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My dev blogs will be listed here. Be sure to watch and stay up2date!

Entries in this blog

Tales of Vastor - Progress #6

Tales of Vastor - Progress #6 Content What's done? What's next? What's done? Merchant I added the merchant to Tales of Vastor. The merchant is an abandoned child of a bandit. He got raised by other thieves and build his store after leaving the thieves guild. Now, he sells the items he found or bought elsewhere. Of course, he has own items depending on the players level and will buy your stuff as well. Here's an example of his item list: Village in the woods One of the next steps in the storyline will be the village in the woods. It is based in the eastern part of Ethen and will be necessary in order to gather information about the princesses location. This is the elder, which will be talking to you. The new character Last time, I announced a new character. If you checked out my Twitter account, you may have seen the paladin already. She is the third playable character and wields a greatsword. She will deal the most damage, but won't have as much health or defense as the knight. What's next? Further animations for the paladin Story adaptations to the village elder Keyboard handling The Tales of Vastor homepage If you have feedback, you can contact me via mail or direct message whenever you want. Be sure to take a look at Twitter as well, since there will be more frequent updates. Thank you!

LukasIrzl

LukasIrzl

Tales of Vastor - Progress #5

Tales of Vastor - Progress #5 Content What's done? What's next? Updated alpha version What's done? Cloud shadows on world map You may have noticed on Twitter that the world map in now covered with cloud shadows. It definitely looks better now. What do you think? New wand for the mage class The alpha version focused on the knight as a playable character. In order to balance Tales of Vastor for other classes as well, the mage got a new weapon - the iron wand. This mystic weapon is a special one, because it is only given to mages of higher ranks. If you got lucky, you may get one as well. Optimized game state handling Until now, there was no information, whether the game state is used or not. In order to make it more transparent, the players name will be shown. Additionally, to the players name, there is a confirm dialog, if you want to override the previously saved game state. Fixed button positioning in main menu A friend on mine told me, that there was an issue with resolutions > 1920 x 1080. In the main menu, the menu buttons were not visible, preventing players to start a game. Now, the buttons will be shown in the lower left corner and will be visible regardless of your resolution. Gold display in inventory Of course, gold is one of the most important things in Tales of Vastor. In order to know the amount of gold collected, there is a gold field in the inventory. What's next? more bandit animations more bandit boss animations a new playable character Update alpha version I created a new alpha version as well today. It contains a few bug fixes and new features. Be sure to check out the last progress updates to know, what was added. Get the alpha here. If you have feedback, I would really appreciate reading it. You can contact me via mail or direct message whenever you want. Be sure to take a look at Twitter as well, since there will be more frequent updates. Thank you!

