Trial by Viking [WIP]

Discussion in 'Feedback Requests' started by dqhendricks, Oct 23, 2014.

  1. dqhendricks

    dqhendricks New Member

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    Update #13:

    Doing some extra promotional art. This time it's a poster with some of the main characters you will meet throughout the game. It's a work in progress. Eventually it will be full color and high res.

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  2. dqhendricks

    dqhendricks New Member

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    Update #14:

    A new mechanic I am working on. Crates with explosives. Using a bomb on one sets off a chain reaction and destroy everything in it's path.

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  3. dqhendricks

    dqhendricks New Member

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    Update #15:

    Wanted to post one more gif of chainsplosions because they're cool looking. Gotta find a way to get the conveyors to go the right direction before you can start this chain reaction.

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  4. Chris Hurn

    Chris Hurn New Member

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    This looks really, really cool. I'm really into this! Great backgrounds, animations, particles...looks very nice. I followed you on twitter.

    Well done and I would like to play this!

    Cheers.
    Chris
     
  5. dqhendricks

    dqhendricks New Member

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    Update #16:

    Hey guys! I wanted to mention that I'll be at GDC Play this year, booth PL 104. Come stop by to say hi and check out Trial by Viking if you like!

    Today I spliced together a few clips showing how to get one of the treasure chests on level 93. I can show a bit more in depth how the game will play with gifs like these, so expect more like this in the future. Let me know what you think!

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  6. dqhendricks

    dqhendricks New Member

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    Update #17:

    GDC is just around the corner. In case you didn't hear from previous posts, I will be at GDC Play showing off the game. Feel free to stop by booth PL 104 and say hi!

    I have emailed the press, made appointments, made business cards, t-shirts, and stickers, printed giant posterboards for the back of the booth, organized getting help from friends, and RVSPed to GDC after parties. The rest is up to the game dev gods. Cross your fingers for a good show!

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    #26 dqhendricks, Feb 26, 2015
    Last edited: Mar 20, 2015
  7. dqhendricks

    dqhendricks New Member

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    Update #18:

    I had an awesome time at GDC! Thanks to everyone who stopped by! If you haven't gone, and you ever get the chance, I highly recommend it.

    In this update, I want to show you a new playable character, Kara. You only get to play as Kara for very specific levels. You won't have access to your regular inventory for these levels, but you will have a bad *** pair of swords, some pretty nice melee combos, and a spinning blade attack. Here she is exterminating a couple of rats on level 99.

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  8. dqhendricks

    dqhendricks New Member

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    Update #19:

    Been working on a new boss. This guy does some fly by homing projectiles, and then lands to breathe electric breath and rain a few lightning bolts.

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  9. dqhendricks

    dqhendricks New Member

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    Update #20:

    Been revamping the throwing axes. Check it out and let me know what you think.

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  10. dqhendricks

    dqhendricks New Member

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    Update #21:

    This is sort of a post for the developers out there, or anyone interested in learning how things work in games like this. Today I would like to talk about player tracking flyers. This basically applies to any sort of player tracking where the enemy can move in any direction.

    In essence, the idea is simple enough. Move the enemy towards the player's position. There are a few things you can do to improve on this however.

    You can give the enemy a direction, a target direction (toward the player's position), and a maximum turning speed. This gives the enemy more of a homing missile movement feel, where they have actual momentum and cannot just change course at full speed on a dime. It's much more interesting to battle against as well.

    You also have to worry about obstacles like walls. With just the basic code (following the player position), your enemy will run up against walls while aiming towards the player, making it extremely easy for the player to evade it. You can do some sort of path finding, but I don't really think that's fair, unless we are assuming the enemy is tracking the player using hearing alone at any distance with walls in between. Instead, I like to use line of sight to set the enemy's target. Line casting to find obstacles between the enemy and the player can be pretty expensive processing-wise, so I run it on a timer that only executes every 0.15 seconds or more, with a randomized lead time so the line casts for all of the enemies do not all fire on the same frame. The effect is, the enemy only sets it's target position when it can actually see the player (has a clear line of sight). This way the enemy chases the last position it saw the player at, allowing it to follow the player around corners.

    Here is a gif comparing the flying enemy tracking the player's current position, versus having the enemy tracking the player's last "seen" position:

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  11. dqhendricks

    dqhendricks New Member

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    Update #22:

    Due to popular demand, I have added a melee ability. If you hold still and press up or down while attacking, you can do a high or low melee attack. This, along with the dash ability, helps a lot when you are trying to get a small critter, too low for throwing axes.

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  12. dqhendricks

    dqhendricks New Member

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    Update #23:

    Have been working on the melee attacks a bit. They are now all one button, and you can combo your attacks with increasing damage. A little bounce back on the hits feels really good, but it does have the tendency to knock you off of small platforms, so I'm not sure exactly what to do yet. I'll keep tweaking this until the end.

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  13. dqhendricks

    dqhendricks New Member

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    Update #24:

    I have ben working on redoing the lighting and adding lightmaps to the game. I like the way it's turning out. Here's a few new screenshots.

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  14. lennard

    Moderator Original Member Indie Author

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    Looks great. I don't really play platformers anymore but might have to give this one a try. Good luck with your launch.
     
  15. dqhendricks

    dqhendricks New Member

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    Thanks lennard! Been working real hard on this.
     
  16. dqhendricks

    dqhendricks New Member

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    Update #25:

    I think I finally got the shield belt how I wanted it. What do you think?

    I'm using Sin and Cos to find the position at distance and angle, so that I can rotate the balls. Then I use another Sin to modify the distance for that formula, making the shield balls pulse in and out.

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    #36 dqhendricks, May 30, 2015
    Last edited: May 31, 2015
  17. dqhendricks

    dqhendricks New Member

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    Update #26:

    Kara has always had this owl friend that follows her around named Bregoa. Sometimes during the cutscenes, and in game dialog, she will grab onto Bregoa's claws and fly away with him (or is it a her? i don't know). I made Kara a playable character for a few of the levels recently. She moves similarly to the main character, but instead of throwing axes, she has some very powerful double sword melee attacks. I had to give her a secondary action as well since you can't access your normal inventory during these Kara levels. I thought it would make sense to go ahead and make Bregoa her second action. An attack owl basically.

    There is a level where you as the main character get to ride Bregoa like a zipline, but they are on predetermined paths. I think it would be cool to someday give the player full control over using the owl like a hang glider. Perhaps you hold down jump, and the owl will swoop you and let you glide for a moment, similar to how the princess in Super Mario Brothers 2 works. I may never be able to get that into this game depending on time, but if the game does well, maybe there will be a sequel.

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  18. dqhendricks

    dqhendricks New Member

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    Update #27:

    i think i found the mathematical sweet spot for these black hole mechanics. somehow both annoying and fun xD

    this is basically just a depreciating velocity that gets stronger near the middle. you get your double jump back if you hit the center of the holes so you don't get trapped. science!

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  19. dqhendricks

    dqhendricks New Member

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    Update #28:

    i've been experimenting with bouncy fire balls. the green ones bounce off walls, and are also baseball compatible. I need to add more of these to other parts of the game because they are so fun xD

    by the way, you can also follow on facebook or twitter. I tend to post extra stuff in those places if you are interested.

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  20. dqhendricks

    dqhendricks New Member

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    Update #29:

    i've been working on making the wall sliding and wall jumping more fun lately. I've added a few new animations, particles, and tweaks to the code. what do you think so far?

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