Also - 1 - Dat feel when you design a combat system that generates unplanned combos, like doing the right input for a twirl plus the right attack direction yields a faster attack and so a stronger hit! This actually works. And I never intended it to.
2 - Have a listen to one of the AMAZING tracks made for the game by my good friend Marius Schlichting. Seriously. Listen. It's amazing. This especially makes the game "real" for me. So good. Also enjoy the semi-dancing twirl gif to go with the music
Made a little training area for my game Sparring arena and all!
Now to add functionality. The visuals are still rough but will be polished later. The idea of this place is to provide consequence-free sparring whenever you want, and also act as a tutorial.
I need to still figure out how to do the tutorials. I'd like to involve the fighting dummies, like maybe have each one represent a "feature" of the combat or related tip.
Designing a tutorial that isn't completely shitty, immersion breaking, and that not everyone will skip will be hard. I know I'm a tutorial skipper, for example. I make it a point to try to figure out the game without a tut, so I want to encourage that. At the very least I will never force the player to do the tutorial at any time; I'll just let them play the game immediately and have the tutorial level be available at any time.
Any ideas? What has been the best tutorial in a game in your experience, and why?
Mount and Blade had a pretty good training grounds setup were you could spare with your party to both get practice as a player but also grind xp for leveling the player character and the party.
We who are about to Die has officially gone out of alpha and into beta. (aka alpha 1.0 or beta 0.0) This makes the exhausted game-dev happy. I split development into 4 major cycles/updates, 2 for alpha. 2 for beta. Now 2 are totally done and already parts of update 3! I would say the game is about 65% done.
Now comes a big playtesting round. I need dedicated playtesters who want to try a very unfinished game, can elaborate why they like or dislike parts of the game. Are willing to write about the experience and report bugs or try to break the game. Roguelike players, melee combat game players, game designers or developers or modders are encouraged but not a must. Hang out in the discord for more info in the following week or 2 weeks. I'm prepping the playtest build at the moment.
www.discord.gg/eCdUxht
Feel free to share this info if you wanna help out even more
You don't think I'd make a gladiator game without the audience launching random weapons and items into the arena sometimes, right? (Especially now that item picking up & dropping is in the game)
Thank you! Be sure to join the discord group for that
Deathscreen animation with score, rank and stats! Let me know your rank ideas (stuff like larvae, sewer rat, pit slave, .... , lord of the arena, grand champion, demigod)
Did 4 armor sets total, they are actually all textured already and 1 already working in-game, but I'll show the process step by step in parts This is the second model I made. Tomorrow I'll post the other 2 models and the basic colour block in.
Content sprint part 3! 2 more models and a basic colour block in done Not that exciting yet but it's taking shape here! Tomorrow I'll post the textured versions!
Content sprint part 4! Oh hey, it's 2 of the 4 armors textured. Pretty happy with these considering how much corner-cutting stuff I did to save tons of time I modelled and UV wrapped, textured (incl normal map) AND skinned them all in 3 days total. The skinning (for those who know and hate that) especially is very specific to my game so that gets even more technical and time consuming. So 3 days is pretty good imo.
I'm happy at least someone is keeping an eye on it makes it worth it.
Added 6 new hats and helmets to my game over the course of the last few days. Here's one of them! For those who recognise the design - this one is inspired by the first game dev (modding) experience I ever had - adding the lotr high elven warrior sets to Mount & Blade. I couldn't make a game without an ode to that, so a similar helmet and sword (not seen here) is in the game!
Replies
Final on the Grand Stadium:
Also -
1 - Dat feel when you design a combat system that generates unplanned combos, like doing the right input for a twirl plus the right attack direction yields a faster attack and so a stronger hit! This actually works. And I never intended it to.
2 - Have a listen to one of the AMAZING tracks made for the game by my good friend Marius Schlichting. Seriously. Listen. It's amazing. This especially makes the game "real" for me. So good. Also enjoy the semi-dancing twirl gif to go with the music
https://soundcloud.com/…/whe-who-are-about-to-die-battle-tr…
PLEASE give some props to Marius. That track is so spot on with my vision for the combat music, I can barely believe it.
Now to add functionality. The visuals are still rough but will be polished later.
The idea of this place is to provide consequence-free sparring whenever you want, and also act as a tutorial.
I need to still figure out how to do the tutorials. I'd like to involve the fighting dummies, like maybe have each one represent a "feature" of the combat or related tip.
Designing a tutorial that isn't completely shitty, immersion breaking, and that not everyone will skip will be hard. I know I'm a tutorial skipper, for example. I make it a point to try to figure out the game without a tut, so I want to encourage that.
At the very least I will never force the player to do the tutorial at any time; I'll just let them play the game immediately and have the tutorial level be available at any time.
Any ideas? What has been the best tutorial in a game in your experience, and why?
[img]https://i.imgur.com/guMZUnV.jpg[/img]
What's the platform for this game? Is it mobile?
Added 6 new hats and helmets to my game over the course of the last few days. Here's one of them! For those who recognise the design - this one is inspired by the first game dev (modding) experience I ever had - adding the lotr high elven warrior sets to Mount & Blade. I couldn't make a game without an ode to that, so a similar helmet and sword (not seen here) is in the game!
Totally redid AI the last weeks. AI can now throw weapons at ye, among many other new moves.