Sunday, November 12, 2017

11/12/17 Development Update

Hello and welcome back to another development update! If you haven't  noticed already, my game now has a logo, created by the artists Eadgear and ElieTaping, who did the character art and logo art respectively.

On that note, let's start the update.A lot of this week has been working on the break skill system and editing other systems to fit with it. Here's a video on what a break skill looks like. The video below shows a sample break skill this character will have available to them.

Essentially these are powerful skills that build up over time, after being attacked or doing damage. These break skills will be tied into a future system, which I will discuss later. Characters will also have multiple "levels" of break, where each level unleashes a stronger skill. (Similar to fighting games like Street Fighter). There is still much more work that needs to be done!

I also spent this week creating more rooms for my game. This included more rooms for the first level, the forest zone and starting work on a new zone. This is mainly to increase the variance when a player enters a level. I really want players to see less repeated rooms when the a dungeon is generated. Additionally, I've been thinking of ways to spice rooms up. Instead of always having rooms filled with monsters maybe have rooms with puzzles? I'm excited to see if I can! I'll leave off this week teasing the new level in development. Stay tuned. :)




Sunday, November 5, 2017

11/5/2017 Development Update

Howdy all! I'm here for another development update for my game Hero Soul.

First off, the bugs found in the Halloween Expo have mostly been fixed! On that note I want to talk about some of the fixes. Aside from the glaring bugs, a big thing that I noticed was the lack of clarity with the player's "special skill", the right mouse click. For the first character, Cecilia, her special skill is a dash where the player holds and releases the right mouse button. The longer the mouse key is held, the further they will go and more damage they will deal. However I noticed that many players just clicked instead of holding. To increase the clarity of this, a charge bar has been added.

Example of player charging
Now, when a player uses the dash "special skill" they will see a bar in addition to the visual queue of the character sprite turning red. Hopefully this will allow people to grasp the charge mechanic better.

For this update I'd like to also discuss another game mechanic that I am in the process of implementing the "Break Skill"(totally not a limit break rip off). In my opinion nothing makes a player genuinely feel like a hero unless they have an over-the-top super ability. Along those lines, I have decided to begin implementing this feature. Pretty much, as you attack and get hurt your "Break Meter" will fill up. When it is sufficiently full, you are then allowed to use you "Break Skill" or super power. These "Break Skills" will be associated with the Hero Soul, but that's for another time. I'm still working out the details of this so stay tuned!




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Sunday, October 29, 2017

10/29/17 Development Update

Hello everyone, just a quick update. First off I'd like to thank everybody who showed up to the Playcrafting game expo and tried my game. I truly appreciate all of your feedback and comments for my game as well as finding so many bugs. So for this week's update I want to put making my opening cutscene on hold and address these bugs as well as do some housecleaning, organizing and cleaning up code. Please look forward to more updates. :)



Saturday, October 21, 2017

Sunday, October 15, 2017

Game Development Update 10/15/17

Hello, and welcome to a development update for my game, thanks for dropping by! 

So I guess let's start off with some short term goals. On October 28th I will be at the Playcrafting Halloween Spooktackular event in NYC to demo my game and hopefully get more feedback on how to improve it. That being said, for the event I want to have the start tutorial in working shape to help teach people how to play the game and explain the mechanics to some extent. Additionally I would like to have some more of the "game flow" done, mainly the character select screen.

As of this update, I am about 60% done with the opening events. Hopefully I can't get the events and sprites don't before the event. On that note, below is the first villain of my game, Count Beaumont. He's supposed to be a "joker" like villain who is chaotic evil.
The first in-game villain 

As for longer term goals, I think 2 come to mind right now.

1. Shop Processing
2. In Game Time, maybe day/night cycles

These two are kind of related, since ideally I want shop inventories to change as time in game passes.

Sunday, October 1, 2017

Gameplay Video 1

Hello everyone! As promised here is a video showing some gameplay of my game! Enjoy.


Hero Soul: I want to be a Hero!

Hello! My name is Ryan and I am making this blog to document and show off a game I am working on tentatively called  Hero Soul: I want to be...