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« Reply #20 on: March 29, 2020, 10:39:16 AM »


Devlog 20 - Tank abilities

Hey guys, we are going to keep showing you our xp and ability system. Today we're going to show you the abilities and upgrades available for the tanks in our game, the Knight and the Valkyrie.

As you may remember, when explaining the new characters we talked about a core passive and a core active. For each "core" active and passive, there are two similar abilities you can choose between, which we will explain in these new series of devlogs. You can only choose one of these abilities, and can only upgrade them once. This first one will be focused on the tanks, the next on the supports, and lastly the damage dealers.

The Knight has an active ability, which pushes enemies, and a passive one, which allows him to reduce damage received, either to him or his allies.


With his active ability, he can choose between a 3 tile deep push for the attacked enemy, or a 1 tile deep push for the enemy attacked and any adjacent enemies he has.

With his passive ability, he can choose between reducing his incoming damage from side attacks, or reducing incoming damage to allies nearby if the attack comes in the direction the knight is looking at.



The tank can upgrade his first active to allow the enemy he attacks to go through enemies in his path, damaging them. His second upgraded active ability allows him to stun all enemies attacked.

He can also upgrade his first passive to reduce incoming damage from behind him, making him more of a juggernaut to hold off multiple enemies on his own, or negate all damage received by any adjacent ally if said damage is coming from the direction the knight's shield is facing.



The Valkyrie is a different kind of tank. With her active ability she can use her basic attack (ranged, 2 tile distance) to swap her position with the objective. With her passive ability, she focuses on mobility across the map.



With her active ability, she can choose between having 1 more tile added to her attack range or granting 1 armor to an ally when she swaps with him. This armor works as another HP and receives damage before HP does.

With her passive ability, she can choose between sacrificing her movement phase to swap tiles with an ally which has 1 HP left anywhere on the map, or increasing how high she can jump.





The Valkyriecan upgrade her first active to target any enemy in her attack range, ignoring other enemies in the path, and dealing damage to them. Hersecond upgraded active ability grants one more armor to the ally she swaps places with, and granting herself one armor.

This upgrade is good for making plays in which an ally needs some saving and other allies can get there in a turn or two. With this upgrade, she can swap places, leading the stranded ally to safety, while having more defense to withstand enemy attacks until reinforcements arrive.

She can also upgrade her first passive to swap tiles with any ally with less than 3 HP, or upgrade her second passive to allow her to jump to any tile, no matter how high said tile is.
« Last Edit: April 01, 2020, 07:13:14 AM by Hopebringers » Logged

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« Reply #21 on: April 01, 2020, 10:41:16 AM »


Devlog 21 - Support characters abilities

Hey guys, welcome back to another devlog! Following up with our last devlog showcasing the tank's abilities, today we are going to show you the support's abilities! So, here you have the abilities and upgrades for both the Druid and the Monk!

Ladies first, the Druid is the more traditional support character, focused on healing. Of course she has more unique abilities and tweaks, but that's the core of her gameplay. Her core passive allows her to ignore damage dealt by special tiles, while her core active allows her to use her attacks to heal allies and drain life from her targets.





With her active ability, she can choose between having a more powerful individual heal, or trading 1 HP for a 3x3 tile wide, 1 HP group heal. Keep in mind that she can still attack enemies to drain them HP, or use that attack to heal allies.

With her passive ability, she can choose between turning any special tile she steps in into a healing tile, or, when healing an ally, turning the tile underneath said ally into a healing tile.




The Druid can upgrade her first active to have a more powerful heal and applying a movement range buff, or, she can upgrade her second active, the AoE heal to cleanse debuffs and cc from her allies.

She can also upgrade her first passive to make her transformed healing tiles deal damage to any enemy standing on it every turn, or upgrade her second passive ability to have said healing tiles give a damage buff to allies standing on it, apart from adding 1 HP to the Druid base healing.

As you can see, she is very focused on healing, which makes her very useful in battle, but with the right upgrades she can turn  from useful to essential.


Now, the Monk is a more "supportive" kind of support. His core active is a basic attack, which complements his passive ability, applying a mark to damaged enemies, which heals allies who attack the marked enemy.





