Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

 
Advanced search

1380207 Posts in 65795 Topics- by 58187 Members - Latest Member: rarbgproxys

August 05, 2020, 05:26:17 AM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsCommunityDevLogsRise of the Underworld - A dark pixel art hack and slash
Pages: [1]
Print
Author Topic: Rise of the Underworld - A dark pixel art hack and slash  (Read 459 times)
RocketShelterStudios
Level 0
*


View Profile WWW
« on: July 14, 2020, 09:48:49 AM »

Rise of the Underworld

Welcome to the first devlog of Rise of the Underworld! We are a two-man team from Belgium. We started working on this project a week ago and just finished our prototype. We are thrilled to continue working on this game and can’t wait to let you guys play.

Story

The year is 1359, 35 years ago the gates of the Underworld opened. The creatures from hell invaded the overworld bringing with them death and destruction.
A guild was established with the sole purpose of stopping the invasion and drive the creatures back to the Underworld.
You play as one of the guild’s knights tasked to slay these creatures and restore peace to the overworld.


Gameplay

The game is a pixelart hack and slash with some roguelike elements. You fight your way from floor to floor in randomly generated levels. After each floor you can choose between a number of abilities to help you in your journey. This allows for players to choose abilities which best match their playstyle (for example: choosing a shield for a more defensive playstyle or dash and double jump abilities for a more mobile playstyle,..).



Every floor is unique and will have some valuable items hidden around to help you fight the creatures from the Underworld.
Try to get as far as possible and beat the highscore.



Thank you for reading our first devlog.
We will be making weekly devlogs from now on so make sure to keep an eye out!


« Last Edit: August 01, 2020, 05:45:56 AM by RocketShelterStudios » Logged
RocketShelterStudios
Level 0
*


View Profile WWW
« Reply #1 on: July 17, 2020, 11:07:24 PM »

Rise of the Underworld: Devlog #2 - Animations and more!

Hi everyone! Welcome to our second Devlog of Rise of the Underworld. We’ve been very busy this week, mainly working on the knight redesign, animations, floor generation and some new abilities. We also have been focussing on social media a bit more this week. We made a twitter and reddit so don’t forget to follow us! (https://twitter.com/RocketShelter). We will be posting more gifs and screenshots over there in the future.


Art and animations

After finishing our prototype it was time to invest some energy in redesigning the main character.


We’ve also been working on the basic attack animations:


Because we have no experience with pixel-art and animating the tutorials at the following link have been of great help: https://blog.studiominiboss.com/pixelart

The animations are certainly not finished yet and will be re-iterated on in the future to improve the look & feel. We’ll be posting new animation GIF’s on our social media accounts next week.


Abilities

Abilities are a huge part of our game, You gain abilities every time you finish a floor and proceed to the next one. You can also find ability shards in a chest (more about that later). We focus on having a lot of different and unique abilities so everyone can choose their own playstyle. Currently we have about 40 abilities but we are hoping to increase that number up to 60 before releasing the game. Here you can see a screenshot of the WIP screen you will see at the end of each floor where you can choose your ability.


Chests

We wanted players to have a reason to explore each floor a bit so that’s why we added chests. These chests are randomly scattered around the floor and can contain some useful items. However be careful because some chests can contain some bats for you to fight instead. The items you can currently get from the chests include: Health Potion, Blade Oil, Ability shard (Free random ability) and an Attack Speed Potion.

Thank you for reading our second devlog. We still have a long road ahead but we are very happy with the progress so far!




Logged
RocketShelterStudios
Level 0
*


View Profile WWW
« Reply #2 on: July 25, 2020, 12:07:27 AM »

Rise of the Underworld: Devlog #3 - A new foe has appeared!

Hi folks!

Welcome to our 3rd dev-log of Rise of the Underworld. As always it has been a busy week with lots of tweaks and changes so let’s get into it!

Art

We added/tweaked a bunch of animations. The running animation wasn’t easy to make as it has more complicated frames than a typical attack animation, but we feel with a few more tweaks and details this animation will be done.


We also added some simple blood particles to enhance the experience while fighting the monsters.


Gameplay

A new enemy has been added: the spider!

These creatures like to hang from the ceiling and shoot you with their poison. When you’re close enough, they try to drop onto your head and attack you when you least expect it!

When you reach harder floors with more enemies, it will rain spiders and you’ll have to dodge them to survive.


Online highscore

When you die your highscore is saved to the online scoreboard. This gives you an idea of your skill in our game in relation to other players.

Balancing

This week we put a lot of energy in balancing the game mechanics. This wasn’t an easy task but we have a feeling we’re getting close.





Thank you for reading, As always you can follow our progress on our Twitter as well!
Logged
RocketShelterStudios
Level 0
*


View Profile WWW
« Reply #3 on: August 01, 2020, 05:45:39 AM »

Rise of the Underworld: Devlog #4 - Blood and bones

Hi everyone!
Welcome to our 4th and final devlog for now. We will be releasing the demo of the game for free on our itch.io page next week on the 8th of August. Please give it a try and let us know what you think! We had a lot of fun working on this demo and we hope we can continue working on this game in the future if people want us to. Since we want to release the demo next week we spent a lot of time on polishing.


Art

This week we added more animations and sprites and reiterated on some existing ones.
We did some minor tweaking on the run animation by applying some feedback we received on reddit.


We also tweaked the basic attack.

We added a death animation for our protagonist to make his death look a little bit more interesting.
We’re not entirely satisfied yet, so we’ll be improving it next week.



Game feel

We also tried to enhance the overall game feel. We added some blood particles and decals when attacking enemies. We also added some screenshake when damaging things and a heartbeat effect when you are close to death. We took a lot of inspiration from some talks by Vlambeer and Move or Die.







Music

Lastly, We have been working on the soundtrack as well and you can listen to a sneak peek here.

Thank you for reading, As always you can follow our progress on our Twitter as well!
Logged
Pages: [1]
Print
Jump to:  

Theme orange-lt created by panic