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About dqhendricks

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  1. Trial by Viking - WIP

    Update #40:   Hey all,   It's been a long two and a half year road with lots of ups and downs, but today is finally the day. Trial by Viking was released on Steam and Itch.io this morning. Thank you all for the feedback and advice. Check out the release trailer!   https://vimeo.com/160695466   Steam store link: [url=http://store.steampowered.com/app/440800/]http://store.steampowered.com/app/440800/[/url] Itch.io store link: [url=https://lastlifegames.itch.io/trial-by-viking]https://lastlifegames.itch.io/trial-by-viking[/url]
  2. Trial by Viking - WIP

    [b]Update #39:[/b]   Hey all,   Trial by Viking is coming out on Steam next Tuesday. I wanted to share some new 1080p video of the game here that gives a really clear idea of what the game is all about. I hope you will check it out. I'm excited but also very nervous about next week. This is my first Steam release. Wish me luck!   https://vimeo.com/159849813
  3. Trial by Viking - WIP

    [b]Update #38:[/b]   It's been a while since my last post, so I have a lot to update here. After getting greenlit on Steam, and a successful Kickstarter campaign, I put my head down and got to work. It seems to have paid off. Trial by Viking recently became one of 20 winners of the 2015 Taco Bell Indie Game Garage contest, and has been nominated for Best Desktop/Downloadable in the 2016 Games Connection Development Awards taking place in two weeks! I will be at Games Connection demoing the game in the Awards Pavilion if anyone wants to stop by and say hello. There is a shuttle there from GDC.   I have recently completed a demo that I'm pretty proud of as well! You can try out a copy for Windows or Mac right now by [url=http://www.indiedb.com/games/trial-by-viking]clicking here[/url].   So the game is releasing on Steam in less than a month. March 29th, just after Easter. I'm pretty nervous. I haven't gotten a lot of coverage on games sites, but that's to be mostly expected as an unknown indie dev  I suppose. Hopefully things go well   Here's a new gif for you all! Troll boss. Don't worry there are 27 bosses, so I don't feel like I'm spoiling too much.     I also wanted to talk a little bit about AI. I was recently having trouble with my simpleton flyer AI getting snagged on walls. I had talked previously about how I use the last *seen* position of the player as a target for this particular AI, but I never implemented any path finding. This AI isn't supposed to be *that* smart. What I've done however seems to work really well, so I will try to explain it a bit here.   So this flyer AI flies toward a target. It's pretty simple in that respect. When it hit a wall however, it got snagged and stopped or slowed down a lot (and also looked silly doing it). So I started using a little linecasting to help. I cast a line from the AI towards the target at a distance of about one unit. If I get a hit against a platform, I figure out what the reflection vector is. From the target vector and the reflection vector, I can find the halfway vector between the two, which should be a vector that is parallel to the surface that my linecast hit. Using this as the new direction instead of just trying to keep going towards the target, means the AI will slide along the wall at full speed instead. This usually means it will end up finding it's target again, and head towards it once there is no wall in between. It's not perfect, but as I said, this is one of the first AIs you encounter, and it's not supposed to be *too* smart. Here's a small scribble to illustrate what I am talking about.     Anyways, thanks for listening. Let me know if you have any thoughts or comments.   Cheers, Dustin
  4. Trial by Viking - WIP

    [b]Update #37:[/b]   After some reflection, I thought it would be a good time to show the zoomout feature. Since the levels in TBV are not super huge, there is no official map, but if you hold up for 1 second, the entire view will zoom out, showing a larger portion of the level. Players who learn to use this to their advantage will have a much easier time figuring out the lay of the land, especially in the harder levels towards the end of the game.   By the way, Trial by Viking is currently running a [url=https://www.kickstarter.com/projects/lastlifegames/trial-by-viking]KickStarter[/url] campaign. There's some new video of the game there too. Any help you can lend is hugely appreciated!   Thank you! Dustin  
  5. Trial by Viking - WIP

