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January 18, 2025, 03:54:43 PM

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_____bone
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« on: October 08, 2024, 07:57:52 PM »

Planning to update every Tuesday

2024-10-08
I learned 3 lessons from my last (failed) project.
1. Limit the amount of assets needed and develop the art early.
2. Have a clear vision of what you want the game to play like.
3. Design gameplay content early so you don't get lost.
4. Figure out the architecture for the game's systems so your code doesn't need refactoring all the time.

So.. started things off with a mockup. I specifically wanted to accomplish two things from this mockup.
1: A feasible art workflow.
2: A clear vision for how the game plays.

Pick three mercenaries and fight big baddies!
The battle takes place with the boss in the center, and a ring representing both turns and characters around them.
(The pictured shows all the Major Turns, there are also 3 minor turns in-between each Major Turn. I didn't put this in the mockup because calculating their positions was too tricky for me in Krita)
The left shows what abilities the current mercenary has. (In the mockup, it's actually the Boss's turn and this panel wouldn't normally show, but I put it in to flesh out player turns)
Although they are presented as cards, there's no deck, and it's really just for flavor and explaining mechanics more easily.
Turns end when you play a card or skip (not shown).
Some cards require resource costs. (Resources are shown below the card panel)
Cards become exhausted after you play them, and will restore in 2 turns.
Cards can be burned to gain a random resource. Burned cards restore in 2 turns.
Exhausted cards can be burned, though this will delay the ability restoring.
Burned cards can not be burned again.

A better look at the four resources:

Left to right: Might, Trick, Patience, Geet
Geet is a special resource that can also take the place of the other three.

With the mockup ready, I moved on to designing the abilities for each of the mercs.
Last game, I got totally stuck on creating actual content, so I wanted to tackle this one early.
Here's an example of a moveset:
LazulMight
Find TrashCosts 1 Might. Flips into a Junk. Does not end turn.
--Half a WrenchDeal 15 ATK DMG.
--Used Baseball BatDeal 25 ATK DMG.
--Lead IngotDeal 35 ATK DMG.
--Vial of StinkySpawn 3 stinks that deal 15 TRU DMG.
--Pamphlet of WorshipGain 30 HP.
Slash x2Costs 1 Might. Deal 22 ATK DMG, twice.
Spare DaggerCosts 1 Any. Deals 25-35 ATK DMG.
Greater SlashCosts 2 Might. Deal 90 ATK DMG.
ParryCosts 1 Might. Block all attacks until Lazul's next turn.
FervorPassive: +15 STR if Lazul attacked last turn.

I have 3 more mercs ready, but I'll hold on to them for safe keeping.  Wink

After this, the systems architecture. This is where I am now. Currently working on the cards. Don't have this fleshed out enough yet so I don't want to babble nonsense.

If you made it this far, THANKS BRO.
« Last Edit: January 15, 2025, 08:17:38 PM by _____bone » Logged
_____bone
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« Reply #1 on: October 15, 2024, 07:51:03 PM »

2024-10-15
Rough start this week, too  Sad to work on the game for a couple days there.
But recently pushed through and got some systems working.

The turns system is up, the green turns are player turns and a panel pops in for where the cards would go.
Hope to have better progress next week.
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_____bone
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« Reply #2 on: October 22, 2024, 07:17:49 PM »

2024-10-22

Cards have costs.
Cards can be played and become exhausted.
Cards can be transformed.
Cards can be burned for resource.

My main problem at the moment is that I need a lot of structure in my days in order to keep doing things (even if i enjoy doing them). My off day from my day job should be a time of bountiful work, but being completely unused to them I just end up doom scrolling and other nonsense.. I don't even play games that much anymore.. it's something I feel a lot of shame about.
Anyways, the game is coming along. I won't hit my target of prototype ready by the end of the month, but i -am- making progress, so I guess all is good.
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michaelplzno
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« Reply #3 on: October 23, 2024, 05:38:43 PM »

seems like this concept would take a good support network to get to the goal line. Let me know if you want to chat etc.
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_____bone
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« Reply #4 on: October 24, 2024, 08:21:07 PM »

 Cave Story I'm not even sure what I would say.

But it's a very kind gesture, I really appreciate that. I may take you up on it if I ever brave the courage.
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michaelplzno
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« Reply #5 on: October 24, 2024, 09:47:48 PM »

We can always discuss the scripture:





More seriously, I'm always looking to shoot the breeze with folks, especially talented game devs like yourself, not sure why no one seems to want to take me up on that.

You can hit me up @michaelplzno on anything.

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_____bone
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« Reply #6 on: October 29, 2024, 08:22:37 PM »

2024-10-30





A lot has been done. The game is starting to look more like the mockup.
Still some tricky stuff left.
  • The knockback needs motion fx (i have an idea, but could turn out harder than expected)
  • Abilities need animations that the game waits on before continuing.
  • Targeted abilities (this is the hardest).
  • The actual boss in the center

I'm sure there's more stuff to do, but these are what I will focus on till next update (let's see how much I can get done).

