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January 20, 2021, 10:32:02 AM

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TIGSource ForumsCommunityDevLogsDevoul- Curse of the Soulless Devlog.
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SweepingAvalanche
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« on: September 30, 2020, 11:25:15 AM »

Hey guys, I have a new gameplay showing a new area called "Royal Halls". This area is composed of both inside and outside rooms with several new enemies and traps.
Check out more on the metroidvania Devoul- Curse of the Soulless or get a free playable DEMO: https://sweepingavalanche.itch.io/devoul



« Last Edit: October 22, 2020, 06:32:52 AM by SweepingAvalanche » Logged
SweepingAvalanche
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« Reply #1 on: October 09, 2020, 08:45:05 AM »

As always feel free to comment and give feedback. And if you have time try ou the free playable demo too on the itchio site.
 Beer!
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SweepingAvalanche
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« Reply #2 on: October 22, 2020, 06:35:26 AM »

Geting close to finishing all the main areas of the game. After that the areana special area is next and I finally reach the final stages of the development. More on it soon Smiley
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SweepingAvalanche
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« Reply #3 on: November 11, 2020, 07:05:04 AM »

Today I reached a big milestone  Beer!, all the rooms of the game are now complete. The final map will have more that 300 rooms!

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ThemsAllTook
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« Reply #4 on: November 14, 2020, 08:14:18 AM »

Cool! This looks like it's pretty well put together already. I watched the video in your first post, and I have some feedback based on that. The gameplay looks pretty solid already, so this is mostly about graphical and audio stuff:

- Some of the sound effects seemed out of balance with the rest. The sounds for picking up potions and the ones played when the character or an enemy takes a hit seemed way too quiet - like, getting hit especially is an important event, so I'd expect a big punchy sound to call attention to it. On the other hand, the alternate weapon sounds seemed way louder than I'd expect - they kind of drown out everything else while they're happening. There's also an eating sound effect at 5:08 in the video that's super loud and seems to only play in the right audio channel for some reason.

- There are a lot of mixed pixel sizes being used. I'd suggest choosing a base resolution and rendering everything to a buffer at that size, then scaling up to draw it to the screen. By changing the scale of the main framebuffer, you could still get the camera zoom effects you're using, but all of the places where the overall pixel grid is broken would be fixed. This might require redrawing some stuff or presenting it at a different scale, but it would be a huge upgrade in visual quality.

- In addition to mixed pixel sizes, a few things seem to be drawn at the wrong aspect ratio. The lightning subweapon is stretched horizontally, as are the snowflakes falling in the background.

- The "Stance ready" icon is at an especially awkward scale level. See how the mixed pixel sizes make the lines in the checkmark and the circle around it look like it's broken up at certain places.

- Something is weird with the main character's walk cycle. The frame where his legs are farthest back places his head way farther back than the other two frames, making it look really jolty. I'd suggest offsetting this frame so that the head stays more or less at the same horizontal position, and it might look a lot better.

- It took me a while to figure out that the periodic thumping in the background wasn't part of the music, and was actually the sound of cannons firing. Maybe it would make sense to attenuate this sound effect if you're farther away from it? Like, only make it audible if it's onscreen or close.

Anyway, nice work on this!
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SweepingAvalanche
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« Reply #5 on: November 17, 2020, 04:14:27 AM »

Cool! This looks like it's pretty well put together already. I watched the video in your first post, and I have some feedback based on that. The gameplay looks pretty solid already, so this is mostly about graphical and audio stuff:

- Some of the sound effects seemed out of balance with the rest. The sounds for picking up potions and the ones played when the character or an enemy takes a hit seemed way too quiet - like, getting hit especially is an important event, so I'd expect a big punchy sound to call attention to it. On the other hand, the alternate weapon sounds seemed way louder than I'd expect - they kind of drown out everything else while they're happening. There's also an eating sound effect at 5:08 in the video that's super loud and seems to only play in the right audio channel for some reason.

