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A jam submission

Devil Spire 2 PrototypeView game page

Procedural Open World Action RPG
Submitted by ithiro (@1r0) — 2 days, 19 hours before the deadline
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Devil Spire 2 Prototype's itch.io page

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Comments

(+1)

The sound seems really loud by default.

How do I exit a ragdoll once I start it?

If I die and then ragdoll I clip through the ground.

Not sure how I feel about the combat. I guess I had trouble seeing what the strategy was.

Cool to see the progress between last DD and now!

Developer

Thanks! Ragdolling is just there to show it sucks, basically. And we'll get a better feel for the combat once better AI, different enemy types, and the other systems like equipment come into play.

Submitted

I haven't played yet, just saw on the Catman stream, so I may be way off base here and might need to amend my post. So basically if I'm full of shit feel free to ignore this.

From what I gather you are saving all the terrain data to disk. Why? The beauty of procedural world gen is it can be recreated at anytime with a seed. Have each chunk represent a seed in the terrain gen and load them that way.

Developer

Well, the thing is that the terrain can be modified with digging and building, so that's why.

Submitted (1 edit)

You don't have to store the natural world in memory, you can store changes to the terrain/world instead and cut down on memory / world gen substantially

A lot of proc gen worlds do this kind of thing.

Developer(+1)

Hmm, good idea. I was too focused on just making it just work way back then in the Godot 4 Beta, so this might be a huge optimization improvement, thanks!

Submitted

np friend, good luck with everything!! I like the ambition you have for your game!

Submitted

So let's say I created a brand new world. So far no chunk files. Then I modify the terrain or world in some way in chunk 34. A file for chunk 34 is created with my changes to the terrain. That kind of thing. And of course depending on how you dod things you can have a hodgepodge of things saved in files and generated on the fly. Of course, it's up to your own discretion as a developer. But I don't think everything needs to be saved into chunk files like that. 

Developer

ah yes. I'll save each chunk individually still so it's easier to load, and I can store stuff like NPCs, villages and dungeons innit. but I'll definitely have to stop saving the whole ass terrain heights.

(+1)

I guess it's really early in the works still. As it was mentioned world generation took really long and while the world looks big it also seem s to be very empty.

- Lightning spell seem to only strike myself, I couldn't figure out how to cast it to someone else
- Raising your sword for an attack is way too slow in my opinion.
- Not sure what happened, but one time an NPC defeated me, my player went to a "have mercy" animation, I jumped to try to get up and then the NPC was dead on the floor with a white triangle on it's head.
- Took a bit to figure out space ascends while flying, but CTRL didn't seem to work for descent so had to fall and take the damage.

I like the way height/weight reflects on the character model, is stats affecting it similar to Kenshi planned? Also like the way spellcasting worked in general (when it worked I mean), the animations reminded me of Morrowind.

Developer

Thanks for the feedback.

Lightning is cast on the closest foe not behind cover, or yourself if none are available. You might've been doing power attacks instead of normal ones (by holding the button). The enemy might've been poisoned, I dunno. You press C to descent (sorry).

It's gonna be similar to Kenshi, yes. Like a first person morrowind version of that instead of almost like an RTS/CRPG.

Submitted(+1)

It took FOREVER for me to generate a world. I wished I could just generate a small lil thing. It’s getting better and I’m glad you’re still working on it.

Developer

Thanks! But unfortunately, the world gen breaks when generating a small world because of all the biomes and wild variations in terrain.

Developer

What changed from last demo day:

  • Fall Damage
  • Running, Jumping and Crouch animations
  • Dodging with Jumps
  • Hold some actions buttons for different effects, like power attacking and longer jumps!
  • Final control layout and full controller support
  • Spell Casting! (Spells not final at all)
  • Interacting with the environment, like opening doors, and sleeping! (no time passing yet)
  • Many misc improvements to stamina, substats, Impact X Balance / Force system, animations and collisions
  • Several bugfixes and engine updates, plus code organization