The monk's first active ability turns the enemies he attacks in a 180ยบ direction. This allows him to reposition enemies so they can receive more damage from back and side attacks, or direct the enemies to attack a nearby tank. His second active ability suplexes the enemy, having the contrary effect as the Ninja and placing the affected enemy behind the Monk. These active abilities are all focused on repositioning enemies, because as you will see, all his upgrades deal with the marks he places and a correct enemy positioning will be important for his gameplay.

His first passive ability turns the mark he places on enemies to a damage reducing debuff. His second option upgrades the heal given by the mark.




With his first active upgrade, the Monk's marks can explode when attacked by allies, placing marks on 2 adjacent enemies. If any of these enemies happened to already have a mark, they would be unaffected. His second active upgrade allows him to upgrade marks on enemies by attacking them, which make the upgraded marks heal more. If the Monk once again attacks an enemy with an upgraded mark, it explodes, dealing damage.

With his first passive upgrade he upgrades his marks to make themstun enemies when triggered. With his second passive upgrade, he adds a damage buff to any allies that trigger marks.

As you can see, the Monk is more focused towards supporting his allies, by repositioning enemies to maximize your allies' set of skills, or by buffing them via marks.

So, that's all for our support characters, so the next two devlogs will be focused on the damage dealers. There will be two devlogs because I think fitting 4 character ability trees into a single devlog will make it be too long, and no one likes to read loads and loads of text. So, see you next time, and don't forget to follow us on Twitter if you want to learn more about the game's development on https://twitter.com/home.
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« Reply #22 on: April 03, 2020, 01:09:38 PM »


Devlog 22 - Ninja and Samurai characters abilities


We're back with abilities, this time we'll focus on the Ninja and the Samurai.

So, the Ninja was one of the first characters (if not the first) we showed to you. He has suffered some changes as development progressed, such as leaving behind his identity as a Rogue to become a shadowy Ninja, and this identity swap also affected his set of abilities. Right now, his core active allows him to jump behind an enemy when he attacks him, allowing him to reposition and leave an open space for an ally to retreat or a tank to fill the gap. His core passive is focused on giving him more damage in different ways.






His first active ability lets him do one extra jump after attacking an enemy, letting him slip in and out of enemy lines, to strike and flee, not giving enemies an option to retaliate. His second active ability allows him to have an extra turn after getting a kill, which opens up very interesting strategies leaving the Ninja to deal the killing blow on enemies to use that extra turn and get ahead of his enemies.

His first passive ability is an after kill effect, turning the tile the Ninja is standing on and turning it into a smoke  bomb tile, making him invisible to enemies. His second passive ability grants the Ninja a damage buff per kill, capping out at a number we are still balancing.






The Ninja can upgrade his first active ability to have more jumps available after an attack, granting him a lot of mobility in through the map, or he can upgrade his second active ability to give him 2 extra turns after getting a kill.

He can also upgrade his first passive ability to turn his smoke bomb tile into a 3x3 tile wide area, giving him a lot of room to breathe and plan his next attacks safely. His second passive ability upgrade grants more damage per buff.

His upgrades are very simple and straight-forward, but they encapsule what the Ninja is: a glass cannon assassin focused on destroying enemies and dealing as much damage as possible.


Similar in this design approach, the Samurai is a damage focused character. His core active is an upgradeable basic attack, focused on damaging one enemy. His core passive is a bonus attack damage when attacking enemies from the front. As he is a samurai, his honor code doesn't allow him to attack enemies from behind, so you have to position him carefully.






His first active ability upgrades his basic attack to a parry, blocking the enemy attack and reflecting the damage dealt. His second active ability turns his basic attack into a flurry of 3 to 4 strikes, not dealing a lot of damage individually.

His first passive ability introduces a mechanic related to his honor. Every frontal attack he or his allies deal to enemies, grants him +1 honor. Every attack to enemies from behind by the Samurai or his enemies grants him -1 honor. Each honor poing grants him +1 damage. This makes him very viable if accompanied by the right characters, like the Knight, but greatly reduces his effectiveness if placed alongside the Ninja. His second passive ability creates an area around the Samurai, which grants him a damage buff if no allies are inside it. This makes him more of a lone wolf on the battlefield.





