Shards - The Shattered World (RPG)

Show us your works in progress and request feedback

Post » Thu Apr 24, 2014 11:05 pm

@Aurora Australis

Yeah, as mentioned above I'm pretty sure I can get it as I imagine it on my computer. I was saving it for the next monthly update, but I might as well mention now that I've got a dynamic system set up that enables and disables physics based upon units' proximity to each other, and that plus other optimizations has saved a bunch of CPU time, so I think I might be able to leave physics in.

Either way, I decided that it wasn't important for the proof of concept demo, so have moved on to getting the other parts of the game done instead.
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Post » Thu May 08, 2014 10:09 pm

Shards update

So I wanted the player to have the ability to run from an incoming attack, and hide behind an enemy to have that enemy get hit instead. It seemed like a good idea at first, until I realized that when enemies are bunched up they can be significantly more dangerous to each other than the player is, especially when they're using area affect attacks. So dangerous that it's too significant of an advantage for the player as they blow themselves up.

To negate this, I'd have to at least implement line of sight for the enemies, which isn't a problem, but it would still be a pretty 'stupid' check because I'm not good enough of a coder to write an ai that'll check what units will be in the way by the time the attack gets there (especially since units change their minds about what they're doing frequently), so I'm thinking that's one feature the game is going to have to go without.

The combo mode is implemented!

You can now string attacks together, unpause the game and watch them play out. Alternately you can leave combo mode off and input them one at a time for one click command input and resuming of action (I've been trying to reduce the number of clicks needed to as few as possible to streamline the ui).

In a lot of RPGs, there are abilities you can select from a list which are essentially a string of attacks that play out exactly the same each time. That doesn't give the player any interesting choices other than the initial choice of using that combo rather than another.

There are games out there that let you make your own combos, but in the ones I've seen there isn't much difference between which attacks the player uses. A punch will do damage, and so will a kick.

In Shards, you get to make your own combos, and each move has its own advantages and disadvantages. Normal attacks are quick but weak. Spin slashing hits in 360 degrees, but uses more sp and has a higher recovery time, which isn't good if an opponent blocks it. Hitting harder causes more damage and knocks the enemy back, but isn't as quick to hit with, uses more sp and has a higher recovery time.

Advantages and disadvantages to each, and no one move is always superior. Interesting choices!

Next step

I think I'm getting close to the point where the game is ready for a first video, I just need to fix a few bugs and make some animations so the characters aren't performing all their actions in the same pose.
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Post » Sat May 10, 2014 5:10 pm

Good luck with the project and looks good.
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Post » Wed May 14, 2014 4:46 am

Heroes ready for battle

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Post » Wed May 28, 2014 1:55 am

Oooo, Arima's on a new roll ;)

What happened to the Gold Chase?
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Post » Wed May 28, 2014 2:48 am

@Whiteclaws - Funny you should mention that, I just got inspired to work on loot pursuit again yesterday and today. So yeah, it's still in development. I just needed a break from it for a while.
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Post » Fri May 30, 2014 10:33 pm

Small update - Shards wasn't playing as well as I wanted it to, so I'm reworking it. Like usual, all of my estimates for when it'll be ready for presentation are way off.

I understand now why so many game developers often don't innovate much. It's really hard to get right.
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Post » Sun Jun 08, 2014 6:57 am

Don't hesitate to show your prototypes and videos early, even if they're a bit clunky! It's really key to get a healthy feedback loop running early.
I'm really eager to checking your game.

Cheers,
Nathan
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Post » Fri Oct 16, 2015 6:51 pm

Hello! Any news about project?
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Post » Mon Nov 09, 2015 3:23 am

Arima wrote:Small update - Shards wasn't playing as well as I wanted it to, so I'm reworking it. Like usual, all of my estimates for when it'll be ready for presentation are way off.

I understand now why so many game developers often don't innovate much. It's really hard to get right.


How's the project going?
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