LukasIrzl

LukasIrzl

Tales of Vastor - Progress #4 - Alpha recap

Tales of Vastor - Progress #4 - Alpha recap It's been a while since the alpha version got released. Don't worry, after the game is before the game. As usual, I want to cover the future of the game as well as the progress. Content Alpha recap What's done? What's next? Off topic - environment Alpha recap In case you missed the alpha version, you can download it here. I got some feedback of friends, as they wanted to give it a try. Unfortunately, I wasn't able to deliver everything I planned, since the refactoring of the code took too much of my time. That's the reason I decided to deliver small versions frequently. In order to make the game even better, I still need your feedback. If you liked the game (or disliked it), you can PM me, write an mail or check out my Twitter. Later on, I want to have a group of people, willing to beta test Tales of Vastor. I want the beta version to be available for a closed group. Besides the beta version, a demo version will be covered as well with less content. Of course, you can ask me to join the closed group. I would love to hear from you. What's done? UI adaption As I already was refactoring the controller, which handled the whole fight, I refactored some stuff as well. Most important was a good UI handling. The camera zooms to the character you can choose an action for. Additionally, the action buttons will be displayed on the right side of the character. Animations if a character is defeated One of those important things, that were missing before the alpha release, was the "death animation". For every character, I covered an animation if it is defeated. Here are some examples: Camera improvement on world map Before the alpha release, there was an issue regarding the camera on the world map. As it always focused on the player pointer, you were not able to see parts of the map which were farther away, resulting in unreachable way points. This issue got fixed and is already covered in the alpha, so don't worry about finding the way points. What's next? Working packages I created the working packages needed for the game as I started planning it (may not be completed yet). The green stuff is already finished, the yellow packages are WIP and the other ones are not yet started. That information is quite handy in order to determine the progress. The actual amount of time needed is stored in a table and will be updated every Sunday, since it is my "Project management day". Beta version I covered the beta version before. Currently, I need to plan the issues and working packages which will be covered in the beta. The beta version is the next milestone and will be released by the end of October. Until then, I want to have Tales of Vastor almost completed. The beta version is planned for a closed beta tester group. As mentioned before, I would love to see you as a beta tester. Off topic - working environment As you can see, there's not much needed to create an amazing game. I use to plan my whole week with the small calendar on the right. There, everything is covered, which has to be done on a specific day. The small note book on the left is used for quick ideas, planning those weekly articles, drawing some artworks and different other stuff. In order to create the characters, landscapes and other game related things, I use the XP Pen tablet on the right. The software used is Manga Studio, because I really love the UI and functionality. In addition to Manga Studio I also use GIMP to draw some assets. I always liked to work with GIMP as it covers a great range of functionality and it is free. Last but not least, I have a nice Acer notebook for coding purposes and other stuff. If I am not playing The binding of Isaac, I do a little bit of coding with Eclipse. Well, I code the game with Eclipse. Deal with it.   If you have feedback, I would really appreciate reading it. You can contact me via mail or direct message whenever you want. Thank you!

LukasIrzl

LukasIrzl

Tales of Vastor - Progress #3 - Alpha week

Tales of Vastor - Progress #3 - Alpha week Content Alpha version What's done? What's next? Alpha version Short reminder for you guys. The alpha version will be released on Friday (31.08.2018). I look forward to thousands of downloads and buckets of feedback, for sure Actually, I would really love to read your feedback (comment, mail, twitter or whatever). So, please don't be shy and get the alpha as soon as it is available. More details to the alpha version will be provided on Friday. What's done? As always, we cover the progress of the last week. This time, I got quite a few images for you. Enjoy! Bandit boss The bandit boss is one of those characters who will appear in a fight as well as in a dialogue. Both have different models. The following image shows the bandit boss in the dialogue: This image shows the bandit boss in the actual fight: And here we go with the attack animation of the bandit boss: Don't worry, the animation is not the final version. It still needs a little bit of work. Dungeon backgrounds Tales of Vastor will provide dungeons as well. The very first dungeon is a cave in the forest and looks just like this: The dungeon also has a custom map to navigate through. Here's the dungeon so far: Castle background As you might spend some time in Udins castle, a background has to be made for it as well. Configs Tales of Vastor is build upon a few config files. Each contains different information, like items, classes, worlds, stories, etc. These config file make story adaptions and other stuff quite easy. Additionally, they can be used to mod the whole game (or make even a different game out of it if you want). What's next? Releasing the alpha version Refactoring some code. Kinda risky to change the code right before the alpha release, I guess. major bugfixes some missing features for the alpha version after the release of the alpha, the beta version has to be planned If you have feedback, I would really appreciate reading it. You can contact me via mail or direct message whenever you want. Thank you!  

