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TIGSource ForumsCommunityDevLogsSentimental K - 3D Action Roguelike Game [Official Release]
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SentimentalK
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« Reply #20 on: April 21, 2020, 06:12:32 PM »

Sentimental K DevLog #4 - Monsters

Hello folks!
We are team "ForDays" in the development of a Rogue-like Action game "Sentimental K".


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Find out more about Sentimental K by searching on Steam store page, or please follow the link below.
https://store.steampowered.com/app/1256530/
Please click [Follow] and [Wishlist] buttons! It will help us a lot!


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In the last Devlog, we introduced the basic system of weapons and the characteristics of each weapon. This time, we'd like to talk about monsters and stages.


Narrative

The main concept of Sentimental K's narrative is 'The main character confronts various emotions'.
As so, in-game monsters are consisted of 'emotions of human beings'.
You will be able to see how the atmosphere changes by reflecting the main emotion of each Act.

<The concept art and in-game design of Act 1's boss monster created based on 'Justice'>


The role of monsters

The fun part of Sentimental K's stylish action is how players carefully consider each choice to overcome enemies.
Before giving life to each monster, we believed that the monster should satisfy players with the fun part mentioned above.
The game should be fun even when the kinds of monsters are single, but the game should be more intriguing when several types of monsters are mixed.
To help you understand the concept, let's take a look at two different kinds of monsters.

<Monsters' patterns - (Left) Regret monsters, (Right) Jealousy monsters>

The "Regret monster" is a melee class monster that charges toward players based on their adamant durability.
In contrast, the "Jealousy monster" is a ranged class monster that shoots a beam of the laser from a distance.
It will be up to players to choose whether to slay melee enemies that continuously following players first or ranged enemies shooting a laser beam from a distance first.
However, it is sure that the gameplay will be fun if players could slay enemies as expected to get meaningful results.

<There is no right answer which type of monsters should be slain first>


The role of stages

Even though the same type of monsters is spawned, players will have to make a different choice each time depending on the terrain features and the arrangement of monsters.
Sometimes, monsters are spawned widely spread out. Or players may confront dark areas where you can barely see where enemies are.
Players should be prepared with new plans depending on each situation to defeat enemies on your way.

<You shall not pass>

The "Regret monster" described earlier is quite strong, but players can lead the battle advantageously by blocking the narrow path.

<Meet other types of monsters on various stages!>


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Today, we briefly overviewed few monsters in Sentimental K
We will wrap up our 5th devlog by introducing the battle scene in the peculiar stage, the Cube room.



<Sentimental K - 60s battle, in cube room>

Among the four cubes, only one of them allows you to travel to the next stage!
The rest of the cubes will spawn a bunch of monsters. So be careful about opening each cube!


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Facebook : https://www.facebook.com/SentimentalK2020/

Contact: Lee Dongmin [email protected]

Copyright 2020. Fordays Co., Ltd. All rights reserved.
« Last Edit: August 05, 2020, 11:33:33 AM by SentimentalK » Logged
SentimentalK
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« Reply #21 on: April 29, 2020, 01:29:44 AM »

Attack with Roses!
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robert.nally
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« Reply #22 on: May 01, 2020, 02:22:51 PM »

The combat looks really nice.  I also love all the different weapons you have especially that whip!
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SentimentalK
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« Reply #23 on: May 07, 2020, 04:19:44 AM »

Sentimental K DevLog #5 - Artifacts

Hello folks!
We are team "ForDays" in the development of a Rogue-like Action game "Sentimental K".


-----------------------------------------------------------------------------------------------------------

Find out more about Sentimental K by searching on Steam store page, or please follow the link below.
https://store.steampowered.com/app/1256530/
Please click [Follow] and [Wishlist] buttons! It will help us a lot!


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In the last devlog, we introduced about monsters and stages. This time, we'd like to talk about artifacts.


Artifacts

In the previous devlog, we demonstrated about weapons and skills and we defined the core fun as 'Synergy' coming from combining various weapons with skills.
Similarly, we have designed artifacts to give players great satisfaction when acquired artifacts are linked with each other.
On top of combining weapons and skills, acquiring artifacts can create even more diverse synergies overall.

<Artifacts with a specific effect on hit>

Players can obtain artifacts from enemy encounters, artifact treasure rooms, stores, or battles against elite and boss monsters.
Depending on how many artifacts you obtain, the difficulty of battles may change dramatically.

<Purchasing artifacts at the store>

In general, the more artifacts you acquire means the better. However, you should carefully judge whether the artifacts are good or bad.
For some artifacts, players get specific passive effects and may receive a very harsh penalty in return.

