Reliquary - a procedural rpg shooter - New Demo!

Show us your works in progress and request feedback

Post » Thu Sep 05, 2013 1:07 pm

Speaking of similar alien creature design:

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Post » Thu Sep 05, 2013 9:59 pm

[QUOTE=panrebonka] Very interesting concept. Graphics are nice, I also like a bit dark sci-fi atmosphere.

You could add some variety in background texture, maybe some rock formations, because it looks a bit flat now.

I also like black creatures, but their teeth are looking bit funny now, I'd like them to look more alien.[/QUOTE]
Thanks! And yeah, I'm not happy with that stuff yet either. I will be adding more to the environment and the Bruiser mesh isn't finalized yet.

@Niko: Wow, what's that from? Looks really cool.
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Post » Fri Sep 06, 2013 12:46 pm

@Ahr Ech: British movie called Attack the Block, which I can't recommend enough (creature design being only one of the reasons).Niko2013-09-06 12:47:43
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Post » Fri Sep 06, 2013 10:36 pm

I did a fairly thorough search for the title Glimmer a few months ago and turned up nothing so I figured I'd still be in the clear, but today I found a recent trademark for it by Bungie. Looks like it'll just have to be a working title for my project until I come up with something else. Naming things is so hard!

@Niko: Sweet thanks man, added it to the top of my Netflix list!
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Post » Thu Jan 09, 2014 6:55 pm

This looks really cool.

Can we have a play of it ourselves?

:)
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Post » Fri Jan 10, 2014 8:33 pm

@WestZephyr
Thanks! I sort of broke it recently, but as soon as I have a stable playable build I'll put it up along with a devlog update.
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Post » Sun Feb 16, 2014 2:07 am


Man, I hope nobody was super attached to the old art style. It was sort of a tremendous pain in the butt to work with, so I had to make a decision between seriously cutting back on scope or switching to something easier to work with.
Last month I started over from scratch with all new pixel art assets. The simpler workflow combined with my current level of experience with C2 allowed me to implement everything I'd done before the change(about three months of work) and more in just two weeks.

To give you an idea of the difference it's made, the old player character had to have between 8 and 16 animations for each individual action like running or shooting, depending on how smooth I needed rotation to be. Now the player character has 8 animations total, because pixel art just lets you get away with so much more before it looks weird.
This simplicity has also added a lot of flexibility to how I can design monsters and their behaviors. I'll be adding new species to their ranks much faster now. I've got three fully implemented and three more in the oven. After that I'll turn my attention to boss monsters and dungeons.

I'll throw a playable build of my testing arena up here in the next few days in case anyone is interested trying out the combat.Ahr Ech2014-02-16 02:08:51
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Post » Tue Mar 04, 2014 7:19 am

Alright, playable build time.
This is the first area of procedurally generated asteroid field you enter whenever you leave your base. For now it'll just loop when you find the exit, but I'll be adding more areas once I've got the base itself working.
https://www.dropbox.com/sh/1dfxqab9t4mj9td/UYJDpzP8J-/Reliquarywin32?dl=1
WASD to move
Spacebar to use your jetpack when floating between islands (short bursts recommended)
Mouse to aim and LMB to attack
RMB to Blink (only recharges when jetpack energy is full)
Scrollwheel to swap weapons
E to pick up weapons (only slot 1 [light guns] and 3 [melee] are currently available. 2 will be for heavy weapons)
` (tilde) to restart if you die or get stuck. (running out of fuel in empty space just leaves you stranded right now unless you have enough ammo to push yourself back to land with your gun)
Esc to cancel fullscreen, Esc again to close.

Work your way across the asteroid field shooting or whacking anything with green on it until you find the orange Phase Crystal. Run into that to warp to a new area. Most enemies have a chance to drop healthpacks or ammo.
I'd love to hear how it performs.
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Post » Tue Mar 04, 2014 10:18 am

Tried it, really cool. 60fps for me (2011 Macbook Pro with Win7 through Boot Camp).

I dig the new art style, but the core gameplay seems to draw a bit too much from Nuclear Throne, in my opinion. Maybe you could spice up the combat somehow? The idea itself is pretty solid.
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Post » Tue Mar 04, 2014 10:58 am

@robotecollective

Thanks for the feedback! Yeah, you're totally right about it being too similar to Nuclear Throne at this point, and I'm a little uncomfortable about that. The way it actually plays has been like that from the start, but the way I handle weapons themselves now is pretty much lifted straight out of NT, which I did just to get it working so I can focus on the hard parts like level generation. Going forward I will definitely be changing things up and really making it mine. Once the base building mechanics are implemented I think the game will really be it's own thing.
Last edited by Ahr Ech on Thu Jun 05, 2014 12:18 pm, edited 2 times in total.
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