LukasIrzl

LukasIrzl

Tales of Vastor - Progress #2 - One week to alpha

Tales of Vastor - Progress #2 - One week to alpha Content Content of the alpha version What's done? What's next? Content of the alpha version Since I talked quite a bit about the upcoming alpha version, I want to quickly list the content. The story will cover the intro up to the very first boss fight. There will be two characters to choose from at the beginning. Different types of fights will be provided. Customize some preferences in the options menu. Navigation through Eden will be possible, in order to progress in the story. What's done? Blop This week, a new enemy appeared - the Blop. As you can see, he already fought a few knights; and won. So be prepared when fighting this monstrous and ferocious foe. New fighting background As the world of Ethen is covered with greens and forests, you will fight in on of those forests for sure. Basic inventory system Here is the inventory system as it looks now. There, you can equip different weapons, armour and lots of other stuff. What's next? Publishing the alpha on 31.08.2018 Collecting your feedback, implement your wishes and fix those bugs you find Music and sound effects is high priority, as it is not covered yet. Further story progress. The goal is to have the main story completed for the upcoming beta version in October. A merchant has to be implemented for you to spend your gold. Of course new enemies and playable characters will come as well. If you have feedback, I really appreciate reading it. You can contact me via mail or direct message. Thank you!

LukasIrzl

LukasIrzl

 

Tales of Vastor - Progress #1

Tales of Vastor - Progress #1 Content Vision Story Game play mechanics What's done? What's next? Vision Tales of Vastor is a hand-drawn 2D fantasy party-based RPG with challenging fights and a linear story line. Tales of Vastor offers challenging party-based fights as known in Dragon Quest, Final Fantasy and other titles as well as a thrilling linear story which is guided by a narrator. The art style is heavily influenced by games like Odin sphere and other Vanillaware titles. Story It all began, as you spent time with the princess on the hills. She worried about the princes behavior lately and asked you for a favor. Suddenly, you heard a noise. Of course you grabbed your sword and took a look around. You got hit on your head and were not able to keep your eyes open. The princesses cries were the only thing you noticed until finally waking up. Cold walls of a prison cell were the only think you recognized. As well as a mysterious men standing in the shadows. Will you be able to find out what happened to the princess? Game play mechanics The focus is definitely on the fighting system and the story. Therefore, the mechanics will be split into two different parts. Fights The fights are round based with two groups. One group is your own, containing your character and maybe other companions. The other group features the enemies. Depending on your progress and level, different enemy groups may appear. During fights, you will be able to attack, choose special attacks, rest, choose an item or even try to flee, if the enemy is far too strong. Story In order to find out what happened to the princess, you need to navigate through the world called Ethen and talk to different people. A narrator will guide you through the different events. Navigating through the world is provided on a world map. The map contains different points which may result in dialogues, fights or maybe other unexpected events. What's done? Fights Fighting is one of the most important aspects of the game. Therefore, the following things are implemented until now: two fight groups multiple character per group basic fight actions Attack selection of an enemy to attack Power attack the equipped power attacks will be loaded and available power attacks use power to perform Rest no action is performed; instead a little bit of the power is restored World map The navigation through Ethen contains the following: map in the background based on the current world navigating the player mouse input keyboard input points based on the progress when starting a new game, not every point is visible on the map. Depending on the story progress, those points may be displayed. Dialogues The dialogues are almost finished by now. The basic dialogue functionality is the follwing: showing the narrators text displaying of the current characters class selections may be shown for the player and your companion Here is an example with one of the characters. What's next? Let's end the progress article with the next planned issues: Inventory system The basic inventory is already implemented. Missing features are the actual inventory items and the consumables handling. Switching the world On the world map, you may enter other worlds. Those need to be drawn and included in the game. Alpha version coming soon In order to provide the best experience to everyone, I will upload an alpha version by the end of August. The goal is to get as much feedback as possible. By the end of October, a beta version and a basic demo version are planned. The final version is planned for December. This will be possible with your help, so please be sure to give feedback and stay up to date.   To finally close the very first Tales of Vastor update, I want to thank you for taking your time and reading the entry. Be sure to watch the game to get the updates as soon as possible and be prepared for the alpha. If you have feedback, I really appreciate reading it. You can contact me via mail or direct message. Thank you!

