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Version 0.3.4 Development Log
It's been a while! A lot has being going on outside of my game development the last 2 weeks but I've been back at it the last few days and moving down the seemingly never ending list of things I want to add to this game. Below is a full list of things added and things changed.
- Player has an air jump now. This means a player can drop off a surface and then jump mid air.
- Flying enemies now target the player and move towards them within a certain range.
- (Speeds of flying enemies may vary)
- Ground enemies can spawn on surfaces and patrol back and forth but will not follow player.
- Equippable items no longer appear in the dungeons but can drop from Chests.
- Some chests require keys (see gifs below). The higher the amount of keys required the better the reward.
- Added chest open effect.
- Spikes that are constantly falling from top will increase in speed as you venture further down.
- Depths no longer read as "1-1", "1-2", "2-1" etc but just as 1,2,3,4 and so on.
- Diamonds that come from broken boxes attract quickly towards player. May apply this to coins too but at a shorter range.
- Exploding Boxes explode faster.
- Game now logs and saves statistics (Deaths, coins collected, artifacts, wins etc)
- Menu has a Stats page.
- Stats can be reset.
- Added Settings page with Fullscreen toggle. Sound settings and more have yet to be implemented.
- New level theme "The Mines" added.
- New sprites added for The Mines.
- New enemies added.
- UI and camera changes colour upon entering Depths 4, 5 and 6.
Opening chests with Keys
The Mines levels and colour scheme
New Menu pages and Stats
That's it for now. We're slowly but surely approaching a testing stage, once I add one more theme and an end game! Keep yourself posted my visiting my twitter : @daninfiction
"The first of it's kind!" - GAMESPOT*
"A true trendsetter." - Kotaku*
"Better than the new Zelda." - Some random redditor.*
"Huge. It's gonna be huge." - Donald Trump.*
* Some of these quotes may be false. Or entirely true. Who knows?
Now working on v0.3!
Today I started working on v0.3 of my yet unnamed game! Which reminds I should probably pick a name soon. Anyway, v0.3 is all about the In game store, stat recording and other small tweaks. I've added items, keys etc and now I have a place where they can be used, picked up, offered etc.
Main Store functions
- Brief respite between every 3 levels and serves as the transition to the next area in which the difficulty heightens.
- A Health shrine (which can be seen further below) which will heal you back to full Health for a price.
- A Shrine where you can offer Artifacts for score
- Artifacts a new rare spawning item that has it's own counter (indicated by Skulls)
- Chests that can be opened for random loot or can be trapped
- Chests that may cost Keys. (eg x3 keys, x5 keys etc.)
- Sometimes, item combinations won't quite work out for you. So there's a strange creature that will reset your items for you for a price. (Still need to work the kinks out on this one, so it may change in future.
Chests and Artifact Offering
That's it for now. Be sure to keep up to date with what I'm doing on my Twitter! : @daninfiction
Quick update - Items and other things
Items have been added to the game. At first these were going to be Temporary items that woudl give the player a small buff over time that would eventually wear off. For the time being I've put the idea to the side and I've designed 9 core items that can be found throughout the levels but spawn at random. Once equipped they are kept until the player dies. They're mainly items that effect the platforming currently as the platforming is the main gameplay element. SO I thought it was necessary that the items would reflect that. The items are as follows
- Ground Speed boost
- Faster fall speed
- Double jump enable
- Disable Wall sticking
- Air Speed/Control increase
- Dash ability
- Jump height increase
- Luck Increase (increase in item score at random once picked up)
- Key Book (a book full of keys)
As you can see below the UI has also gone through some changes
Aside from the items additions I've also added High score functions and have started adding some Statistics that track specific things the player has. I've also added a few stock sounds designed in BFXR for ease of use.
Once I finish up the items I'll be moving onto a Store. Where the player will be able to open up Chests with keys for Loot and treasure, trade Artifacts for Higher scores and much more.
Stay tuned via my Twitter : @daninfiction
Today I'll be talking a little bit about some things I added and about my "Dungeon" generator.
First things first let's talk about some of the things that were added in the little amount of dev time I had earlier in the week (a lot of personal work and stuff came up which kept me from my regular dev work).
New stuff added for Dev version 0.2
- Keys (these have quite a rare drop rate and stack once picked up. They'll be used to open chests in a Store section that I'll be adding soon enough).
- Separated Coin score from overall score. This way the coins can be used as an actual currency for purchasing upgrades and special items rather than just contributing to an overall score. But you still gain score points for picking up coins!
- Added a basic menu with keyboard/mouse functions.
- Random item generation on Grid templates
As I've had some experience with procedural generation in the past with my games Deathbound, Cosmic crucible and devil below, I haven't had too much trouble setting up the Generation for "downward" dungeons. The generator itself still needs some tweaking so the dungeond feel more organic as right now they're a little too on the random side which I don't like. Below you'll see an incredibly crude diagram of my Generator's basic logic (that I drew in paint cos I'm stuck in an Internet cafe with some dude beside me that keeps looking over my shoulder).
You get the basic idea. But so far it's an easy generator to work with with lots of settings I set up that can be tampered with. My only dilemma right now is having set levels or a neverending dungeon.
