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#21 dqhendricks   Members   -  Reputation: 226

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Posted 11 December 2014 - 01:20 PM

Update #17:
 
I was like, if he's gonna charge, he should definitely crash through some stuff  biggrin.png
 
centaur.gif

Edited by dqhendricks, 11 December 2014 - 01:20 PM.


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#22 dqhendricks   Members   -  Reputation: 226

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Posted 16 December 2014 - 04:02 PM

Update #18:
 
The Grappling Hook! This is one of the upgrades that Odin can grant you later in the game. So many grappling hooks I've played with take too long to aim and are cumbersome to use. I wanted to make sure this one was simple and fast to use. Sorry for the darkness of my gifs. For some reason my screen caps are way darker than the actual game.
 
grapple.gif

Edited by dqhendricks, 16 December 2014 - 08:16 PM.


#23 dqhendricks   Members   -  Reputation: 226

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Posted 23 December 2014 - 02:18 PM

Update #19:
 
This giant rock golem fight is inspired by the Crocomire fight in Super Metroid. If you know your video game history, you know there is only one way to win this battle.
 
golem.gif


#24 dqhendricks   Members   -  Reputation: 226

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Posted 03 January 2015 - 06:38 PM

Update #20:
 
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.
 
poster-wip.jpg


#25 dqhendricks   Members   -  Reputation: 226

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Posted 10 January 2015 - 10:55 PM

Update #21:
 
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.
 
chainbombs.gif


#26 dqhendricks   Members   -  Reputation: 226

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Posted 11 January 2015 - 01:59 PM

Update #22:
 
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.
 
bombpuzzle.gif


#27 dqhendricks   Members   -  Reputation: 226

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Posted 24 January 2015 - 03:45 PM

Update #23:
 
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!
 
puzzles.gif


#28 dqhendricks   Members   -  Reputation: 226

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Posted 26 February 2015 - 04:58 PM

Update #24:
 
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!
 
 
foursquare01.jpg


#29 dqhendricks   Members   -  Reputation: 226

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Posted 19 March 2015 - 10:43 PM

Update #25:
 
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 ass pair of swords, some pretty nice melee combos, and a spinning blade attack. Here she is exterminating a couple of rats on level 99.
 
kara.gif


#30 dqhendricks   Members   -  Reputation: 226

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Posted 23 March 2015 - 04:34 PM

Update #26:
 
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.
 
blackdragon.gif


#31 Join Indies   Members   -  Reputation: 109

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Posted 29 March 2015 - 04:57 PM

The boss battles and enemies look awesome in this. I especially liked the giant rock golem.

 

I chuckled when the player missed the viking boat jump and was devoured by that shark by surprise.

 

This game keeps looking better and better.


Watch videos of new indie games, updated daily. Promote your game on http://www.joinindies.com


#32 dqhendricks   Members   -  Reputation: 226

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Posted 29 March 2015 - 05:17 PM

The boss battles and enemies look awesome in this. I especially liked the giant rock golem.

 

I chuckled when the player missed the viking boat jump and was devoured by that shark by surprise.

 

This game keeps looking better and better.

Thanks Join Indies! Been working real hard on this.



#33 dqhendricks   Members   -  Reputation: 226

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Posted 29 March 2015 - 05:18 PM

Update #27:
 
Been revamping the throwing axes. Check it out and let me know what you think.
 
axes.gif


#34 LennyLen   GDNet+   -  Reputation: 4391

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Posted 31 March 2015 - 04:11 AM

Good looking game! Visually, it reminds me of Gods.



#35 dqhendricks   Members   -  Reputation: 226

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Posted 07 April 2015 - 12:30 PM

Good looking game! Visually, it reminds me of Gods.

Thanks Lenny!



#36 dqhendricks   Members   -  Reputation: 226

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Posted 07 April 2015 - 12:33 PM

Update #28:
 
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:
 
flyertracking.gif


#37 dqhendricks   Members   -  Reputation: 226

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Posted 10 April 2015 - 12:19 PM

Update #29:
 
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.
 
melee.gif


#38 dqhendricks   Members   -  Reputation: 226

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Posted 21 April 2015 - 01:50 PM

Update #30:
 
I wanted to talk a little bit about how I do cutscenes using the game engine. The cutscenes move the actors around the screen according to a script. It may include dialog, position movements, rotations, following with an offset, most with easing options. Here's a sample of what a piece of one might look like:
 
scene1.gif
 
I used to use a giant state machine to handle this, which was very difficult to edit. Now I use a helper class with a bunch of coroutines to handle each of the movements, then just put yields in to wait for their completion. Yields basically wait, and resume the code after a certain length of time. Coroutines are like functions, except the calling code does not wait for them to complete before continuing.
 
This way I can stagger movements in any way I like. I can start a position change on an object that occurs over the course of 2.0 seconds, then wait until 0.5 seconds in to that movement, then start a rotation change on that same object that occurs over 1.0 seconds. The rotation movement will complete before the position movement finishes, because this is all going on at the same time. It makes it really easy to make complex synchronous movements in one big linear script.
 
The helper class I created to move things around the screen is full of functions that look like this:
 
scenehelper.jpg
 
It lerps over a period of time. It can ease in, out, or in and out if needed. So you can imagine the helper class has functions for rotations, beziers, fades in and out, music changes. Basically everything that I'm going to be using in cutscenes over and over again (Except for dialog, which is handled in a separate class). For dialog, the main cutscene script can choose to wait until the player has clicked/closed the dialog window before continuing.
 
The result is a fairly easy to read linear script (sorry for the lack of comments):
 
scene1script.jpg
 
You could take this a step further, and make it run off of a text file full of text instructions that the class decodes into actual instructions for the cutscene. Something like that might be useful if you have a non-coder scripting your cutscenes.
 
@0xlastlifegames

Edited by dqhendricks, 21 April 2015 - 02:07 PM.






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