I’ve started compiling all of my sketches and the current game status into a simple html that is becoming our status board along with utilizing Asana to track idea evolution, status’, and to-do lists.
By clicking on Stages one can view basic visual notes. Clicking on enemy badges will go to the group overview page, clicking on the individual names will go to a page with the character and notes pertaining to them. Developing this Overview ‘Board’ is becoming our best way to track the game status, promote more efficient meetings, and allow for clearer direction. Given that our team works through the internet, developing this resource is increasingly helpful.
Additionally more tool updates to allow faster development of levels and setting up enemy behaviors have been added.
Global
Sound: A lot of sounds have been added to the game. +__test_unimportant_dialog
[nav_overworld] Overworld: Bouncy action and new area reveals
[__test_unimportant_dialog] Dialogs: We’ve also added some UI updates.
[__test_sling] [__test_sling_bird] Sling Actions: Added slinging blocks and bolders, slinging can be added for more interaction options with enemies. Try to sling explodie birds into other baddies.
Enemies
We’ve been working a lot on enemy cultures and types. There are currently 4 main groupings of enemies. The SpaceDwarves, the LizardMen, the Tainted, and Critters. They each have their own hook.
Rakknor – Dwaves
[act1_2_1] Space Dwarves that can pick up powerUps that change their classes, a little like Mario. They use technology but are also more inspired by classic fantasy troupes. They are the race that invaded long ago and their alloy is mold-able, programmable if you will. This is how they form into different classes quickly. They live in the Orion Wood, carefully salvaging left over resources from their invasion.
Drakelvz – LizardMen
The LizardMenwill have Shaman leaders that use totems and magic to mold the battle field and create situations for the player to solve using their utilities. We have the Runner working, the Flyer working with assets in game. The shaman is being developed both coding and graphics.
The Tainted
These guys feed off alloy, much like the player the player. The Tainted will evolve like pokemon if the player isn’t careful an easy battle can become much tougher.
+__test_tainted_retro:
Testing 3 ‘Tainted’ bad guy behaviors. They are group attackers, diverse humanoids. I call these guys basic Tainted, they are more like seeders for the the evolving type below.
Testing evolution of dead parts. Tainted Alloy will interact with gibbed parts and it will evolve (like a pokemon ) as it comes into contact with more Tainted Alloy. We have hopes of adding several more baddies that use this mechanic. Much more refining is needed. Big flying dudes will shoot fireballs and be much more dangerous and scary.
Game Stages
Act 1 – Emerald Forest || Stage 1 – Awakening
[act1_1_0] Awoken Cave: Updated some scenery, added animated vegetation, added more lighting.
[act1_1_1] Emerald Forest: Added the wood beetle for the player to interact with but its not harmful. Coloring in this area seems very off. Still need to do a lot of touch up.
[act1_1_4] Titan Core: Chris is adding real-estate to make this are feel more like a mini dungeon experience.
Act 1 – Emerald Forest || Stage 2 – Orion Wood
[act1_2_0] Orion Wood: This is the second stage, you should be able to explore. Definitely in draft form. Try to not let the heads bother you, that’s a work in progress thing (above seeding tainted evolution). Try grapple on baddies for some fun. Enemy placement is very temporary. Enemies will have Engineer and Mage joining them, not just warrior and peon. Mechanics and cool downs still need work. Golem guy blocks too much still, lots of work in progress.
[act1_2_1] Orion Wood LeadIn 2: This first area is a better example of what I think the rest of the game will look like. I’ve placed shadows and gone threw and updated some of the graphics. Currently Chris is doing a lot of the base ‘skinning’ of the levels, this is an example of an area (just the first little cove) I’ve gone through and touched up a bit. Should be a lot of exploring in this are, we’ll be adding a lot of little fun interactions along the way that aren’t in there yet. Enemies will be a lot more diverse.
[act1_2_1a] Delving Mines: Similar to above. Still needs a lot of work, feedback execution is on deck.
:: Act1 || Stage 3 – Titan Scrap
[act1_2_2] Titan Scrap: Working on environment kit, added refining layout.
:: Act2 || Stage 4 – Buried Village
[igf_emerald_forest_4] Sleepy Town: Basic Layout – Connections – Rough Draft
[igf_emerald_forest_5] Sleepy Town Battle: Basic Layout – Connections – Rough Draft
[1_2_1e] High Tower: Basic Layout – Connections – Rough Draft
[1_2_1d] Inside Tower: Basic Layout – Connections – Rough Draft
[1_2_1b] Hill Town: Basic Layout – Connections – Rough Draft
:: Act2 || Stage 5 – Grassy Plains
[1_2_3] LeadIn Landing: Basic Layout – Connections – Rough Draft
[1_3_1] LeadIn Climb: Basic Layout – Connections – Rough Draft
:: Act2 || Stage 6 – Druid Keep
[1_3_2] Entrance: Basic Layout – Connections – Rough Draft
[1_3_3] Elevator: Basic Layout – Connections – Rough Draft
[1_3_4] Killing Keep: Basic Layout – Connections – Rough Draft
[1_3_7] Under Cloister: Basic Layout – Connections – Rough Draft
:: Act3 || Stage 7 – Exhausted Mines
[fire_sector_1] Under Entrance: Basic Layout – Connections – Rough Draft
[fire_sector_2] Under Entrance: Basic Layout – Connections – Rough Draft
[fire_sector_3] Core Climb: Basic Layout – Connections – Rough Draft
:: Act3 || Stage 8 – Blood Mountain
[fire_sector_4] Base Of Mountain: Basic Layout – Connections – Rough Draft
[fire_sector_5] Mountain Peak: Basic Layout – Connections – Rough Draft
:: Act3 || Stage 9 – MecroMage Castle
Layout Pending..