First chunk of Map09
Looks a bit familiar dosn't it? I wanna ease the player back into a familiar place, and follow up with a more different aesthetic.
2018-09-18 18:06:41 +0000 UTC View Post
Looks a bit familiar dosn't it? I wanna ease the player back into a familiar place, and follow up with a more different aesthetic.
2018-09-18 18:06:41 +0000 UTC View Post
As usual, starting off with some rough layout sketches.
2018-09-16 19:48:28 +0000 UTC View Post
Spooky
Also friendly reminder to hop onto the Discord server if you haven't yet. If you don't like Discord don't worry, I'll be posting as usual here.
2018-09-15 16:19:16 +0000 UTC View PostCheck your reward tier, and connect. Hopefully everything is set up okay, I've included a link to instructions to connecting your Discord to Patreon.
2018-09-14 12:17:28 +0000 UTC View PostApparently raffles fall under gambling regulations, and Patreon does not allow them anymore. I will re-design the rewards so you'll get something to make up for it, and I think it's finally time to make a Discord server now that an open beta release is around the corner so we can centralise the feedback and everything. Stay tuned for more info.
2018-09-14 07:40:11 +0000 UTC View Post
I've statue'd the Witch, Reaver and Lancer. Don't ask me why the Reaver is naked.
2018-09-13 10:46:11 +0000 UTC View Post
And with this, all six orc castes have been introduced.
2018-09-12 15:17:22 +0000 UTC View Post
Fixed a bunch of anatomy errors for the Witch and earth Mothers' base sprites.
2018-09-12 09:00:49 +0000 UTC View Post
After a fuckton of time, I finally finished the front stationary sprite for the Witch. Will have to get the dead sprite out of it now.
2018-09-11 17:11:42 +0000 UTC View Post
Fresh link for the new patrons!
2018-09-11 07:47:47 +0000 UTC View Post
In case you were wondering why I'm posting so little progress of this extensive ass monster, it's because I was saving up for a video about it. Here it is, enjoy!
2018-09-09 14:20:37 +0000 UTC View Post
So yeah, so far the Golem is the most extensive monster. Has a fuckton of sprites and the most complex AI, but I've managed to get a big chunk of work done.
It has a standing, running, air roll, pain, ranged attack, booby trap attack, normal death, frag/acid death and extreme death animations, so pretty much everything.
I'll have to do the fire/ice deaths tomorrow and start working on the sound effects too.
This monster will also need a ton of testing and feedback ...
2018-09-06 18:16:42 +0000 UTC View Post
Interesting how the first monster ever implemented (the Crawler) was related to the corruption and so is the last. Gentlemen, I present you the Golem.
A fast, silent and deadly foe, and probably the most complex/ambitious monster in Hedon so far. I've already done the standing and running animation, as well as a dodge roll animation. I'm also planning on giving them four different attacks including a multiple spike throw, a roll charge, a roll + mid air spike attack and an attack th...
2018-09-04 16:37:45 +0000 UTC View Post
Here's the aftermath of the final Forge fight on the new Brutalizing difficulty.
There's 3 extra Warlocks, 1 extra Forge Elemental and several extra Initiates in there.
3 Sentries too care of everything (with a bit of help on my behalf).
Man, what a mess.
2018-09-01 17:02:02 +0000 UTC View Post
Here it is. So I've worked on the difficulties a bit, as well as added couple new features.
Features include Sentries now sparking when on low HP and Warlocks being able to cast Toxic Bolt bursts (x3) that should further their terrain lock ability.
As for difficulties, well, as I said, the health/armor/ammo multipliers and instead went over each map and hand placed these items. Here's an overview of the difficulties:
- Casual: plenty of ammo, health and armor pickups, en...
2018-09-01 16:50:06 +0000 UTC View PostSo I've discovered that the difficulties that affect the ammo factor glitch out the scripts that play when you do something that "holsters" your weapons (i.e. takes your stuff and gives it back once the script finishes).
So if you play on Hardcore, you'll find yourself losing all your ammo after these scripts because the ammo factor is 0.8 (which is a float) while ammo itself is an integer, so you'll just get 0.8*1=0 ammo back (it counts 1 by 1 for other reasons).
Now I ...
2018-08-31 07:31:20 +0000 UTC View Post
All in all I moved pretty good with this one. Here's map08, ready for your testing and feedback. Have fun!
2018-08-28 13:11:08 +0000 UTC View Post
Doing some final test runs, should be up for playing tomorrow.
Second track for Map08. Enjoy! (I sure as hell do)
2018-08-26 15:32:25 +0000 UTC View Post
Pale Wind. Which is now the name of map08 (rather than "Fortress" as some of you may have noticed from the 0.7.a).
This track was made a while ago, and it's one of the cases in which the soundtrack inspired me on how to make the level rather than it having been written to fit what exists. Same thing happened for the Alexander Brandon tracks.
The Craftsman inspired the water area at the start of map05, while One Calm Day is pretty much responsible for the industrial aesthetic a...
2018-08-24 17:26:23 +0000 UTC View Post
Last roughie for the last bit of the map. I can say that we'll have a 0.8.a release next week!
2018-08-23 14:25:35 +0000 UTC View Post
This is a Dwarven still. You may not like it but this is what peak performance looks like.
*note: the dwarf is there just for scale
2018-08-22 17:41:35 +0000 UTC View Post
Last few days I've been working on the Dwarves.
I've split them up into nobles and commoners, as well as four guilds which are summarised above.
You can also see a plan of their fortress. Initially it was supposed to be giant, but due to performance limitations I decided to go with something small and comfy. It's mainly a medieval era inspired fort, but since Dwarves are polytheists I had to use my imagination to fit in some gaps.
The regular ...
2018-08-19 15:54:52 +0000 UTC View Post
Here's a thumbnail to avoid major spoilers I guess? In any case, Map08 is progressing smoothly, I love the way it's coming to shape and it's a definite change of pace in terms of aesthetics.
2018-08-14 16:50:02 +0000 UTC View Post
I decided to make this level a bit smaller (on par with the 3rd map "Barracks") than I had initially planned. It will also have a smoother and less confusing flow, but nonetheless allow for a degree of freedom of approach.
Let's see how fast I can finish this beast, eh?
2018-08-12 15:16:47 +0000 UTC View Post
So I've finished working on frozen monsters (and Zan).
I'm pretty happy with how they came out, again, for now only Crawler projectiles can freeze monsters, but I might add some other means in the future.
You can shatter frozen monsters with few hits, Cultists will drop spikes and Cerberi have a higher chance to drop a Choker of the Beast than from a regular death.
Also, if you carefully shoot flames at them, you'll unfreeze them and they'll start attacking yo...
2018-08-11 16:35:01 +0000 UTC View Post