<Flame orb: Every 15 seconds, creates a flame land, dealing damage around. This damage is also dealt with the player.
Ouch, I got burned!>

We plan to show 120 different types of artifacts in the early access launch.
It would be fun to consider which artifacts to get after the early access release.

<Having this much of artifacts, monsters can be easily slain>


Utilization of various artifacts

If a certain condition has been met, players would gain a great benefit. Or it would be much fun experience if the play/action style completely changes based on artifacts.
The more artifacts you acquire, the more things to contemplate. But you will get more beneficial effects in the end.



<The acquired artifacts are doing their jobs as extra/support dealers!>

We believe that continuously adding new artifacts is very significant to give players new experiences of enjoying the game.
We will work hard on developing the game for the remaining time!
Do you have an idea of a new artifact that you would think of 'If this artifact exists, the game would be more fun'?
Please leave your precious comment! We will actively review each one of your comments for development.


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Facebook : https://www.facebook.com/SentimentalK2020/

Contact: Lee Dongmin [email protected]

Copyright 2020. Fordays Co., Ltd. All rights reserved.
« Last Edit: August 05, 2020, 11:34:07 AM by SentimentalK » Logged
SentimentalK
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« Reply #24 on: May 25, 2020, 12:16:47 AM »

Sentimental K DevLog #6 - Achievements

Hello folks!
We are team "ForDays" in the development of a Rogue-like Action game "Sentimental K".


-----------------------------------------------------------------------------------------------------------

Find out more about Sentimental K by searching on Steam store page, or please follow the link below.
https://store.steampowered.com/app/1256530/
Please click [Follow] and [Wishlist] buttons! It will help us a lot!


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In the last devlog, we introduced artifacts. This time, we'd like to talk about achievements!


Achievements

No matter how fun the video game is, the more you adapt and repeat, the less fun you will feel.
For this reason, we have prepared bundles of achievements that can be aimed in the mid to long term.
We expected these achievements system to perform the following roles.

1. Provide a naturally flowing game guide to the new user.
2. Provide challenging missions that can be fulfilled through unique plays for experienced users.

These missions range from easy to difficult and some difficult challenges require a highly adapted and skilled play.
If you are looking for extra or new fun during the gameplay, try the challenge to complete achievements!

<Achievements that will give direction in all sections of the play>


Smart gameplay guide

There are more than a hundred achievements prepared for users.
However, finding out which of the achievement to gain as the next step can be bothering and difficult for some users.
To assist this, we've added a new feature called, "Smart Gameplay Guide"

"Smart Gameplay Guide" utilizes Artificial Intelligence (AI) technology to suggest the best achievement to challenge at the current time point in real-time.
During gameplay, AI analyzes users' achievement conditions and progress, then present a maximum of three achievements at the right panel of UI.

<OK GUIDE, could you show me the next achievement to complete?>


Unlockable content

For those who love challenges, the achievement progress itself is a fun experience.
(Only if it is not annoying and absurd.)
However, if the gameplay changes based on the achievement progress, it would lead to a more delightful and entertaining user experience.
For this reason, when users gain achievement, unlockable content is given as a new reward.
A new reward (e.g. new weapons, skills, and artifacts) can be looted beginning from the next gameplay, and it will provide a whole new experience to users.

<This will make you expect to play the next new game.>


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We will create a challenge that will help you learn naturally and discover new pleasures without explaining them one by one.
Alright! We will wrap up this devlog by introducing artifacts and skills that can be obtained through completing achievements.



<Sentimental K - 40s battle scene: Artifacts and skills designed for achievement>

- Artifact Information -
Random Box: When hitting, has a 15% chance to gain a random buff.
Gain a random buff among one of the following options:
Attack power increase / All speed up / Movement speed increase / All skills cooldown reduction / Damage reduction


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Facebook : https://www.facebook.com/SentimentalK2020/

Contact: Lee Dongmin [email protected]

Copyright 2020. Fordays Co., Ltd. All rights reserved.
« Last Edit: August 05, 2020, 11:34:34 AM by SentimentalK » Logged
SentimentalK
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« Reply #25 on: May 27, 2020, 12:59:31 AM »

Go forward!
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SentimentalK
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« Reply #26 on: May 29, 2020, 02:01:19 AM »

New character is coming~
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SentimentalK
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« Reply #27 on: May 30, 2020, 05:12:56 AM »

New Screenshots for new character!




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Ashedragon
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« Reply #28 on: May 30, 2020, 09:05:30 AM »

Man this game looks cool but holy hell those lifeless eyes are creepy as heck.
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SentimentalK
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« Reply #29 on: June 01, 2020, 01:57:29 AM »

Sentimental K DevLog #7 - New Character

Hello folks!
We are team "ForDays" in the development of a Rogue-like Action game "Sentimental K".


