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TIGSource ForumsCommunityDevLogsRogue-like with autochess elements: many tower types, artifacts, enemies coming!
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Author Topic: Rogue-like with autochess elements: many tower types, artifacts, enemies coming!  (Read 748 times)
Fatervakin
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« on: January 08, 2020, 10:47:12 PM »

Hello, Two months ago I started working on a project [Open for game name suggestions]. It's a rogue-like with random generated levels, upgrades, enemies and all that roguey stuff. But it also takes some inspiration from Autochess, because you upgrade your fortress/character with buying or finding tower floors, which fire at enemies automatically. There will be many tower types, for example: archers, cannons, flamethrowers, mages, barracks, musketeers and so on. There will also be towers that give buffs to other floors, like trumpet towers, that boost the attack speed of neighbours, or lens towers, which boost the accuracy and projectile speed of neighbour floors. These are just examples and for now there are 8 tower types.
Another feature will be upgrading towers like in Autochess, that means if you get three 1-level towers of the same type, you get a 2-level tower of that type and if you want to upgrade again you will need three 2-level towers.
Enemies will be varied, ranging from small minions that try to swarm you with numbers and bigger enemies, like living towers, barracks and other buildings. And more traditional monsters like huge snakes, trolls, golems, lizards and many more.
I mentioned "living" buildings, that is because the main enemy in the game is a plague called Puule. It spreads and infects living creatures, buildings, anything. After Puule is done, towers become living defense weapons, castles and homes become factories for their never ending armies, creatures become twisted, enlarged for the sole purpose of combat.
For now I'm looking for feedback on graphics. As I am working on it alone, I went for something simple like "Unrailed" graphics, cubey, but pleasing. Also I'm more of a programmer than artist, so that's that.
P.S. English is not my native language.
P.S.P.S. tower is built on a huge turtle.

Here are some screenshots:





« Last Edit: January 15, 2020, 08:12:12 AM by Fatervakin » Logged

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fishlicka
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« Reply #1 on: January 09, 2020, 12:46:04 PM »

What an interesting concept. So do you manually move the tower or can that be auto as well?

Are the enemy towers animated with physics?

You probably plan to, but make sure you make those turtle legs wiggle.

Try https://i.imgur.com/WBnPYIp.png instead of https://i.imgur.com/WBnPYIp, the file suffix matters I guess.

P.S.P.S. lmao, excellent use of turtle
« Last Edit: January 09, 2020, 01:06:10 PM by fishlicka » Logged

Juice Galaxy ragdoll-physics rpg where you bop and eat monsters and fly.

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Fatervakin
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« Reply #2 on: January 09, 2020, 08:51:23 PM »

The tower is moved manually, like a go kart.
Yep, those towers are animated with physics and if you look closely, you can see that player's tower has physics too.
They will wiggle for sure, I haven't worked on animations yet Grin.
Thanks, I will try it!
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Fatervakin
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« Reply #3 on: January 09, 2020, 08:53:22 PM »

Yees! It works, thanks a lot! Smiley
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Fatervakin
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« Reply #4 on: January 11, 2020, 08:58:00 AM »

Some more footage:
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Fatervakin
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« Reply #5 on: January 15, 2020, 07:58:21 AM »

Added some bases that enemies come from

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Fatervakin
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« Reply #6 on: January 21, 2020, 02:05:31 AM »

The elder tree

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