The Samurai can upgrade his first active ability to block incoming attacks coming from his sides, diverting the damage to the front, or he can upgrade his second active ability to add more attacks to his flurry of attacks.

With his passive abilities, he can upgrade his first passive ability to apply his honor damage buff to the rest of his allies. His second upgraded ability reduces the area he needs to acquire the damage buff.

So that's all for our more offensive melee damage dealers, next time we'll show you the abilities of our last two characters, the Mage and the Berserk!


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« Reply #23 on: April 05, 2020, 12:06:31 PM »


Devlog 23 - Mage and Berserk characters abilities

Finally, we've reached the last of our characters! They are also the last two damage dealers, and we are going to show you plenty of options to take care of those pesky goblins.

First up, the Mage. The Mage is the only true ranged damage dealer in your roster, and as such he is squishier than other characters. The Mage's core active ability allows him to attack enemies at a range, while is core passive ability makes the Mage place a decoy that looks like him on the tile he was standing on at the beginning of the round, which can take the enemies' focus off of the Mage. The Mage can use his movement turn to swap places with the decoy.






His first active ability upgrades his basic attack to a lightning chain (some of you who follow us on Twitter may remember we posted this ability as the ultimate, but after redisigning and deleting ultimates, we managed to reuse it as an ability). This attack will have an irregular area of effect, so it is a bit of a gamble wether it will hit or not.
His second active ability also upgrades his basic attack, but this time to a 3x3 tile wide AoE attack with stable damage. This second active will have less damage than the first one.

His first passive ability upgrades his decoy to turn him into a bomb, which if attacked will explode in a 3x3 tile wide area, damaging enemies in it. His second passive ability upgrades the decoy to make him mirror the Mage's attack, attacking the first enemy in his range when the character attacks.






His first active ability upgrade upgrades the damage dealt to enemies by the chain lightning. His second ability upgrade turns the 3x3 tile wide area into a diamond shaped area.

His first passive ability upgrade creates an explosion when the Mage swaps places with his decoy around the tiles the Mage was on, with this damage not affecting the decoy. His second passive ability upgrade makes the decoy attack all enemies in his attack range, instead of just the closest one to him.


Last but not least, the Berserk. A high damage dealing character, he is hard to control but can deal tremendous amounts of damage, so you will have to play him carefully, as a large amount of the damage he deals is dependant on damage received.

His core active ability is a simple attack, while his core passive ability is a rage mechanic, turning damage received into a damage buff.






His first active ability turns his basic attack into a 3x1 tile wide damage cone, while his second active ability turns his basic attack into a spin attack, damaging enemies on all tiles adjacent to him.
His first passive ability upgrades his rage mechanic, giving him more damage dealt for the same amount of damage received. His second passive ability applies a fear every time he attacks with a rage damage buff.






His first active ability upgrade adds more damage to his basic attack, while his second active ability upgrade doubles the spin, making twice the damage.
His first passive ability upgrade adds even more damage to his rage buff, while his second passive ability upgrade adds a turn to the duration of the fear applied to enemies.

So, that marks the end of our explaining how our character's abilities work, if you want to stay updated on development, make sure to follow us on Twitter!


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« Reply #24 on: April 08, 2020, 01:01:09 PM »



Devlog 24 - Height difference

Hey guys, we're back with another devlog, this time explaining the height advantage. We've talked about it before, specially while explaining the Valkyrie and her abilities, and now it's time to explain in detail how it works.






Height difference basically means damage difference. If an ally character is higher than an enemy and attacks him, he will have higher damage. However, if the enemy, in a lower position, attacks that ally, the ally receives less damage.

Basically, higher ground means more offensive and defensive power. This is important to know and to apply in a battle, specially with a character such as the Valkyrie, having a lot of her gameplay focused around mobility.

I hope you understood the concept, and if you want to stay tuned, follow us on Twitter!



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« Reply #25 on: April 10, 2020, 01:24:59 PM »


Devlog 25 - Visual feedback

Hey guys! We are proud to show you the first abilities feedback we've been working on. They are not very impressive things yet, but we`ll keep you updated as they are developed!

First up, we are going to show you the Ninja smoke bomb ability, and the upgraded visual feedback we've implemented, as well as some new UI.