-----------------------------------------------------------------------------------------------------------

Find out more about Sentimental K by searching on Steam store page, or please follow the link below.
https://store.steampowered.com/app/1256530/
Please click [Follow] and [Wishlist] buttons! It will help us a lot!

Before introducing the new character, we announce that the game is finally ready for early access!
The early access version of Sentimental K will be released on 5th June (Friday), and we will be continuously updating the game as time goes on.
We sincerely appreciate your interest and support in our first game.


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Alright! Back to the main subject. Today, we are going to introduce the newly designed character.
(Well she has the same name as before!)


New character

The previous version of character was designed as a prototype, and the graphic was not fully optimized for Physical Based Rendering (PBR).
However, the new character is designed and optimized to show 3D actions at the top view more dynamically.
In addition, since the new character was created based on 100% PBR, we are now able to present more realistic and dynamic actions at a various illuminating environment.

<New character!>

<Start screen>

<In-game play>


Discord channel

At last, we are also planning to operate the Discord channel for more efficient communication and feedback along with the early access launch on 5th June.
We hope this channel would be used as a place where our early access users actively participate to give feedback and opinions regarding the game.
The invitation code is the following: https://discord.gg/jeYdVWA
But, Discord channel is not the only way to communicate with us. We will be actively monitoring all the other communities such as Steam Page, Blogs, or Facebook wherever users can conveniently leave comments on. We will sincerely consider each one of your opinions and will actively accept them!


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Facebook : https://www.facebook.com/SentimentalK2020/
Discord : https://discord.gg/jeYdVWA

Contact: Lee Dongmin [email protected]

Copyright 2020. Fordays Co., Ltd. All rights reserved.
« Last Edit: June 01, 2020, 02:20:44 AM by Project.Delta » Logged
DevDanPham
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« Reply #30 on: June 01, 2020, 05:17:13 AM »

Your game looks amazing!
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SentimentalK
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« Reply #31 on: June 04, 2020, 10:30:52 PM »

Sentimental K is finally released on Steam Early Access!


« Last Edit: August 05, 2020, 09:31:20 AM by SentimentalK » Logged
jg.camarasa
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« Reply #32 on: June 04, 2020, 11:49:18 PM »

Congrats on the Early Access release! The combat looks a-we-so-me, really snappy and satisfying. Also loving the UI.

The only "negative" thing that draws my attention is that the game is maybe a bit too dark?

Anyways, great work, keep it up!

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« Reply #33 on: June 06, 2020, 08:06:20 AM »

Despite some of the art and assets being a bit bland/placeholder, I find the game to be quite enjoyable. Some observations and suggestions below (some improvements are obviously already planned but I'll list them anyway):
1. Enemy appearing needs some animation/effect. Right now it feels quite cheap to have them just pop in, especially common enemies.
2. Elites/Bosses with CC-immune/uninterruptable attacks need to telegraph their movement better. It's very easy to make them airborne/knockdown and have them instantly recover and start their next move. Probably they can have an animation/visual effect that shows that they have recovered?
3. At least some Weapons need to be unlocked during the first run, not after. As of now a player will see all 3 weapon choices being Broadsword in their first run, which might lead to misunderstandings about how early-access the game is. Weapon stats/effects also need to be more randomized instead of the current just boosting HP/Attack.
4. Boost/Enchant etc. effects need to have their tooltips clarify that they are weapon-specific effects.
5. Some levels are too dark.
6. Needs an option to reduce camera moving speed/extent. And maybe allow some zoom/angle change. Some weapon has very long dash/dash attack distances (especially because Broadsword is the starting weapon), which could make the action quite dizzy.

All in all looking forward to future updates and want to see more variance in elites and bosses. Love the Roses design a lot. Keep up the good work! Toast Right
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SentimentalK
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« Reply #34 on: June 06, 2020, 08:18:09 AM »

Thank you for your very detailed feedback! It is very helpful.
We will discuss your feedback immediately in dev team.
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SentimentalK
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« Reply #35 on: June 10, 2020, 08:15:10 AM »

Japanese localization is done!
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SentimentalK
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« Reply #36 on: June 15, 2020, 12:48:32 PM »

Portuguese(Brazil) localization is done!
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SentimentalK
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« Reply #37 on: June 26, 2020, 11:24:43 PM »

The new boss is coming!
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SentimentalK
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« Reply #38 on: July 14, 2020, 11:39:20 AM »

New character appearance!!
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SentimentalK
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« Reply #39 on: September 02, 2020, 02:06:55 AM »

Now, Sentimental K fully supports touch screen controls.
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