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CODE ORDINAL RISE ### Low Poly Survival Arena First-Person Action RPG ###

A topic by WhiteSponge created 46 days ago Views: 103 Replies: 5
Viewing posts 1 to 5
(Edited 1 time) (+1)

Code Ordinal Rise - Low Poly Survival Arena First-Person Action RPG

Hello! My name is David and recently I was playing around with creating low poly objects for the first time and ended up starting this new game.

I shared that screenshot and gotten some friends and people interested (yay!) even without any core gameplay added to it. I basically pieced together some random cool words to arrive at the game's name :D

Code Ordinal Rise will be an arena survival First-Person RPG where you have to survive waves and hordes of enemies coming at you. It sounds simple because it is.

Anyhow, this is where I will post frequent updates of the game's progress! As of now, Code Ordinal Rise is 2 weeks in its development!

You can also find me on Twitter at http://twitter.com/WhiteSponge where I frequently tweet about the game too!

The new Facebook page is also up!

Look forward to the game's progress as there will be a super early alpha demo coming in the next few months or so! Cheers!


Development at 2 weeks 2 days in:


I have always been intrigued by magic and so with Code Ordinal Rise, there will be a lot of spell casting (of course you can choose other attack options)!

And here is the 1st ever spell cast test!

I call this the Magic Shot spell! It mainly consists of a magic circle and a purple magic projectile that flies out! Think of it as the 1st spell you will ever get to use in the game :P

And as you can see, it still needs lots of improvement (e.g camera shake).

Ok so this is a rather short update but look forward to the next! :)


Development at 3 weeks 0 days in:


I'm back with another small update on Code Ordinal Rise!

So I have finally added a simple HUD on the bottom left corner of the game!

I decided to go the minimal and clean look so it would not clutter up the screen as well. While it isn't obvious at 1st glance what the various bars are for, I do want you to find out/learn about it in-game instead (the diamond bar is the xp bar, multiple vertical rectangles bar is the health bar and the thinner bar at the bottom is the mana bar)

And towards that aspect, you will also spent mana when casting spells! If you do not have enough mana, puff!

Your mana (MP) will also regenerate on its own and I do plan to add options in the game which will speed that up!

As mentioned, it's a rather short update as well so that's it for today!

Remember to find me on Twitter at http://twitter.com/WhiteSponge where I frequently tweet about the game!

Look forward to the next update! :D

(Edited 1 time)


Development at 1 month 3 days in:


Hello! I'm back with another update on Code Ordinal Rise!

While you can now cast spells, they will require mana (MP) to cast! And so I have added a simple animation when you run out of mana :D

In additional to that, you might have noticed the new HUD at the bottom left corner. And I have also added a new crosshair that reacts and pulsates when you're jumping/walking and running.

The reason for the pulsating of the dynamic crosshair is to make more sense when you're trying to aim while moving about. As such, the accuracy of ranged attacks will also go down when the crosshair pulsates to a bigger radius.

Besides casting magic spells as a form of ranged attacks, you can't really have a survival game without some close combat or melee action. And that is why I have decided to go with showing 2 hands from your perspective.

And that is the 1st noob weapon (the beginner axe) that you will find yourself using quite often. For example, I have created a few different axe swinging animations so that you will not see the same animation over and over again!

I am currently starting on the 1st enemy that you'll encounter in Code Ordinal Rise so look forward to that!

As usual, find me on Twitter! Cheers :D


Development at 1 month 10 days in:


Hey there! I'm back with a new update on Code Ordinal Rise!

With Code Ordinal Rise, my plan is to have a huge variety of monsters so it will be interesting and fun to have different behaviors for them! And I do want the level of difficulty to scale properly so you won't get monsters that are too easy or monsters that are too hard all of a sudden.

So for starters, the first enemy that you will encounter is the Slime! It doesn't do a lot of damage on its own but if if a group of them attack at once, they can deal quite a punch :D

My idea for the Slime is to make it as slimy as possible. However, I do want it to have the "Hey I can bounce" look. So here's a preview of when it is just idling around.

In Code Ordinal Rise, some monsters are also quite aggressive. Therefore, I want those monsters to chase after you. While implementing the A.I or behavior for that, I created this little funny bug in their pathfinding :P

Turns out it was because there was a small gap in the areas the slimes were able to find a path for! And remember that I wanted them to bounce as well? So I made them bounce while chasing after me!

Currently that works when they are just moving and bouncing on the ground. I have also gave them the ability to bounce or jump over short walls but when they are attempting to bounce or jump over a wall, sometimes they get stuck when they land on the top of the wall. So I will need to fix that ASAP

In addition to bouncing and moving, I also added simple damaging via the noob axe! Here's some axe on slime action!

To make it more interesting, I made it such that when your axe hits the slime, some small greeny particles will drop out of the slime. This is to give the impression that you are cutting down parts (albeit small) of the slime. I also did a little camera shaking effect (which I'm not satisfied with at the moment) so I might tweak that further down the road.

At the moment, I have not added "taking damage" from monsters so right now, you are kind of invincible in the game lol

That's about it for today's update! I will have to fix that bug where the slime gets stuck on top of rocks and walls and add "taking damage" to the game!

Look forward to the next update!

As usual, find me on Twitter! Cheers :D

Development at 1 month 15 days in:


Hey there! How's your weekend coming along? I'm back with a small update on Code Ordinal Rise!

In the previous update, I added the Slime and showed how it bounces and chases you. To be honest, it is really interesting and fun to add behavior to monsters! And since the Slime bounces, I gave it the ability to bounce over short walls if doing so will allow it to reach you faster.

And when it attacks you, you will now see a simple animation on your health bar (bottom left) to indicate how much damage you have taken.

It is also possible for monsters (in this situation the Slime) to attack you from behind. And that is why I have also made it such that you'll know which direction you are under attack from!

I have considered adding a knock-back effect when you get hit by a monster. However, doing so would make the Slime rather powerful for a starting monster. So I will be reserving that for a future monster with the ability to do so.

And that's it for today's short update! Hope you liked it!

Be sure to check out Code Ordinal Rise's new Facebook and Instagram channel!

And as usual, find me on Twitter! Cheers :D