As you can see, now on hovering your target, you'll get a shadowy indicator of where your Ninja will reposition. With the ability upgrade he turns the tile he is in into a smoke tile if he kills an enemy. As a reminder to the player that he has this ability unlocked, now the shadow also has the smoke tile effect above him. Keep in mind that this effect is till in development.




We've also included a small indicator for the Valkyrie passive of switching places with an enemy, to remind the player where she swapped from, as well as upgrading the Log's attack visual feedback.







So that's all for today, we hoped you like how development is going, and we also hope you all stay safe healthy!


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« Reply #26 on: April 12, 2020, 12:00:06 PM »


Devlog 26 - Damage tiles

As we explained last devlog, we've been implementing visual feedback for abilites, attacks and special tiles. One of those is the damage tile, which is represented by a fire particle.






As you can imagine, every turn you spend standing on a damage tile, you take damage. It's pretty simple and straightforward but we hadn't had time to give it a visual feedback until now.

You can use these special tiles in combination with certain characters to get maximum results, as in the example below.





We'll keep you updated on how the rest of special tiles, abilities and overall visual feedback is going with posts here.
If you want to see more of the game, follow us on Twitter!

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« Reply #27 on: April 15, 2020, 12:21:23 PM »


Devlog 27 - Buffs, debuffs and state effects

We realized we've been talking about buffing, debuffing and cleansing state effects on several characters for a while without explaining what kinds of status effects there are in our game (ups!). So we want to explain them now, as we've recently finished the characters abilities trees which some are related to this.

So first up we have the easy ones, damage buff and debuff, you deal more or less damage than your standard character damage.

Second is movement buff or debuff. This status makes your character move more or less tiles than your standard.

Next, we have fear. Fear is a state that makes the enemy run away from the character.

Stun is pretty simple, the affected target is unable to move or perform any kind of action for the stun's duration.

Finally, we have our game's unique state effect, the Monk's mark. It signal a marked enemy, allowing the player to keep a clear track of which enemy was marked.

So that's all for the different buffs and debuffs, we'll keep you updated on them as soon as we have visual feedback for it on our Twitter!

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« Reply #28 on: April 17, 2020, 12:59:35 PM »


Devlog 28 - Monk and Samurai visual feedback

So as promised, we've been working on implementing visual feedback for our roster of characters, and now we have visual feedback for both the Monk and the Samurai's active ability, the Monk's suplex and the Samurai's inability to attack enemies from behind.

First up, the Samurai. As you can see, if he approaches any enemies standing with their back to him, and you tell him to position himself to attack them, he refuses and turns.






Now with the Monk, here is the suplex. As with the Ninja visual showing where he would stand after attacking an enemy, with the Monk, when hovering the attack turn over an enemy, you can see where said enemy is going to end up.




As you can see down below on the character icon tab, we have updated most icons, except the one on the left, belonging to the Samurai, which we still have to update. But to its right you can see a small icon and a counter set to 0. It is the Samurai's honor count, which we are still working on, and it will allow you to keep an easy track of it without having to count how many attacks you've made with him. We are still working on where to position the counter so it can be most easily seen, so if any of you have any tip with this kind of thing, let us know! We'll keep you updated as we continue to work on implementing the skills and abilities, and we hope you enjoy the game feel!

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« Reply #29 on: April 19, 2020, 12:10:40 PM »


Devlog 29 - First Berserk and Druid feedback!

Hey guys! We keep implementing visual feedback, and we want to show it to you. So this time we have the first basic visual feedback for the Druid and the Berserk.

For the Berserk we have the circular area attack, which, as you can see in the gif below, is indicated to the player when he is going to attack an enemy.




Next, the AoE attack in a cone, in front of the Berserk. Same as before, the area appears when the player hovers to attack the enemy in front of him.




And now for the Druid, we start with her heal. As you can see below, you'll need to be in melee range to be able to heal an ally. Keep in mind you give 1 HP to heal an ally.




And last but not least, the Druid's AoE heal! It will heal all allies around the target, so it's a pretty powerful buff!




Hope you enjoy seeing how we are progressing with development and implementation, and don't forget to follow us on Twitter if you want to see more of our game!