LukasIrzl

LukasIrzl

 

Forest Strike - Dev Blog #9

Hi there, this week I was working on the new forest level. Here is a screenshot of the level so far with a few trees: There is an issue with the cloud shadows, since my current implementation won't work with the trees as they are higher than the stone blocks. So, I have to think of an solution for that as well. I haven't had much more time this week, so that's it for this update. Thank you for reading! As always, if you have questions or any kind of feedback feel free to post a comment or contact me directly. Cheers.  

LukasIrzl

LukasIrzl

 

Forest Strike - Dev Blog #8

Hi there, here we go with another weekly Dev Blog. This time we can call it the Bug Fix blog, since I mainly worked on issues that you guys reported. Bug Fixes KO Hook The KO hook is actually a new feature, but it is already available in the Pre alpha 0.0.1.2. and there were quite a few issues. If the character got hit by multiple bombs, multiple hooks were created and had the instance of the character stored. After the instance got destroyed, the hook was still referring to the instance and the game crashed (because it was no able to reference the instance). This issue was fixed this week. Here is an example of the hook: Current character Regarding usability, there was an issue of identifying which character you selected. Usually, if you hover over a character, there was an arrow. Now, the arrow is displayed over the current character which is selected as well. Back button The right mouse button is now used as a "back"-button. You can navigate to the previous menu from any sub-menu of the title screen or from the character selection. Additionally, you can un-equip the bomb. There was an issue, if you selected the bomb and were not able to put it away. In that case, you would have hit yourself, since you had to place it. Now, you can simple un-equip the bomb by pressing the right mouse button. Win message If you managed to defeat your friend, the win message was displayed on the screen. I forgot to reset the message. After starting another game, the message got already displayed. This was fixed this week. Additionally, there is a "back"-button as well to get to the title screen (should there be an additional button in order to directly go to the character selection as well?). If nobody won the game, a "Draw" is displayed on the screen.   I am still working on the issues and most of them will be fixed next week I suppose. The tileset for the next level is almost finished as well. So I may show you the next level soon. Be sure to stay up 2 date! That's it for this update. Thank you for reading! As always, if you have questions or any kind of feedback feel free to post a comment or contact me directly. Cheers.  

LukasIrzl

LukasIrzl

 

Forest Strike - Dev Blog #7 + Pre Alpha

Hi there, it's been another week since the last Dev Blog. This one is very special, because I released the first Pre Alpha of Forest Strike. Pre Alpha The main goal is to gather as much feedback as possible. The version covers the basics like a title screen, basic settings, a character selection, basic gameplay features and explosions of course. Here is a link to the Download on IndieDB with basic information. New Features Improved shadows I improved the shadows quite a bit. They are now more "solid" as you can see. Also, the shadows on top of the stone blocks are shifted by the height of the block to create the illusion of depth. New GUI buttons This week I reworked the GUI buttons for the title screen and the character selection. They are more readable and provide a nice "click" sound as you hover over them. Additionally, I but the copyright stuff on the title screen. Misc Currently, I am working on the "death" animations. Actually, the characters shall be unconscious and a hook will pick them up. There are stone particles if you destroy a stone. They will fly around and decrease the speed every step. Something you never recognized on my GIFs, the game was completely silent. Now I am including a few tracks and sound effects. They may be replaced in future. The music comes from gamedevmarked.net since I was mainly focusing on the graphics. Maybe, a few of my own tracks will find their place in Forest Strike.   That's it for this update. Thank you for reading! As always, if you have questions or any kind of feedback feel free to post a comment or contact me directly. Cheers.