But there'll be more to show this weekend. Hoping for a few more gifs and updated features as I move towards Development v0.3 and a playable build.
About half way into v0.2 right now. Didn't run into too much trouble and haven't encountered any bugs just yet. But it's only a matter of time.
I'll be away for the next 3 days or so, so I won't be posting til Sat/Sunday. So here's a list of everything I've done the last 2 days :
- Level progression (eg 1-1 > 1-2 > 1-3 and so on)
- Crates (Some are filled with loot, others are traps)
- End game state with Retry and Menu button function
- Start game state with the player dropping from the ceiling to the start point with a "Ready?" and "Go!" prompt.
- Health, score and level resets on Retry.
- Visual 'fade in' on level start
Today I started work on v0.2 (Dev build). A good chunk of this is going to be the more complicated stuff. Items to collect, player hazards,High score recording, level progression, Procedural generation fixes and Shop stuff for the player. All topped off with some Basic sound implementing! So far I've made some items such as Keys and crates with treasure within and an exploding crate! (Which can be seen below)
List of features finished
- Player controller and Physics
- Player Sprites
- Chasing Spikes (to influence Player momentum)
- Player Variables - Score and Health
- Coin and health pickups
- Base UI - Health Bar, Score recording
- Damage detection (flashing damage sprite effect)
- Basic Enemies
- Screenshake on Death
- Environment Spirtes (Stone, Rock, grass, vines)
- Procedural Level Generation (Although still needs some refining)
The above is from 3/4 days ago and here's how it looks as of yesterday (below).
Started work on this towards the end of January. Plans are pretty basic for this. A Downwell style difficult platformer with Roguelike elements where the player must progress through Procedurally generated levels, collecting coins, avoiding traps etc. I'm also going for a strictly Gameboy style aesthetic, limiting the UI,sprites etc to a 4 colour pallete.
I plan on having 3 Developer versions before I want people to start testing Windows/Mac/Linux builds abd eventually Android. These will be classified by v0.1 > v0.2 > v0.3.
With each versions completion I will list some screenshots/gifs and a list of completed features.
Tools I'm using
- Unity 3D
- Sublime Text Editor
- Paint.net (Image processing and editing)
- Audacity, FBXR and Bosca Ceoil (for Audio and Music)
A 2D Action RPG Roguelike inspired by games like Risk of rain, Destiny, Binding of isaac etc.
Enter the void to retrieve ancient loot and artifacts and defeat terrible creatures within. Build up a frenzy to summon your Effigy to destroy those who would oppose you.
Started working on this in early December after prototyping various projects throughout October/November. I've decided to go full throttle with this project as I've actually been having fun thinking about where I could take this little game. Below you'll find some gifs of my progress so far. Basically it's a 2D action rpg that will have 3 main classes (although I may add some more in the future) with 4 differing abilities and specialities. But each class has one thing in common; a frenzy bar. Once a frenzy has been built up, the player can summon an Effigy. An Effigy is basically a creature that will follow you and create huge damage to everything caught in it path. Each Effigy will have skill tree which you'll build up as you progress through the game. And yes, this game will have roguelike elements so there will be a lot of randomness to it in addition to random maps, items, loot and enemies.
I hope to keep this updated over the coming months and am hoping to recruit some playtesters when the time comes.
You can track the majority of my progress on my twitter at : https://twitter.com/DanInFiction
Basic movement, shooting and ladder movement along with some working abilities (eg invisibility)
Player reaches Frenzy and summons an effigy
Smart spawner which places enemies at random and where it pleases
Hmmm, odd. I had animations working with my controller but I'll look into fixing that for sure as well as the black border issue which I haven't encountered in my playtests. But thank you for the critiques and taking the time to play and write this up. Always much appreciated when making these things :)
And yes, Journey was a little inspiring ;)
Made huge progress yesterday. The gif shows off just a little bit of what you'll find in the list further below.
List of finished stuff
- Level generation (random of course)
-Random item placement
-Random enemy placement
-Enemies (2 types static and flying)
-Coin pickup and scores
-Shop at level 5 and level 10 with 3 gun types to pick from
-Artifact on level 16 which results in a win
-Menu page and stat tracking page
-Keyboard and controller input
Stuff left to do
-Finish building templates for Level generation grids
-Windows, Mac(?) and Linux(?) builds
Devil Below is a Randomly generated 2D Platforming shooter with roguelike elements. (Phew, now that's a description).
Things are going well so far. Ran into some issues regarding the resolution and such in unity but after delving through a few tutorials, I've been flying it.
Dungeon generator is somewhat done and roughly based on Derek yu's Spelunky level generation. Basically 3x3 grids each with their own various templates with random enemy and loot spawns. This was the very first thing I coded for the jam which I'm really happy with right now.
Art is somewhat basic and simple. More 'silhouette' in appearance to save on time rather than pouring over detailed sprites and such. (Also, I kind of suck at pixel art especially in a jam setting).
All that's left to do is code up some kind of store with 2/3 special items, a Depth counter (plus a final level when the player reaches depth 16) and menu and player pref stuff. I'll post more as the week goes on.