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« Reply #30 on: April 21, 2020, 01:12:14 PM »


Devlog 30 - Abilities implementation

30 devlogs, yay! When we started, we didn't think we would come this far, but we've done it! We hope we managed to spark some interest about our game here, because we still have things to show you as time goes on.

Because we've a good number of characters, they don't all get their abilities implemented at the same time. This goes for today's guests, the Mage and the Knight. We've been doing some mechanic and abilities implementation on them, but we're not quite there on visual feedback. However, we wanted to show you how we're progressing on our work.

So first up on the Knight, we've been working on blocking incoming enemy attacks from the back and from behind.






As you can see in the gifs, the Knight doesn't receive damage from behind or from the back, even tho the UI indicates that he will be damaged. We are, of course, working on that.

A for the Mage, we have been working on its AoE and lightning chain attacks. First we have the lightning chain, which attacks all units in its path, including allies. It will be your choice to damage allies to finish up enemies, or not.






Last is the area attack. It will attack all enemies on an area up to 2 squares horizontally in this case, and as you can see it will damage them.

So that's all for today, I'm sorry we don't have something more visual to show you, but we'll keep working hard!



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« Reply #31 on: April 23, 2020, 11:34:56 AM »


Devlog 31 - More Mage and Knight mechanics!

Hey guys, we've been implementing more mechanics, and are finally done with the Knight's abilities, as well as most of the Mage's!

First up, the Knight! We've finished implementing his active upgrades, the farther and wider push.






As you can see, he can now push enemies away in a line farther away from him, either only one or a group of them. Keep in mind that these gifs were recorded in a testing scene in which the distance to push for both upgrades was 1 tile, but in reality you'll push less farther away with the group push.

As for the Mage, we have the decoy teleport skill and the decoy explosion skill.






We are still working on his second decoy passive, but we'll show you when it's ready.

So that's all for today, make sure to follow us on Twitter if you want to see more of our game!


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« Reply #32 on: April 26, 2020, 12:52:35 PM »


Devlog 32 - Some VFX

Hey guys! Today we're going to show you some VFX we've been working on, some of them have been implemented, while others haven't been yet.

So, first up we've got some healing VFX. We start with these because we think they look pretty good.







They are related (mostly) to the Druid, as well as the Monk. So those are the ones we have implemented, you may have seen them before in here, but the next you haven't seen yet, and they're pretty cool as well!








As you may imagine, they are the power up icons we'll implement for the attack, armor and healing power ups on characters.

So that's all for today, we hope you are interested in the work we are doing, and we hope you look forward to seeing the rest of VFX we have yet to polish and implement into the game! As always, follow us on Twitter if you're interested, and we'll see you in the next one!


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« Reply #33 on: April 27, 2020, 05:51:35 AM »

Hey guys, we just wanted to let you know we are finally available for wishlisting on Steam HERE! It would mean a lot to us if you wished it, and if you could spread the world, it would mean a lot to us!


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« Reply #34 on: April 29, 2020, 11:44:10 AM »


Devlog 33 - QoL improvements

Hello there! We're back, and this time we want to show you some nice quality of life improvements we've made to make sure players understand everything that goes on while they are playing, and we'll explain them to you using a couple of .gifs.




So, first up we'll start with the HUD. You can see we have instructions up, available at any time in the game in case anyone forgets the controls or needs some kind of reminding. On the bottom side you can see your characters and what actions they have done and which ones they can yet do. As for the right side of the screen, it is occupied by the objetive, the settings gear, the turn slider and the End Turn button.

As for gameplay per se, you can see your character glow when you select it (as the Knight does), and turn a dull grey color when he has done his actions (as the Mage is). Next, you'll be able to see that the orientation arrows are now a pink color. This is still work in progress, but we want it to be easily distinguishable from the rest of the scene.

You can also notice how the goblins turn from their sleeping state (represented by the "zZz") to their awake, or alert state (represented by the warning sign). This is a major improvement from what we have before, and we hope it makes understanding the gameplay easier to everyone involved.




As for the second .gif, you can see there is now a clearer indicator of where will the Knight push the enemy before him.

So that's all for today, we hope you like how our game is turning out, and if you have any feedback regarding any QoL improvement we can make, please let us know!