LukasIrzl

LukasIrzl

 

Forest Strike - Dev Blog #6

Hi again! This week, I was working on the character selection. But, first of all, I want to show you the very first gameplay video which covers a 1vs1 duel. Check it out: Gameplay Character selection Basically, you can start the game with at least two player. Adding players can be done by clicking on the "+"-box. You can of remove a player by clicking on the remove icon under a character box. Currently, there are two characters available - the fox and the mouse. You can select up to four player which will be placed differently on the map. You can take a look at the screenshot. The starting points of the player are the "P" blocks: The screenshot comes from the room editor in Game Maker. (The red blocks are the solid ones). Discord server I set up a basic Discord server in order for you to join and talk to me. Check it out here: Discord.gg I want to be more active on Discord, because it is much easier to provide information and status updates to you. Additionally, I want you to actively talk to me in order to make a real great game, so I would really appreciate any kind of feedback. Pre alpha Next week there's going to be the release of my Pre alpha version for you. The goal is to get as much feedback as possible. That's it for this update. Thank you for reading! As always, if you have questions or any kind of feedback feel free to post a comment or contact me directly. Cheers.  

LukasIrzl

LukasIrzl

 

Forest Strike - Dev Blog #5

Hi there, this time I want to show you the following progress: shadows, maximum time per round and the settings menu. Here we go. Shadows Forest Strikes has now shadows which gives the whole game more depth and it looks just amazing. Cloud shadows are also implemented by now and will spawn randomly. The magic behind the shadows is based on following solution. There is a specific layer for the shadows between the objects and the floor. Every step an object iterates over the basic objects and draws the shadow to a specific surface. The surface is then drawn with an alpha of 0.35 on the shadow layer. Just take a look: Time per round Now, you can set a time per round. This is the maximum amount of seconds you have to finish your moves. Currently, it is set up with 30 seconds. In future, you'll be able to set it on your own. If you are looking for a real challenge, you can use short times. There will be an option with infinite time as well. Settings Now, Forest Strike provides a basic settings menu. You can change the following: language (English, German; others may come in future) resolution (up to 1920 x 1080) fullscreen-mode brightness master volume Here's a quick click-through of the settings: Pre-alpha I want to launch a Pre-alpha within the next few weeks. If you are interested in testing the game, contact me or send a message. That's it for this update. Be sure to follow this blog in order to stay up2date. :3 Thank you for reading! As always, if you have questions or any kind of feedback feel free to post a comment or contact me directly.

LukasIrzl

LukasIrzl

 

Forest Strike - Dev Blog #4

Hi there, this week I was working on following stuff. Scaling issues I was struggling with the scaling issues. As you might have seen, the "pixels" displayed on the screen did not always had the same size. Now, this issue is fixed and it looks way better. Check it out: Mouse dragging Because of the scaling issue, now not all the tiles are visible on one image. In order to navigate through the map, you can now use the mouse and drag the camera around. You're going to use this feature in greater maps in order to navigate your characters and get an overview. Title screen Finally, I implemented a title screen. From here, you can navigate to a new game, your settings and exit the game. It is currently under development, so it might change a bit. The background image should stay the same. That's it for this update. Be sure to follow this blog in order to stay up2date. :3 Thank you for reading! As always, if you have questions or any kind of feedback feel free to post a comment or contact me directly. Additionally, if you want to know where I get my ideas regarding pixel arts from, you can check out my Pinterest board.  

LukasIrzl

LukasIrzl

 

