game

Many many questions, much answers

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The album (Link) I submitted to reddit’s r/indiegaming really caught on and I received a ton and ton of questions and a lot of great feedback! Also about a hundred twitter followers, thanks guys!

I tried my best at answering questions there (spending close to 4-5 hours watching Community while answering new questions) and after a while I just had to go to sleep. It gave me an idea though, to answer some of the most frequent questions here on the blog!

I will be adding a specific FAQ page after this blog post when I’ve gathered all my thoughts.

PC? PC/MAC/Linux, other platforms?!

The game will release on PC at first. As I am developing in XNA the dead ancestor of Mono, I will be able to possibly port on to other platforms after the initial release.

Controller Support?

I am currently only developing with the intention of having a mouse & kb controlled player character, but I definitely wouldn’t shut controller support out. Xbox controller inputs are pretty easy to implement, but it’s a different story if I can balance the gameplay-design between these two setups.

Release Date, Pre-alpha, Greenlight? Money!?

There was a lot of interest, both in comments and in private messages to quickly throw money at me for a pre-order. Which would help immensely, but I’m hesitant to do this early (for several reasons).

One reason being, that I need to sort out starting up a company here based in Finland.

Second reason, is that I don’t want to hastily go in to taking money from strangers for a project that’s this early in development. I am however, working very hard to provide a pre-Alpha trailer teaser and a free playable alpha demo of the first level’s sub-dungeons in the coming month. Just to get a lot of early feedback from players & to generate interest for the possible upcoming Greenlight.

As for release date, I think it is way too early to estimate. But if we’re throwing deadlines around, I would like to finish the game by Q3/Q4 of 2014, with the possibility that everything goes more slowly than anticipated and the game is delayed until early 2015.

There’s also some other stuff I can’t yet talk about pre-orders & crowdfunding.

A lot of people offered to help with Music/SFX/Graphics/Marketing

I don’t want to sound like I don’t appreciate it, because I really do. It’s awesome that the community is ready to help other developers.

I however do have a composer that I’m working with, for both soundtrack and sound effects. If you however are willing to be on the “just-incase” list you can email me your info/some concept/samples to waldirgame@gmail.com ! I do look through my emails pretty frequently and will take in to consideration if something were to go wrong with my musician at the moment.

The issues raised by the logo are legit, and I really appreciate all the feedback & help offers I’ve gotten for it. I would still like to work on it by myself for a while (redesigning, trying out different things) just because I have a hunger to develop my skills further. You can still keep emailing portfolios & concepts to waldirgame@gmail.com if I happen to decide that I absolutely can not do it by myself!

Plans for the near future:

Like I said, working on the teaser, and finishing up content I’ve been due for a short while now. Drawing bosses/minibosses, implementing the sub-weapons and tweaking the level generation.

I’m entering some very exciting times and really love to be sharing it with you guys! Keep peace and prosper… or something.

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Just to remind myself, this picture was taken 28th of December 2013… Yeah

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A week’s progress

So this week has been what I’d gladly call a busy week. Lots of different & somewhat exciting updates made to the game. It’s slowly starting to represent a game in some form.

 

Let’s get right on it.

At the beginning of the week, I began to smoothen the combat and sword usage. I made a little change to the way input is handled and so far I’ve liked the results, even if it’s still not quite at where I want it to be. 

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To explain it further, I added in a timer that counts down from the moment you last attacked. If it takes you too long to execute an attack, the combo is reset. Now that I have a few more attacks beside the 2 old ones, it felt really weird keeping the combo infinitely. This just makes sure you are hacking and slashing in a timed fashion and surely is not a groundbreaking innovation. But an important addition none-the-less. I also added a little flavor alternate Idle animations to actually tell the player when the combo is reseted.

 

Mid-week monster madness

Midway through the week, I started planning the first set of monsters to actually reasonably fight back. This required me to rework the old “chase and die” crappy AI that I had. I replaced it with a more sophisticated behavior system that makes actual decisions when&when not to engage the target and how they move around the map and perform actions. It proved to be a good start, but will need a lot of tweaks. (This was my first time programming a more complicated system that allows for different types of AI, so that the ranged, chargers and other melee monsters behave differently)

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Besides programming, I have been drawing a lot of monsters too. As of writing this thing I have prepared 2 monsters with the needed animations to make them fully functionable, you can question the quality of these animations right now, but I will be adding and reworking existing frames in the future. 

Here’s a little glimpse of the work file (just a small portion of it)

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There’s a few of the monsters that aren’t yet complete but I will be drawing the remaining frames later this weekend.

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The Knight Brothers, the axe thrower on the right is in-game and functioning. Hoping to have the throwing axe & the shield from the red cloaked knight as sub-items for Waldir’s use in the future.

 

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A very early try on the first (and probably only) NPC. The shopkeeper, no animation frames have yet been drawn for this guy as I’m not sure of the direction I want to go with.

 

Now for the end of the week, mainly yesterday and today. I’ve been tweaking little things in the AI, making it function properly. I also coded some new systems to allow the throwing of projectiles. As a little gameplay test I added in the function to deflect the projectiles back with your sword. It proved to be really fun, still have to tweak it a little bit though. It seems to make the ranged enemy rather easy to deal with.

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It’s probably hard to see from the gif, but I added a new ability for Waldir today. If you successfully combo you perform a small charge with your sword. I really like it but as of right now, it reminds too much like the dash visually. It’s really hard to tell the two apart from each other.

 

Now that it’s friday, I’ll take a short break and continue development on Sunday. What I will work on come sunday? Probably doing the rest of the particle engine, I would really like to have a lot more blood on the screen, for some reason. I will also slowly work on new monsters and the remaining ones too. 

What I would like to achieve next week though, is to add in the Item system. Picking up active sub-items from monsters, getting the currency (hearts) from monsters/chests/barrels and of course getting passive buff items from chests and shops.

This was just this week’s progress, so I really am seeing a lot of bright light in the future of the project! Thing’s have been going so smoothly I have legitimately been surprised. I hope to have the first level of Inferno fully playable for player feedback by the end of the month, so let’s keep our fingers crossed!

 

I have received enormous amounts of lovely feedback from all over the community, and for that I thank each and every one of you! Much love, Jani