@michaelplzno thank you for the support.. !
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_____bone
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« Reply #7 on: November 05, 2024, 08:05:09 PM »

2024-11-05

The core features will be complete within the week.
To add:
  • Boss turns on the turn wheel.
  • Merc deaths.
  • Boss death.

After that,
  • Tutorial
  • Indication of resource gain & loss.
  • Flesh out a boss fight and 3 mercs.
and I'll be ready for the first playtest.
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_____bone
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« Reply #8 on: November 13, 2024, 08:13:03 PM »

2024-11-13 (Wednesday)
Sorry for being a day late, I wanted to fully complete the core features before posting.

Core features complete!

I will be spending the remaining days of November getting enough content in for my first playtest.
If it goes well, I'll continue the project.
If it doesn't.. I'll start looking for a real job. *whelp*

I will probably keep the playtest to a small group of people, but if you're interested, feel free to dm me.
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_____bone
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« Reply #9 on: November 19, 2024, 09:10:29 PM »

2024-11-19

Got all the mechanics working for Lazul.
Started work on the next merc, Gus.
Did lot's of little things like:

  • Better card play visuals
  • "on turn start" and similar triggers
  • Hands can now have empty card slots
  • Damage number pop ups
  • and other non visible things
« Last Edit: November 20, 2024, 11:28:06 AM by _____bone » Logged
_____bone
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« Reply #10 on: November 27, 2024, 09:33:10 AM »

2024-11-27


Started experimenting with color after getting some feedback.
Not satisfied yet, but currently focused on getting the gameplay ready for playtest.
Finished the card mechanics for the inital 3 mercs.
Almost done with the boss's abilities.
Next up:
  • Art for all the cards and abilities
  • Tutorial
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_____bone
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« Reply #11 on: December 03, 2024, 09:41:03 PM »

2024-12-03


Finished the Boss's abilities (but not the art)
Lots of little fixes here and there.

I've been working on figuring out the balance.
After I get that down, I will tackle the tutorial.

.. I could use some feedback on how to improve the visuals.
« Last Edit: December 04, 2024, 11:48:57 AM by _____bone » Logged
_____bone
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« Reply #12 on: December 10, 2024, 08:43:40 PM »

2024-12-10
Nothing visual to show today (though I did add dialogue boxes).

Mostly just balancing this week. I have the combat to a good place but not yet sure if it's too hard.
Added some stats tracking that gets logged in a file. This will be useful when I start playtesting.

Next up: Tutorial
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_____bone
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« Reply #13 on: December 17, 2024, 07:55:21 PM »

2024-12-17



Tutorial mechanics are done!

Next up: Art & Sfx for tutorial and first boss.
Won't be final art, just good enough for a playtest.
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Golds
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« Reply #14 on: December 17, 2024, 08:48:11 PM »

2024-10-15
Rough start this week, too  Sad to work on the game for a couple days there.
But recently pushed through and got some systems working.

The turns system is up, the green turns are player turns and a panel pops in for where the cards would go.
Hope to have better progress next week.

I love the spinning. Keep going
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_____bone
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« Reply #15 on: December 24, 2024, 08:10:50 PM »

I love the spinning. Keep going

Why quote such an old log?  Cheesy

2024-12-24



Finished the tutorial boss and their art.

Just need art for a couple more things and the playtest will be ready.
I should be able to send it out this week.
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_____bone
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« Reply #16 on: December 31, 2024, 08:32:28 PM »

2024-12-31


Previewing the cards of mercs when it's not their turn.

I started playtesting and have gotten lots of great feedback.
Did balancing and added some new features based on what I've gotten so far.
Going to continue this playtesting phase for a while, but then sadly i will have to lower the priority on this game a bit and focus on getting a real job (life circumstances). I will still work on this! Once playtesting and iteration on that is over, I will mark this as 10% done.
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_____bone
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« Reply #17 on: January 07, 2025, 09:18:16 PM »

2025-01-07

Nothing visual this week.

Almost done adding in all the (placeholder) audio.
Some players fell into using a strategy of burning and guarding. This is a very boring to play strategy, but it works. I didn't like this so I added charges to guards. Now each merc can only guard 3 times per combat.
Did some bugfixing.

This next build will probably be the last build (fingers crossed) till the next playtest.
I have a few playtesters left to send the game out to, but if anyone else is interested, let me know.
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Bombini
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« Reply #18 on: January 08, 2025, 01:32:39 AM »

Just checking in here, waiting for the build Wink
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CodeRedStudio
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« Reply #19 on: January 11, 2025, 03:12:02 AM »

Yoooo read your devlog wanted to know if there is a steam demo.
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