    Update #38:   Recently I had sent out some video of the game to a few youtubers. One replied saying he liked the look of the game, but that the death animations looked a bit "jankey". He suggested that maybe a ragdoll death would be in order. I hadn't planned to do this because of some technical limitations, but after thinking about it some more, I found a way to get past that and add them. Let me know what you think!     By the way, Trial by Viking is currently running a [url=https://www.kickstarter.com/projects/lastlifegames/trial-by-viking]KickStarter[/url] campaign. There's some new video of the game there too. Any help you can lend is hugely appreciated!   Thank you! Dustin
  6. Trial by Viking - WIP

    [b]Update #39:[/b]   A new enemy I have been working on. This guy is real fun. Wait for it...     By the way, Trial by Viking is currently running [url=https://www.kickstarter.com/projects/lastlifegames/trial-by-viking]KickStarter[/url] and [url=http://steamcommunity.com/sharedfiles/filedetails/?id=499233468]Steam Greenlight[/url] campaigns. Any help you can lend is hugely appreciated!   Thank you! Dustin
  7. Trial by Viking

    Thanks Mark! A lot of hard work has gone in to this, so your words mean a lot!
  8. Trial by Viking

    Trial by Viking   Hi everyone. I have been posting about Trial by Viking in a devlog [url=http://forums.indiegamer.com/showthread.php?38615-Trial-by-Viking-WIP]here[/url] for almost two years, but I now have some big news to announce. The game has just launched [url=https://www.kickstarter.com/projects/lastlifegames/trial-by-viking]its KickStarter campaign[/url]! This is also the first time you will see a full video of the project in action.   [url=https://www.kickstarter.com/projects/lastlifegames/trial-by-viking][/url]   About Trial by Viking   Trial by Viking mixes some of the best elements of action platforming and dungeon crawling into a game that explores the distant worlds of the Norse gods. Fans of games like Rogue Legacy, Super Mario Brothers Wii/U, Metroidvanias, and Super Meat Boy should feel right at home.   There are 130 hand crafted levels that range from frantic mad dashes, to dungeon exploring treasure hunts. With over 80 unique enemies, 27 intense boss battles, and countless challenge and puzzle elements, there will be a lot to discover. Luckily you will also be able to collect powerful character upgrades along the way to help you battle ever tougher foes, as well as unlock new unexplored areas.   Platforms: Win/Mac/Lin/More Release Date: February 2016           "With an incredible variety of combat abilities, equippable weapons, abilities, and passives, the game will both empower and challenge the ever-loving crap out of you. This is a compelling universe with fantastic art, music, and tons of content that’s not to be missed." - Seattle Indies Expo jury   I have put a lot of hard work into this game, so I just want to say thank you to anyone who can lend their support to [url=https://www.kickstarter.com/projects/lastlifegames/trial-by-viking]the project[/url], and please let me know what you think below! Thank you!   - Dustin
  9. Trial by Viking - WIP

    [b]Update #38:[/b]     https://www.kickstarter.com/projects/lastlifegames/trial-by-viking   http://steamcommunity.com/sharedfiles/filedetails/?id=499233468   I have a few big announcements to make. First, the Trial by Viking KickStarter and Steam Greenlight Campaigns just went live today. If you'd like to reserve a copy of the game today, backing the KickStarter might be the best way. Second, I have release the first major video of the game. There is also a link to the Vimeo HD version on the top of the KickStarter. Thank you all for all of your support so far. I have been working very hard on this, so any help in spreading the word is hugely appreciated!   Cheers, Dustin
  10. Trial by Viking - WIP

    [b]Update #37:[/b]   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?  
  11. Trial by Viking - WIP

    [b]Update #36:[/b]   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 [url=https://www.facebook.com/0xLastLifeGames]facebook[/url] or [url=https://twitter.com/0xLastLifeGames]twitter[/url]. I tend to post extra stuff in those places if you are interested.  
  12. Trial by Viking - WIP

    [b]Update #35:[/b]   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!  
  13. Trial by Viking - WIP

    [b]Update #34:[/b]   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.  
  14. Trial by Viking - WIP

    Update #33:   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.  
  15. Trial by Viking - WIP

    [b]Update #32:[/b]   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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