We're still very much hard at work on SW, just don't have a lot of time or motivation to keep up any kind of hype for the game. We're getting close - real close - to a public byond release that'll have an enormous amount of content.
We've been doing some private testing, mostly just working out weird bugs here and there. We'll probably (almost 100% sure) be LIVE next month.
When 511 launches, we need to retire this thread and start a new one.
Because 511 is gonna be godly. |
I've only touched my computer once in almost two months. Been busy getting bent by life. (:
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In response to Kumorii
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Kumorii wrote:
I've only touched my computer once in almost two months. Been busy getting bent by life. (: @Ghost of ET: Yeah, that'll probably be the best. I'd have it fade in/out but the issue is that fading doesn't work very well with my lighting system, but the flicker option should work just fine. <3 Expect me to not post a whole lot here (or at all) for like a week or so while I focus entirely not on coding and more on trying to get video recorded for some kind of trailer/announcement... "thing". https://www.youtube.com/channel/UC2_gl7WoSGsg7rLvBPTqtEw more specifically. https://www.youtube.com/watch?v=uQj5OaOlVGw When 511 launches, we need to retire this thread and start a new one. Would it be considered godly to someone who just wants to make a simple action loot based rpg :c? |
In response to Ghost of ET
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Ghost of ET wrote:
Would it be considered godly to someone who just wants to make a simple action loot based rpg :c? It will be godly for any game that makes use of graphics. |
In response to Reformist
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In that case 511 hype!
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In response to Ghost of ET
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Ghost of ET wrote:
In that case 511 hype! |
In response to Reformist
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Reformist wrote:
Ghost of ET wrote: It will also be godly for any game that could make great use of gamepads. |
In response to Pokemonred200
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Pokemonred200 wrote:
Reformist wrote: I plan to. The way I'm going to do it is that the right thumbstick will be used to aim the targeting reticle by detecting which angle the thumbstick is at once push past a deadzone. D-PAD movement of course. The tricky part is that movement and aiming in the game will require use of both thumbs, which means I'll have to forgo using the face buttons for firing (like in common Metroid-type games). As a result I'm thinking the triggers or shoulder buttons could be used for firing. Of course, I'll also be adding a "retro" mode which works very similar to the GBA Metroid games, in which holding down a trigger allows you to use the movement keys to instead aim the reticle. This would allow for only 8-directional aiming though, and could be a problem. Ultimately I'll leave the controls open to remapping however the players see fit (for buttons, anyway). Also, I don't have anything to show for it, but I had the idea for two new weapons not too long ago. One of which is very much like Metroid's missile weapon, but it behaves in a way that the Tornado worked in Sonic Adventure 2, where holding down the trigger/button allows the player to scan the area with a beam and lock onto multiple targets at once. This could be especially effective for bosses and enemies and vastly increase clear speed of the game, but they would be limited by ammo. The second would be a standard missile-esque weapon with ammo, though I'm thinking it would be better as "crystals" which would fit the theme in another area in the game (and is when you'd get it). I'm also considering having a small ammo pool that regenerate rather than a large one that you need to refill. This would allow for short powerful bursts of damage from the player during boss fights, but would keep the player from becoming so inundated with ammo via upgrades that the game content becomes trivial (which is something Metroid Fusion suffered from once you had 100+ missiles). I'm just letting ideas brew at the moment.... |
Some updates on plans and work I'm currently doing on the demo:
I discovered the cause of the slowdowns in larger rooms: The number of enemies is too damn high! As a result, things move too slowly. I was hoping that instancing the game and keeping enemies from acting while not on the same Z level as the player would be enough, but it looks like I'll have to cut things down a bit more. It's mostly because I chose to go with 60fps, so each enemy runs a cycle on each frame, so, if there's 10 enemies in a room, that's 600 cycles per second, and some of them include pretty cpu intensive stuff. Yikes! So, what I'll be doing is making it so that enemies will only be active when within the confines of the screen (as well as a small buffer zone around it), as well as removing some enemies from rooms so that they're not so dense. Don't think this'll make things easier though. I'm going to be buffing enemy damage across the board. To make up for the amount of damage the enemies will be doing, I'll be implementing the armor upgrade to give players more health to work with, even with this factored in, there will still be more damage coming to the player than before, on average. Boss life will be reduced and damage increased to make the battles shorter but more hectic. I'll also be forgoing the option for boss lifebars (Shock!). Why? Because I think giving a boss a lifebar isn't nearly as fun as showing the boss taking damage! I'll be making at least three appearance stages for bosses in the future. This will mean that bosses will visibly show how much damage they've taken rather than just slapping in a lifebar. The bosses actions will also change to reflect this, most notably by moving and attacking more quickly, as well as using desperation abilities and attacks that only come out after a certain point (maybe they'll even change form!) Once I've got these things implemented I'll probably release another test-case demo for you all to try out. |
Testing out this Ward passive, three consecutive attacks on the same unit deals bonus damage and a 'knockdown' |
In response to Pixelcomet
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I love that knock out animation xD
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In response to Bravo1
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That doesn't seem right, you didn't have a lot of mobs to begin with o.O
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In response to Bravo1
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@Bravo1
Feel free to give me a shout if you need any help or guidance with toning down any mob-based CPU problems in Lux. I've learned some do's, don'ts and cheap tricks over the span of Radical Combat Dudes which has been in the making for over a year now. Cheers :) |
Another ward skill. Shoots a skillshot which explodes on impact or after reaching max distance. Explosion causes a knock up. For those of you who play League, yes this is inspired by Karma's R+Q :) |
In response to Pixelcomet
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Pixelcomet wrote:
That is just gorgeous... |
Thanks did a really really quick update so there's more of a delay between the explosion.. and you can see the particles at the start of the animation a little bit easier to see.
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Seriously, I am in a programming sense. I need to take a break after the grind trying to get the demo to a playable state. I'll be working on getting rid of all the bugs, adding some features, and overall just polishing everything up soon. For the moment though, I'm just reveling in the fact that the demo didn't go nearly as bad as I expected.
All things considered, the issues presented by those who played it are ones that I either understood and was prepared for, or were ones that I could wrap my head around easily and formulate a response to it.
I think the only thing that was really odd is the memory leak, but there's methods to find that so I'm really not too concerned with it.
Expect me to not post a whole lot here (or at all) for like a week or so while I focus entirely not on coding and more on trying to get video recorded for some kind of trailer/announcement... "thing".