- There are a lot of mixed pixel sizes being used. I'd suggest choosing a base resolution and rendering everything to a buffer at that size, then scaling up to draw it to the screen. By changing the scale of the main framebuffer, you could still get the camera zoom effects you're using, but all of the places where the overall pixel grid is broken would be fixed. This might require redrawing some stuff or presenting it at a different scale, but it would be a huge upgrade in visual quality.

- In addition to mixed pixel sizes, a few things seem to be drawn at the wrong aspect ratio. The lightning subweapon is stretched horizontally, as are the snowflakes falling in the background.

- The "Stance ready" icon is at an especially awkward scale level. See how the mixed pixel sizes make the lines in the checkmark and the circle around it look like it's broken up at certain places.

- Something is weird with the main character's walk cycle. The frame where his legs are farthest back places his head way farther back than the other two frames, making it look really jolty. I'd suggest offsetting this frame so that the head stays more or less at the same horizontal position, and it might look a lot better.

- It took me a while to figure out that the periodic thumping in the background wasn't part of the music, and was actually the sound of cannons firing. Maybe it would make sense to attenuate this sound effect if you're farther away from it? Like, only make it audible if it's onscreen or close.

Anyway, nice work on this!

Hey thanks a lot for the feedback, some of those things are already beeing worked on, so i can say you are rigth on them (mostly the grafic part). About the trailer sounds that was a case of "bad edditing" on my part. I made the video and I am not that good in doing that, so in the end the sounds turned out a bit out of place or too loud.
About that walk cicle you are not he first one to tell me that. I will try to add at least a few more frames to it to make it look better.
Thank you for your help mate Smiley
All the best.  Toast Right
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SweepingAvalanche
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« Reply #6 on: November 17, 2020, 04:15:12 AM »

Hello guys, just as promised I have just uploaded a new devlog of the game togheter with a new demo version. To view the full devlog or try the demo check out the game's itch.io site here: https://sweepingavalanche.itch.io/devoul
You will find the links to the demo and the devlog bellow.
All the best  Toast Left
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SweepingAvalanche
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« Reply #7 on: December 02, 2020, 04:27:07 AM »

Complete World Map (no secret areas included)  Smiley
[/b]

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SweepingAvalanche
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« Reply #8 on: December 11, 2020, 09:51:17 AM »

Hey guys, I just uploaded a new gameplay video showing some more areas and game mechanics of the game. Hope you enjoy it Smiley
Check it out here:

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SweepingAvalanche
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« Reply #9 on: January 09, 2021, 11:36:39 AM »

New video on some of the game mechanics of the metroidvania Devoul- Curse of the Soulless. Check it out guys Smiley


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SweepingAvalanche
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« Reply #10 on: January 12, 2021, 04:29:01 AM »

New room for a hard boss fight!  Cool
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andyfromiowa
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« Reply #11 on: January 13, 2021, 11:21:13 AM »

This is looking good so far. The platforming and mechanics look solid. The world looks interesting, and I like that you've added things like a boxing gym and Space Invaders-style mini game. It adds a lot of personality to a genre that can sometimes get overly bleak.

Graphically, there are some sprites that stick out a bit. I'm guessing some are placeholders, though. I really like the backgrounds. The parallax effects and animations give it some nice depth and visual flair.

 Hand Thumbs Up Left Grin Keep at it!
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SweepingAvalanche
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« Reply #12 on: January 14, 2021, 03:12:36 AM »

This is looking good so far. The platforming and mechanics look solid. The world looks interesting, and I like that you've added things like a boxing gym and Space Invaders-style mini game. It adds a lot of personality to a genre that can sometimes get overly bleak.

Graphically, there are some sprites that stick out a bit. I'm guessing some are placeholders, though. I really like the backgrounds. The parallax effects and animations give it some nice depth and visual flair.

 Hand Thumbs Up Left Grin Keep at it!
Thanks man, glad you liked it. I tried to add a bit of "new" to the metroidvania game with those mini games and a few other stuff (mainly because I always loved the mini games in games like final fantasy).
The pixel art is were I have to work always harder as I dont have an arts education or anything like that, but I hope ppl like the final work. Cheers  Beer!
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