Thanks so much for playing it. I really really appreciate you taking the time :D
Oh yeah, there are a great number of issues that are still in there from when I put it out last October. I may have to go back and clean it up (as I need to do with a few of my other games). I've become a much better dev over the last few months (or so I think) so a lot of that stuff can be fixed. Thanks for all your help and critiques, it's great :)
Hey there! New update is up. I had to remove some things in the map to make it work, so each time your go to the overworld you'll be at the "Home" position, but you'll at least be able to navigate the map. Just a tip : Unfinished levels appear in red and finished in green.
If you run into any more issues don't hesitate to get in touch :D
The jumping mechanics are a little weird but yeah that's intended. It's mainly about managing momentum as jumping after a huge jump can lead to a "little" jump as you mentioned. I may take another look at them and perhaps revamp them. That second part you mentioned is unintended and I'll have to take a look at that too. Thanks for your help :)
Ah I see. I'm gonna have to put out an update on the game, cos it's a nasty bug that keeps popping up. Thanks so much for letting me know.
I'll let you know when the update is out so you can continue your playthrough :)
Hey there! Thanks for checking the game out. Hmm, I had a problem with this in an earlier version of the game but it has since been fixed. Any chance you could send a screenshot of the map view?
Description : Death needs a replacement. You're just the Grunt for the job.
But unfortunately you're not the only grunt fighting for Death's job.Perseverance, quick reflexes and a quick trigger finger are the only thing that will help you survive.
Reach the 13th Depth and defeat Death to Win!
Yes, an update for Deathbound like I promised I would ages ago. Well, I don't know if I promised me or this blog or my legion of 2 fans this update, but it's out regardless.
Link to Deathbound : https://toothandclaw.itch.io/deathbound
Twitter : www.twitter.com/DanInFiction
UI & Menu
- Changed font in menu for clarity
- Game is now playable in multiple resolutions and Full screen.
- Fixed some UI resolution issues. Game should run in multiple resolutions okay now.
- Removed background menu animations.
- Changed font on Statistics, Leaving page and About page
- Changed font and UI in game
Gameplay Tweaks & Changes
- Increased Wasp Boss Movement speed and Shooting speed
- Reduced hitbox size for Wasp damage. Was too easy to hit.
- Increased Wasp health
- Defeating Wasp Boss now gives 3000 points in reward
- Added new Ground textures
- Caverns have now been changed to Valley
- Added rain to Valley
- Increased Demonhead Boss health
- Fixed Hit box for Demonhead damage (hits on eyes would sometimes not register)
- Increased Demonhead movement speed
- The Deep level depth algorithm decreased. Shorter dungeons.
- Added new colour and Fog to the Deep
- Added some enemies to the boss fight with Death.
- Increased Death's speed and health.
- Defeating Death now rewards 8000 points
On Wednesday, I released 0.1 of my new Roguelite/Shooter, Deathbound. Think Nuclear Throne and Binding of Isaac smashed together and then stripped to its barest form. Well, that's a pretty convoluted way of describing it but it works. The game is free of course, so go check it out.
The game will continue to be updated in the coming weeks so if you decide you like the game, be sure to follow me and stick around for future versions!
Death needs a replacement. You're just the Grunt for the job.
But unfortunately, you're not the only grunt fighting for Death's job.Perseverance, quick reflexes and a quick trigger finger are the only things that will help you survive.
Reach the 13th Depth and defeat Death to Win!
- Randomly Generated Levels and Enemies
- Fast and Quick Combat (No health bars/pickups, One hit kills)
- 3 Boss fights (for now)
This game is in development so feedback is encouraged and appreciated. Also, the game might be in a buggy or just overall shitty state, so don't mind it too much.
Thank you! Never really considered it as an average playthrough was maybe 60-80 mins so I didn't think it'd be long enough for Steam, but I might just have to. I read somewhere that submissions cost a bunch though.
After releasing the game back in October (completely broken) and struggling to get a fix until November out, due to terrible internet and technological restraints (which is a fancy way of say I have a shit pc), the games sales suffered. While I wasn't expecting sales of even about 20/30, I received far far lower. Only getting sales from people I knew personally who played the game for all of 5 minutes, said it was broken and never returned to it it. Now in it's working state I feel Cordillera should be played by anyone who should come across it.
Description of the game :
Far far away, lies a land high above the Clouds.
Take Aethel and her friend Luna on an adventure across the beautiful Cordillera. To save an ancient people on the brink of extinction from an Old Evil.
A 2D Platformer with a minimalistic and colourful artstyle.
I put about 4 months into this thing and also worked on an astounding soundtrack with my brother James. Even if this game isn't your thing, the soundtrack alone is nuts.
Feel free to tell me what you think of my little Game set high above the clouds.
Link to game : https://toothandclaw.itch.io/cordillera
Still playing Destiny. They just added a free event "Sparrow Racing League", which is a lot more fun than I'd thought it'd be. Also playing a bit of Nethack since they added a new version after 8 years (I think). Still kicking my ass.
Just wanted to say I've been following you on here and twitter for some time now and that your games and dev "attitude" (I guess that's the best way of putting it) really inspire me. Thank you!