll try to keep this thread more up to date, but I'm also afraid of making computers explode with the gif load.  Shrug
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