Forest Strike - Dev Blog #3

Hi guys and gals! :3 Here's my third blog entry for Forest Strike. This week I was designing the AI, which give me more struggles than expected. So, there's not much graphical stuff to show this time. That's why I am going a little bit more into detail and explain the game a bit. Project Idea Forest strike is a 2D round-based strategy game in pixel-art style featuring animals as characters. Each round is divided into multiple phases, such as: Pre Phase Dice Phase Move Phase Action Phase Post Phase Pre phase is resetting and initializing needed variables each round. After the pre phase (which is handled within a single step), the dice phase randomly picks the number of steps you can move. Now, after we got the number, we finally will be able to move the characters. Moving the characters is limited to an amount of steps (dice phase). During the Move Phase, you can move your characters and use items, such as the simple bomb. Items are split into two groups: "active" and "passive". Active items will be shown in the inventory and can be used during the Move Phase, while passive ones will influence different values of the game. The active items are not handled instantly, they get a sequence number and will be handled in the next phase, the Action Phase. If there are items placed (like a bomb), the action phase handles every item sequentially (by their sequence number). This way, the game provides a great variety regarding building your own strategy. Lastly, the Post Phase checks some stuff and jumps to the Pre Phase. So, what is planned: a bunch of items, characters and maps different game modes local multiplayer local singleplayer (with AI opponents) Optional features: online multiplayer story mode boss battles Technology The game is running in Game Maker 2 in order to deploy the game to multiple platforms. Additionally, I really love working with Game Maker, because of its simple, yet powerful, UI and features. The software I use to draw the resources is Aesprite. Also, I am learning how to use Pyxel Edit to create awesome tilesets. Regarding platforms, I want to cover at least Windows, Linux and Mac. Eventually, a mobile export will be done as well with slight modifications. Currently, no music or sound is included in the game. In future, I will compose a few tracks in Cubase with a few external VSTs (depending on the genre). I'll keep you up to date as soon as I have a few tracks. Creating sounds has never been one of my strengths, so I’ll have to buy a bundle or hire a composer. Eventually, I’ll try creating a few sounds on my own. Key Features New explosion animation I changed the explosion quite a bit. Instead of blowing up the things in one way, I added a small delay to the single explosion. Random starting player If you start a game, the starting player is now randomly chosen. Should be a general thing... and this week I implemented it. New character Here we go with another character. I was thinking about a mouse, which reminded me a little bit of forests. Currently, I only did the "idle"-animation. Thank you for reading! If you have questions or any kind of feedback feel free to post a comment or contact me directly.

LukasIrzl

LukasIrzl

 

Forest Strike - Dev Blog #2

Hi there, round 2 of dev blogs! Quite a few new features (and bugs) were implemented this week. Check them out: (just a quick info, I won't be listing bugs ;)) Key features New floor tiles The floor tiles changes and I added random grass/flower sprites. Now, the game does not look static anymore. Additionally, the destroy-able blocks are randomly placed at the start of the game. Cursor sprites Instead of the old casual windows mouse, I added a bigger hand sprite, which fits the game better. Inventory So, the biggest feature I had to struggle with is the inventory system. The inventory icon is on the left upper side of the screen. It is only shown, if a character is selected. All active items you obtain will be listed here. The bomb is the only item, which is always shown. The cursor sprite changes if an item is selected. In this case, I chose the bomb, so the sprite changes to a hand holding a bomb. The item can only be placed on red fields. The red fields depend on the item selected. Number roll Here is a GIF of the random number roll at each round. It represents the number of steps you can walk with your characters. If you gather "Step+" items, a info will be shown within the number roll.   Thank you for reading! If you have questions or any kind of feedback feel free to post a comment or contact me directly.

LukasIrzl

LukasIrzl

 

Forest Strike - Dev Blog #1

Hi there, I want to introduce you to a project I am working on - "Forest Strike". It is a round-based Bomberman-like game which features animals, a bunch of items, strategic elements, great pixel-art and explosions of course. Key features Movement Forest Strike is built upon a round-based system. The character moves block by block using the A* path finding algorithm. At the beginning of each round you get a random amount of steps you can move with all your characters. See following example: Bombs and Explosions Forest Strike offers an old-fashioned way to get rid of stones, which are in your way, or to defeat the opponent - Bombs. In each round, you can place as many bombs as you want, but be careful, because they can harm your character as well. Here is an example of using a bomb: Items There will be a whole bunch of items you can collect in order to gain an advantage over your opponents. Some of them are passive like the "Step+" (increase the amount of steps you can walk) while others will be available in your inventory to select and use manually. Here is a short GIF of a fox collecting an item: Thank you for reading! If you have questions or any kind of feedback feel free to post a comment or contact me directly.

LukasIrzl

LukasIrzl

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