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Post by dragonkd on Aug 31, 2016 22:00:11 GMT -6
mike is a voice actor and that whole image was a troll. I don't think anyone actually uses comic sans.
I prefer to keep the numbers on the hud as it gives more precise amounts, and the only other screen it is displayed is the inventory. (which you need to visit a spirit flame to access.)
if you have any comments on the actual game (shown in the pre-alpha update videos,) feel free to tell me.
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Post by DaNastyMan on Aug 31, 2016 23:40:26 GMT -6
You'd be surprised on some of these Kickstarters in terms of using font that looks really dumb.
I'd only debate that unless you need to show the amount needed for something specific (something requires 10 mp) it doesn't need to be \there and can hold off until the menus.
The game looks alright for something with no real budget and everything like that. The combat looks a bit clunky, such as the level design in the newest Alpha video I'd say open up the hole that the character falls into so you have some space to back up and or run away a bit more than hopping around and hope it doesn't attack. Give the character an attack upwards (such as a 90 degree swipe that goes from the top left to the top right or reverse.) That way you don't have to jump attack.
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dragonkd
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Post by dragonkd on Sept 1, 2016 22:42:03 GMT -6
so, I am assuming you are talking about the real font this time, (the triangular one,) that one I made from scratch, but it will still be modified over time.
weapons and magic take a specific amount of mp/sp, and it is a good thing to keep track of. I might make a new hud in the future, but it shouldn't be a huge deal.
as far as the area in the bottom of the cave with the spider, that enemy wont be there in the future.
vertical attacks will be used for different physical weapon types. also most magic and ranged weapons will be aimable.
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XombieMike
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Post by XombieMike on Sept 14, 2016 11:19:57 GMT -6
Instead of attaching images and using server space, please use something like Imgur to host the images. I think this is mentioned in the rules when it comes to picture posts. Sometimes it's ok, but it makes backing up take longer and has various other things that make it better to link to off site pics.
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Post by dragonkd on Sept 15, 2016 13:50:45 GMT -6
will do in the future
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Post by dragonkd on Oct 3, 2016 21:00:31 GMT -6
APART pre alpha 1.65this is a link to pre alpha 1.65. I will be posting builds here occasionally until kickstarter, usually one month between each major release. remember that this is still very early in development, and I can use all the feedback I can get.
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Post by dragonkd on Oct 13, 2016 18:29:15 GMT -6
APART: A Tale Of Broken Souls: Pre Alpha 1.66
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Enkeria
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Post by Enkeria on Dec 10, 2016 2:36:21 GMT -6
UI design, music, textures. That is what I know I could perhaps help you with, if I had a bit know-how, mostly sizes and what to think about.
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Post by dragonkd on Dec 16, 2016 0:33:15 GMT -6
linkso, this is version 1.7, marking a major pre alpha release. the mountins are in a debug state, new enemies, new items, etc, attack animations are going through a revision, allowing both better movement and hitboxes, the bronze set of weapons is ingame, but there is currently no way to obtain them we have mappable controller support you can now access the flame menu from pause, rather than needing to go to a spiritflame to craft or change inventory etc a lot of movement revisions, the game should feel more responsive now. wind for background props has been removed, allowing a speed boost until I add it as an option in the menu.
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Post by dragonkd on Dec 26, 2016 14:16:50 GMT -6
A mini update video. I have scrapped the existing level design as it would not be interesting or enjoyable for the player, going forward, much more attention will be given to enemy AI, th environment, and how these encounters will cause the player to act. so, remade areas, new or improved enemies, andmore items hidden along the way.
in addition to this, we have bronze weapons, as well as the great we4apon style (overhead swings) the weapons styles still missing: rapiers, bows, guns, and various types of magic.
there is a pause menu now for inventory and other basic stuff. environmental props are now procedurally generated with each level load.
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Post by dragonkd on Jan 12, 2017 14:21:10 GMT -6
Pre Alpha 1.7Rabove is a link to the newest version of the project. 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
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Lestaroth
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Post by Lestaroth on Jan 28, 2017 18:44:15 GMT -6
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!
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Post by dragonkd on Jan 29, 2017 12:26:19 GMT -6
Lestaroth thanks for the feedback. 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 ) 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.
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Post by Lestaroth on Jan 29, 2017 13:31:22 GMT -6
That's fairly solid then.
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.
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Post by dragonkd on Jan 29, 2017 23:13:48 GMT -6
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 , 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.
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Post by dragonkd on Feb 6, 2017 19:11:01 GMT -6
new build of APART 1.7.1 1.7.1
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Post by dragonkd on Apr 8, 2017 0:37:16 GMT -6
EEEAUUUUUUUGHHHH *scary moaning appearently im alive.
video goes here?
APART: Y2 PRE-ALPHA 1.72 WINDOWSx64 DOWNLOADMAC DOWNLOADso, 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.
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