Reliquary - a procedural rpg shooter - New Demo!

Show us your works in progress and request feedback

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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Post » Tue Mar 04, 2014 1:10 pm

Ahr Ech wrote: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.


No prob and there's nothing wrong with inspirational influences.

I enjoyed the game already and kinda forgot I was playing an early build, so there's definitely a lot potential in this.
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Post » Tue Mar 25, 2014 7:45 am

Small update.
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This past week I got a basic gameplay loop going to support testing the upgrade system, which works like leveling in Dark Souls. Starting from your ship's crash site, which functions as a home base, you'll traverse four stages of the first zone before reaching the zone's boss. Upon defeating the boss, it's lair will function as a waypoint that will allow you to travel home without losing the resources you've collected. These resources can then be used to upgrade components of your space suit.

Once I get the boss fight (pictured above) stabilized I'll update the build so anyone interested can try it out.
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Post » Thu Mar 27, 2014 6:49 pm

Oh yes, I dig the boss!
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Post » Mon Apr 21, 2014 9:12 pm

Message: robertjs3 is not yet permitted to post plain text URLS (300 rep required). 1 URLS removed. Why?
Ahr Ech wrote: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.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.


This looks really cool, I will check it out later.
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Post » Tue Apr 22, 2014 12:31 am

Looks really nice! I can't wait till we can try it! :D
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Post » Thu Jun 05, 2014 12:31 pm

Man, I've really been neglecting this thread. I was in a mini-crunch getting the game as polished as possible before the June 2nd deadline for Intel's Level Up 2014 contest . I got it submitted at pretty much the last second, and now that I've had a few days to decompress I'm remembering to update people on how it's doing.
You can download it here: http://www.indiedb.com/games/reliquary/ ... alpha-demo
The first area of the game and it's boss are included. You can review the controls from the main menu, or bring them up in-game at any time by holding "?". Let me know what you think!
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Post » Thu Jun 05, 2014 3:48 pm

Very nice game.
If you can make the player use the arrow keys to move this will be great.

I'm interested in your way to make the save and load system, did use a plugin for it or just the save and load events ?
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Post » Thu Jun 05, 2014 10:55 pm

A0Nasser wrote:Very nice game.
If you can make the player use the arrow keys to move this will be great.

I'm interested in your way to make the save and load system, did use a plugin for it or just the save and load events ?

Thanks! Custom keybinds and controller support are on my to-do list for sure. For saves, yes I just used the save and load events. I'll be adding multiple save slots eventually too.
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Post » Fri Jun 06, 2014 9:38 am

Played a bit of this last night, it's looking fantastic. Look forward to seeing what you do with it!
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