« Last Edit: May 01, 2020, 11:48:02 AM by Hopebringers » Logged

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« Reply #35 on: May 01, 2020, 12:21:00 PM »


Devlog 34 - Basic game settings and language

Hey there! We are going to focus this gamemode on the settings options in our game, as well as the languages it'll be on at launch.

So we'll start by saying it's going to be very simple, you'll have a graphics setting, a screen resolution settings, and audio and VFX settings.




You'll be able to set the resolution of the game anywhere from 640x480 to 3840x2160 for a total of 21 different resolution settings, and the graphics ranging from Very Low, Low, Medium, High, Very High, and Ultra.

As for game languages, the game will launch only in the English language, as it would mean a lot of work and money we can't afford to spend to translate it into any other languages. If the game is well received after launch, we'll consider translating it into other languages. We hope you don't mind this.

We want the menu to be the start of your adventure, as if its telling your story, so we decided to make it into a book, as you begin your adventure in the first paged of it. Additionally, our map menu is also a physical map set on a table, as you decide where on the map you send your adventurers, and you'll be able to see the path they've taken through it.





As always, follow us on Twitter if you are interested and want to see more of the game!


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« Reply #36 on: May 03, 2020, 11:58:59 AM »


Devlog 35 - Developing levels

Hey guys, we're back! Today we want to show you some new levels we've been working on. Because the game's history takes your heroes all around the world, we want to make levels with different settings which reflect this travelling your party does.

All images will be taken from the player's perspective, with the in-game HUD visible, but they are still work in progress, specially regarding the visual polishing of the level.





So first up, we have a eastern dock setting for our level. With minor spoilers ahead, our heroes will have to fight their way through the docks to get to a ship to escape.






Next we have a mountainous setting, filled with wild flora and hostile enemies, which you'll have to dispose of.






And last but not least, we have another urban setting, which we think is turning out pretty cool looknig.

So, that's all for today, and as always. if you're interested in the game follow us on Twitter!


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« Reply #37 on: May 05, 2020, 10:26:09 AM »


Devlog 36 - Skill Trees!

Hey there guys, we're back with some new things! We want to show you the skill trees we've implemented in game! Because we've talked so much about the different skills the characters have, we thought it's time to show you guys the new skill trees.





As you can see, we're still working on them but we really wanted to show you guys how we've been progressing thus fur in the skills and abilities area.




As always, we hope you liked this update, and if you want to learn more about the game, follow us on Twitter!


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« Reply #38 on: May 08, 2020, 10:23:25 AM »


Devlog 37 - New descriptions!


Hey guys, we're back with some new additions into our game! Keeping up with the QoL upgrades, we have been adding some descriptions in-game for the different kinds of enemies that your men will encounter on the battlefield.

So without further ado, we're going to show you a couple of them.





So we'll start by explaining some upgrades we've made to the right bar UI. As you know, it shows every character in game arranged in turn order. To make that even clearer, we've added the turn number on the lower right corner. We've also added some new portraits for some enemies, as are the Grabber, the Charger and the Giant.

If you hover on the enemy portrait on the turn bar, a shor description will appear, explaining what said enemy does in a simplified way.







I've added a couple more images so you can see the general tone these descriptions have.

Hope you enjoyed reading this, and if you like the game, follow us on Twitter!


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Hoprbringers, coming to Steam mid May 2020. Follow us on twitter at https://twitter.com/HopebringersRPG
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« Reply #39 on: May 10, 2020, 10:04:40 AM »


Devlog 38 - Level decorations!

Hey guys, we're back!

Today we're going to show you how we've been decorating our levels to make them more visually appealing, because I think we can all agree that the easiest way to get someone interested in a game is to make look as good as possible.

So, here we have one of our levels. As you can see it is a level we've shown here before, a stone bridge.



To make it more visually appealing, we've added a little something in the form of a river and some rocks and vegetation so that the level doesn't look so barren. We've added a water texture which we've also implemented in some other levels.






You will see water like this on a wide number of levels, as you'll see as you play the game. Hope you liked this, and if you like the game, follow us on Twitter!

« Last Edit: May 10, 2020, 10:21:58 AM by Hopebringers » Logged

Hoprbringers, coming to Steam mid May 2020. Follow us on twitter at https://twitter.com/HopebringersRPG
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