WoAIII: Prototype!

Published August 14, 2015
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It's... It's day 3, right? Right...? tongue.png

*ahem*

At long last I have a prototype available! The art is placeholder (although some might end up in the final product due to time constraints), the gameplay is likely rather unbalanced, the enemies are simple, there's little feedback on hits, the thematic element isn't yet there, there is neither sound nor music, and there are bugs--but you can now at least try it for yourself!

You should be able to download the prototype via the link below:

Powerthief
(I'm not hugely happy with the name, and may change it in future versions.)

Feedback would be appreciated, I do believe! happy.png

Controls:
[indent=1]Movement: WASD
[indent=1]Aiming: Mouse
[indent=1]Casting: Left mouse-button
[indent=1]Spell-selection: numbers 1 through 4, or scroll the mouse-wheel up and down.
[indent=1]Return to menu, or from menu to game: Escape
To entice at least a little, have a new screenshot (cropped to show just the interesting bits):
day4_cropped.png

A quick summary then of the major changes that I've implemented (as far as I recall): The game now has four spells available, and two types of enemy; both the enemies and the player can be killed. When the player is killed, a game-over screen appears, and after a short delay the player is free to return to the main menu. Objects all have a simple blob -shadow or -"light".

I'm tempted to take an idea mentioned in one of DifferentName's journal entries, giving the basic enemies movement patterns that are more complex than their current "charge!" approach.

There are some known bugs, I'm afraid:

  • Enemies occasionally spin wildly around the player.
  • When the frame-rate drops too low, something occasionally goes wrong with the movement code, and things seem to lurch a bit.
  • Enemies can spawn very near to the player.

The following, then, is my list of remaining major goals for this project (in rough descending order of importance--if nt implementation):

  • Implement death-related changes
  • Saving of the various pieces of data such that the death-related changes persist between plays
  • Animations
  • More enemy types
  • More spells
  • Sounds and music
  • Some basic special effects (explosions and the like)
  • A very simple options menu (allowing for key-rebinding and volume control)
  • The main boss
  • The mid-boss, with some means of altering it to reflect a player-death
  • Interior walls and pits, the latter being a hazard for the player.
  • Proper level geometry, including outer walls, inner walls, and pits

So, plenty to keep me busy over the next two days!
3 likes 4 comments

Comments

Orymus3

I LOOOOVE your spell icons!

August 14, 2015 04:15 AM
rodolfodth

hey man! I died and couldn't play it anymore :(

needed to close/open the game!

and cool, keep going man :P

August 14, 2015 04:27 AM
slicer4ever
ran fine for me(win 10, amd r290). not too shabby! you already know about the biggest issue i had(spawning with enemy's on top of you basically) the linear path is nice, and i think once you get some more spells and animations in, it'll be a very fun game!
August 14, 2015 01:13 PM
Thaumaturge

I LOOOOVE your spell icons!

Thank you very much! happy.png

(I'm not entirely happy with them, personally, but if they have so positive a reaction it might be worth leaving them in favour of other graphical assets... ;))

hey man! I died and couldn't play it anymore sad.png
needed to close/open the game!

Hmm... That bug is odd. You saw the "death screen", I presume? Did you try pressing keys?

and cool, keep going man tongue.png

Thank you. happy.png

ran fine for me(win 10, amd r290). not too shabby! you already know about the biggest issue i had(spawning with enemy's on top of you basically) the linear path is nice, and i think once you get some more spells and animations in, it'll be a very fun game!

Thank you very much! ^_^

I hope that you're right, especially as I think that I know why enemies are spawning so near to the player...

August 14, 2015 01:40 PM
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