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TIGSource ForumsCommunityDevLogsLight of the Locked World - 0.6.0 - RPG - Play demo!
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Author Topic: Light of the Locked World - 0.6.0 - RPG - Play demo!  (Read 6170 times)
Beastboy
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« Reply #20 on: October 02, 2019, 07:24:48 AM »

Nice concept altough the colors make the visuals a bit confusing
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Zuurix
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« Reply #21 on: October 02, 2019, 08:26:12 AM »

Like I said I'll be fixing the perspective. Interior walls are currently wrong.
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Zuurix
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« Reply #22 on: October 02, 2019, 09:52:36 AM »




Locul, the town in the Moonrise Desert.
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Zuurix
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« Reply #23 on: October 03, 2019, 08:57:37 AM »



Today I have been polishing the interior view and tiles.
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Zuurix
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« Reply #24 on: October 04, 2019, 01:59:05 AM »

LOTLW Blog #7: R is for role

It's been a while since the last entry and the reason is that I was working on another game.

But I've been back to Light of the Locked World since September 21.

I have reworked combat - made spells activatable with different keys like in many other games and added 3 new spells.

After that, I have added roles and started working on Locul town.

So, what are roles?

In most RPGs you pick a class and then go do whatever is that RPG wants you to do - complete quests, kill monsters, save the world, the usual.
You get XP and level up, get attribute points, build your character, become more powerful.

Now imagine that instead of one XP bar, you get several, one for each of the classes and that you're no longer are locked to one class.
You can switch classes whenever you want and while you are using that class, it gains XP, levels up, you become better at using that class.

That's the role system!



Similar systems can be found in RuneScape, Skyrim, Ultima.

Currently, I have made 2 classes or roles, as they are called in-game: Survivor and Warrior.

You get Survivor XP by using Regenerate spell and restoring health.
Later you'll be able to get XP by using health-restoring consumables and maybe even surviving lethal strikes.
Leveling up Survivor increases your maximum health by 3 per level.

You get Warrior XP by dealing damage with Warrior role weapons, which are melee weapons.
Leveling up Warrior increases damage and accuracy - but it only applies while using Warrior weapons.



The next demo version will also have Mage and Archer roles, which will function in a similar way to Warrior, but it will be about flinging magic missiles and shooting arrows to kill enemies!

In total there will be 10 roles and it will be possible to level up roles up to level 50.
It should take over 10 hours to max out all of them,

In future leveling up roles will not only make you stronger, that will also be required to unlock new content.
For example, to equip silver equipment you will need to be level 10 Warrior.

The main goal for me right now is to make the first quest and finish the Moonrise Desert area.

This is what the first quest requires:

- Role system.
- Mage role and equipment: The quest's boss is a mage.
- The first town: NPC that starts the quest is in the town.
- NPC interaction and dialogue systems.
- Quest log.

Currently, I am building the town, that's how it looks right now:



When the town is finished, I'll be making the first non-aggressive NPCs and interaction systems.

So that's where the game is at, until next time =]
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Zuurix
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« Reply #25 on: October 04, 2019, 11:46:23 AM »



Added furniture.
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Zuurix
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« Reply #26 on: October 10, 2019, 08:24:05 AM »



Added NPCs and improved building tiles.
Now I'll work on a reputation system.
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Zuurix
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« Reply #27 on: October 12, 2019, 07:56:46 AM »

Finished building the Locul town and added a basic reputation system.



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Zuurix
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« Reply #28 on: November 04, 2019, 02:38:50 AM »

LOTLW Devblog #8: Town, NPCs, reputation, talking, controls, loot!

During October I worked a lot - I was participating in what is called Devtober.

Without going into details - because the entry would be way too long - here are the things I've done:

Interior system 1.0 and the town of Locul



12 buildings, 14 NPCs, over 50 tiles, and many other assets - that is the town of Locul!
Each building can be entered thanks to interior system 1.0, which was challenging to make and potentially tripled the amount of time city areas will take for me to make - but was totally worth it.

Faction reputation system 1.0



Attacking faction NPCs and stealing their supplies will decrease your reputation to that faction.
Lose too much reputation and combat system will mark you as the enemy of the faction - everything is authentic and dynamic.
The reputation system will continue being one of the most important systems - it will allow competing players in multiplayer to divide the world among themselves, it creates an entirely new way of playing the game - being criminal, there will be faction unique items, it should be great.

Character interaction and dialogue systems



You can't have an RPG without them!

Keyboard + mouse control preset



Interact and move using keyboard, attack and browse UI using the mouse - for maximum comfort.

Loot containers 1.0



I made it possible to loot containers - bags, crates, etc. - and that is simply wonderful.

What's next?

