this one is much less about graphics or features, and more about gameplay. notes: click new game, type a name, and press enter. we have xbox controller support, enable it in the options menu check your settings if the game is running slow, I recommend starting a game before changing the settings F key is backdash escape will open the pause menu, where you can access some stuff. doing so at a flame will save the game. you will need to find sticks and flint in order too create some better weapons.
this build is the start of a redesign that will affect how the project is handled in the future. previously, I had large open levels, with few enemies, few items, and very little platforming. as you may already know, that made the game hella boring.
all feedback is appreciated, either here or in a PM
Hiya to you. Tell me, is there some way to make enemies easier to detect? From what I saw in the videos, they tend to blend rather well in the environment, something the protagonist shouldn't be too keen about. Maybe give a "spider sense" to him and it would be all right. Some battle theme or modifications to the main one (like bongos and rattling) could make it even more complete. Some games go for the red screen and other vibration, but these are overkill.
I don't think there was any trace of mini-map or compass... there is not really a need for them either. Generally, exploration-based games got them, so who knows?
What about usable camp sites if you need to stop and recover some energy? Make usable supplies more or less scarce for them, depending on the difficulty you want for your game.
Weather? That could work too, but again, rain and snow aren't favorable for setting camp (unless you find a nice place away from these).
That's all I can think about for now. Godspeed!
Still my favorite non-ultimate castlevania weapon. (source: Castlevania wikia)
whiloe the last update was only... a week ago? a lot changes in my project from one time to the next, especially since I am redesigning pretty much everything right now, time to provide responses:
enemies will blend in sometimes, but the also have been tweaked to be brighter than the background. the previous lighting caused a lot of things to appear the same muddy color. so no, there wont be a sense for enemies, other than ones that go through walls. case: there will always be enemies a few steps away. so there would be no reason for that. I dopnt believe I will be adding a map, atleast not until the absolute final release, you see, the spiritworld is a constantly shifting environment. I want the player to memorize it, similarly to darksouls. there will be very few teleports, and many shortcuts between areas. camp sites: spirit flames, (you know, the blue ones ) are exactly what you are talking about. when you visit them, your health refils and the game saves. the area around each flame is built somewhat like a campsite, homey and such. right now all the terrain is debug so you will hae to wait for more detail
here is an important point though: I originally only wanted the player to be able to craft/access their inventory at the spirit flames, but this is too hardcore for most people. the menu can be accessed from pause now. so yes we have crafting. you appear to be under the impression that this is a survival game, the only thing that attributes to this is hunger which impacts health/stamina regen speed. I wanted temperature like in monster hunter but meh. (its not a survival game :D)
weather is in-game already and plays an important role: for one, there is a corruption mechanic per area. corruption, precipitation (rain/snow/etc) and time of day affect stages. what enemies spawn, hat doors are available and so on. I will play more with this in the future. again, thanks for the feedback. I should have a much more polished demo out within the week.
Yes, being bullied by monsters is already a lot, having the freedom to craft anywhere is always better. You never know when you feel you're a bit overwhelmed and need a little upgrade to beat the monster in front of you.
An ever-changing world... so, I guess it's randomized. All right.
I will wait for the next update then. It's good so far.
Still my favorite non-ultimate castlevania weapon. (source: Castlevania wikia)
balancing will take time. im not even going to bother until I have the areas I want in the kickstarter demo complete, then I can run a few early tests with my favorite people here on the forums the spiritworld is not randomized, let me explain. as far as lore goes, yes the place is always shifting. it will remain mostly the same from sirus point of view for a reason I will explain later. so here is what is random IN-GAME: background objects, enemies that spawn, how many, a little variation :D, what comes out of resource chests. nothing crazy. I do however want to create a few areas that are procedurally generated each time u=you enter thm, compare them to the nest of evil as far as their purpose. I recently played curse of darkness, and it has had some influence on me. you can do anything but level up on the move. creating stronger weapons will still require you going to a smiths shop though.
EEEAUUUUUUUGHHHH *scary moaning appearently im alive. video goes here? APART: Y2 PRE-ALPHA 1.72 WINDOWSx64 DOWNLOAD MAC DOWNLOAD so, ive had some life issues lately, that have been severely hindering my progress. in addition to that, ive been holding off on putting out a build because "ITS NOT READYYYYYYY" but that mentality has just gotten me 3 months without any work done. as of now, we are back on track with before i stripped down the project and re-made it. basically: play apart. give me a reason to live. tell me how it wen. see you in (less than?) a month. you have my gratitude.
NOTES: areas are not complete. even some basics are missing. press new game, type a name, press enter. if you die, use last save, or load file. YOUR SAVE PERSISTS EVEN IF YOU FAIL TO REACH THE FIRST SAVEPOINT. WASD movement, space to jump, F to backdash, mouse to use each hand, Q/E to switch item hands etc, esc to access the menu. there is an option to use an already mapped xbox controller. after you make it to the mountain (after leaving the cave) the forest is opened up. find a safe way down to save again, and then you can go that way. it isnt anywhere near done, but for anyone who even tries this build, i hope you enjoy it.
ghaleon: I have been permanently sick of mascot platformers after the SNES so no
Jun 27, 2017 22:45:35 GMT -6
ghaleon: it's so strong platformers in general are a hard sell for me, I mean I haven't even tried shovel knight yet, I'm considering maybe some day but... the trauma is real. no more platformers. NO MORE!!! NOOOOO!!! *gasps*
Jun 27, 2017 22:46:17 GMT -6
ghaleon: I def have time for castlevania games though, BS counting as one
Jun 27, 2017 22:46:37 GMT -6
ghaleon: I'd totally play a Zelda 2 uhh. 2? 2-2? 2-two? whatever as well
Jun 27, 2017 22:47:36 GMT -6
purifyweirdsoul: What happened exactly, Ghaleon? Sounds like a traumatic experience. Granted I'm pretty much the same way.
Jun 27, 2017 23:53:22 GMT -6
kylestien: He played Bubsy.
Jun 27, 2017 23:56:50 GMT -6
ghaleon: Blah, I'm tired of hearing people bash bubsy when I know 95% of them (if not more) never touched it... kinda like ET
Jun 28, 2017 1:06:48 GMT -6
ghaleon: Bubsy on the SNES was actually not bad as far as mascot platformers go, its bad rep is purely from the 3rd version, which was post snes at which point I was already bored of them
Jun 28, 2017 1:07:13 GMT -6
ghaleon: That said nothing in particular happened, it's just there were so many between the 8 and 16 bit generations that I just had enough at that point. Bear in mind most people didn't have hundreds of games back then like they do now
Jun 28, 2017 1:08:36 GMT -6
ghaleon: most people only had a dozen or so, and wheneve ryou'd visit someone's place to play some games with them, it was often limited to some effing mascot platformers.
Jun 28, 2017 1:09:01 GMT -6
purifyweirdsoul: lol I feel you there. You should definitely play Shovel Knight, though. It doesn't feel or play like a mascot platformer, to me. More Mega Man with bits of Castlevania, Dark Souls...it does have a Mario 3 map, though.
Jun 28, 2017 7:57:39 GMT -6
Brainiac: Only for Shovel and Plague Knights, purifyweirdsoul. Specter Knight's campaign is pretty much a classic Mega-Man-style stage select system along with a hub location to explore.
Jun 28, 2017 8:15:20 GMT -6
Hylian: Speaking of Shovel Knight and Dark Souls, did anyone else here back Blasphemous on kickstarter?
Jun 28, 2017 15:51:58 GMT -6