I am going take the game's demo to GameOn, Lithuania's gaming convention, so I need to prepare the game for it.
I think it's in good shape right now - I will be releasing a new demo soon.

The goal remains the same - create a miniature version of the game, then use it as an example to develop the rest of the game.

After GameOn I'll make first quests, the Mage role and the remaining 20% of the Moonrise Desert.

Until next time!

PS.: I've got a creator's page now - if you like what I do, consider following me:
Link >>
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Zuurix
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« Reply #29 on: November 06, 2019, 08:44:16 AM »



I've made a change to Sentinel's Spell - now it leaves a small window to run away from a character who is spamming the spell.

(Bind curse prevents characters from moving)
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Zuurix
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« Reply #30 on: November 07, 2019, 10:01:11 AM »



Today I improved Moonrise Desert - added new NPCs, made barricades look less flat, made south-western rogue camp more interesting.
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Zuurix
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« Reply #31 on: November 20, 2019, 09:48:16 AM »

Demo update! Version 0.1.2: Quests, roles, reputation, new UI

This demo update contains over 4 months of changes.





Quests

The game now has two short quests with a bit of lore and adventure.

Roles

Gain XP and level up.

Town of Locul

Visit the first town of the game!

Improved mouse and keyboard controls

Now player 1 can use both keyboard and mouse for maximum comfort.

Improved graphics

Added shadows, improved assets.

Warning: Shadows may severely slow down or even crash the game - if that is the case turn off shadows in the options before starting the game.

New UI

New style, new tooltip system, new HUD, game log.

Expanded and improved the first area

New enemy NPCs, bags and crates with loot, more content.

Character improvements

Better NPC AI, NPC chatter system, character interaction system.

Faction reputation system

The first three factions have been implemented: Rogue, Neutral, and Locul. You can gain Locul reputation by completing one of the quests, and you lose reputation by stealing from and attacking Locul's citizens. If your reputation drops below -99, Locul's guards will start attacking you.

Current goal

Combat 4.0!
The previous demo had combat 2.0 - position based combat. Later I created combat 3.0, but it wasn't fun, so I had to remove it and leave combat as it is now.
Now I'm going to work on combat until I'm happy with it.

Feedback form

As always, I'm looking for feedback.
If you got any, you can fill this form:
Link >>

Have fun!
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Zuurix
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« Reply #32 on: November 26, 2019, 08:24:38 AM »



Implemented spell learning and equipping for the new combat system.
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Zuurix
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« Reply #33 on: December 01, 2019, 10:55:12 AM »

Finally figured out the combat!





- Simple.
- Has a lot of design space.

(Warning: Animations, effects, and sounds are not final)
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Zuurix
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« Reply #34 on: December 10, 2019, 09:35:33 AM »



Soon it will be possible to buy and sell items because I'm working on trading part 1: Merchants!
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Zuurix
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« Reply #35 on: December 13, 2019, 09:01:28 AM »







This was a productive day: I have converted one of the mundane buildings into an emporium, moved merchants to it, added new merchants, added a new item: Enchanted cape, and fixed multiple large code issues.
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Zuurix
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« Reply #36 on: December 15, 2019, 09:10:27 AM »




Today I have started improving animations of the new abilities. When that will be done, I'll update the demo.
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Zuurix
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« Reply #37 on: December 17, 2019, 09:16:08 AM »



Damage buff ability animation.
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Zuurix
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« Reply #38 on: December 19, 2019, 08:23:35 AM »

Demo update! Version 0.2.0: New combat and trading

This update adds abilities and trading system: Now it's possible to buy and sell items.

New combat

Learn new abilities and unleash them upon your enemies!
For the combat testing purposes, iron swords and ability instructions can be found in the spawn point, so grab them, get right to the new combat, and tell me what you think!

Trading

No longer rely on enemy drops to equip and heal!
Head to Locul emporium and see what the merchants there have to offer.

Other changes

  • Powers UI: A page to check learned abilities and cast learned spells.
  • First non-combat spell: Resurrection Gate. It teleports to resurrection point.
  • Value 2.0: Rebalanced item prices and gold rewards.
  • Critical hits 2.0: Critical hits now always deal more damage than normal hits.
  • Improved and expanded enemy AI.
  • Improved HUD and health bars.
  • Improved collision checks: Fixed many problems with interacting through solid objects.
  • Improved engine overall: Many new systems and scripts that will help me further develop the game.
  • Added new sound effects.

What's next

  • Trading part 2: Bartering, player to player trading.
  • Crafting.
  • Key remapping.
  • Map.
  • Achievements and trackers.
  • Save system.

Have fun!
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Zuurix
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« Reply #39 on: December 22, 2019, 08:41:57 AM »



Now working on trading part 2: Bartering.
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