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LukasIrzl

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  1. Tales of Vastor - Progress #10 - Big announcement Content What's done? What's next? Release dates What's done? Knight animations I was working on the remaining animations for the knight, which were mostly power attacks. Here are some of them: The text you see above the model are so called events. I used them within the code in order to determine what to do next, like moving to the enemy, handle the damage, show effects, etc. Power attack icons The power attacks are pretty much finished for the knight. Here's an image showing the icons of the attacks: Moonlight tower An important point on your journey is the moonlight tower. As I don't want to spoil the purpose, I will just leave the image here: What's next? New animations for the mage Refactoring animations and models Story implementation Release dates The big announcement of this update is the change of the release dates. The beta was planned to be released by the end of October. As my controlling sheet told me, there's more than 100 hours left to cover the content of the beta version, I will delay it's release to the end of December. The final release will be delayed to the end of Q1 2019, in order to provide a version, which is stable and contains the planned content. So, what to expect by the end of October? I want to release an updated alpha version. Older versions are available in the download section: Indiedb.com You can subscribe to the beta list by using this link: Join the beta The beta version is for signed up people only, so be sure to subscribe and get it as soon as it is released. I still need lots of feedback, so please spread the word and support Tales of Vastor. 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!
  2. LukasIrzl

    Tales of Vastor - Progress #9

    Thank you so much! The credit for the track goes to @AndrewJL, since he composed it. Thank you so much! The credit for the track goes to @AndrewJL, since he composed it.
  3. LukasIrzl

    Tales of Vastor - Progress #9

    Tales of Vastor - Progress #9 Content What's done? What's next? Music What's done? Black knight model Another enemy was added to the game - the black knight, one of the late game enemies. Waypoint icons The waypoint icons will help you identify what is waiting on a certain waypoint. Currently, the following ones are designed and configured: The boss icon will be displayed on waypoints, where a boss will occur. So, you might want to buy a few items before getting into the fight. The merchant is located near Udins castle. There, you should stock up a few potions or even buy a new weapon. Last but no least, the temple icon. It displays a temple, where you can save the game and heal all your characters. Status icons Up until now, there was no way to know, which status effects applied to a certain character. Later, the following icons will be displayed, depending on the active statuses. A short explanation to the effects: freeze: Does not allow action choosing for a certain amount or turns. The only good thing about the freeze effect is, that it nullifies the fire effect. fire: Damages the affected character at the start of each turn. If you can not remove the status fast enough, the character might end up dying. If the character is frozen, the fire effect will remove the freeze status. defense up: Raises the defense of the affected character. This status effect is essential to survive certain bosses or even harder fights. lower defense: Will decrease the affected characters defense. You should be careful, if a character has this status applied, because the damage received will increase. New background Here is one of the refactored backgrounds used for fights: This one provides more fog in the background, which shows the depth of the landscape. Lately, I love to put in a little bit of fog to the backgrounds, since it provides so much more life. What's next? This week, I want to focus on the character animations for the playable characters. Up until now, the base animations are already available for every character. Power attack animations, on the other hand, are still missing. They should be complete, as soon as the beta version is released. Alongside with the new animations, a few particle effects have to the created, such as lightnings, status changes and many others. Music I am glad to tell, that the main theme is already composed and others will come soon. Here is the main theme by Andrew LiVecchi: If you missed to check him out on YouTube, be sure to click the link: Youtube.com 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!
  4. LukasIrzl

    Tales of Vastor - Progress #8

    Tales of Vastor - Progress #8 Content What's done? Music What's next What's done? Cover image Refactored backgrounds This week, I refactored a few backgrounds to match the color scheme and the overall style. Here are a few of them. As you can see, I created a border and a fixed image resolution of 1600 x 800 for the progress updates to provide some sort of consistency. It looks pretty neat as well. The images in the game will be displayed without a border and the actual resolution. Refactored black knight model I wasn't happy with the current model of the black knight, as it looked way to messy. So I blended the light a little bit on his armor and added small highlights. Defeated black knight As you progress in the story, you will meet this pal right here. Want to know what he does? Subscribe to the beta version by sending me an email and play it, as soon as it is released. Music I am happy to announce, that Andrew LiVecchi is working on the music. He definitely is a musical genius and worth a visit. Be sure to take a look at his YouTube channel: Youtube.com What's next? A new enemy is planned this week Some backgrounds still need refactoring A few improvements regarding the usability 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!
  5. LukasIrzl

    Tales of Vastor

    Tales of Vastor is a hand-drawn 2D fantasy party-based RPG with challenging fights and a linear story line. General Information 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? Gameplay In order to find out more about the princesses disappearance you need to travel along different points on the world map. Based on the progress, different events will be triggered. As you progress on the map, fights will be triggered manually or automatically. Depending on your level, different enemies may approach. Each one with different behaviors and equipment. Alongside to casual enemies, bosses will stand between you and the princess. The fights are turn based with two parties - your party and the enemies party. You are able to attack the enemy with the casual attack or use power attacks, which are special abilities learned over time. By using your power attacks wisely and not wasting your power, you may be able to defeat the enemies. As you progress in the story, you will be able to choose new party members. Be careful who you choose, since you will only be able to have one companion at a time.
  6. LukasIrzl

    Tales of Vastor - Progress #7

    Tales of Vastor - Progress #7 - Improved art Content What's done? What's next? Beta content What's done? Last week I ordered a few books in order to improve my drawing skills as well as the time spend on a single piece. There is still a lot to improve, still, I am pretty amazed by the progress made. New backgrounds If you want to know more about the books I ordered and the software used, feel free to contact me. I really like talking about art and stuff. The contact information will be shown at the end of this post. New animations As mentioned last week, I wanted to create new animations for the character - the paladin. Here is one of those new animations: I pretty much like how smooth the attack animation is done. What do you think. Keyboard handling - UI adaptions The keyboard handling of Tales of Vastor is progressing every week. There are still a few screens to adapt though. In order to make the character selection during fights even more visible, I added an outline shader to the selected character. It will be shown for the currently selected character which can be switched by using the left and right buttons, or simply by clicking on it with the mouse. The only thing that needs to be fixed is the problem with outlining every part of the character. Only the whole character should be outlined in the future. Story adaptions The whole first chapter is currently configured and the others will follow soon. I am glad, I made the story config as easy as possible for me. It was pretty hard to implement that, since I never created something like this before. What's next? more backgrounds for dialogues and fights as well as re-designs of previously created ones a new character a new map? Beta content In about a month, the closed beta version will be released. It will be the next big milestone, as I want you to test most of the game and give feedback to improve Tales of Vastor. If you are interested, you can write an email to office@lukasirzl.at. Planned content major story update more characters more items more worlds more fights Simply more of everything. 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!
  7. LukasIrzl

    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!
  8. 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!
  9. 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!
  10. 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!
  11. 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!
  12. 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!
  13. Hi there, I am currently working on a LibGDX game. The whole thing runs perfectly on my system. Now, I want to know, how to determine the minimum requirements for the game. First of all, I am pretty sure, there won't be much requirements needed, since it's mainly 2D and pretty basic stuff. The images on the other hand are high-res, so there might be a little bit of RAM needed, right? Additionally, I am not sure which graphics cards are supported. As LibGDX uses OpenGL, I suppose the OpenGL version is important. Do you guys have experience with determining the minimum requirements? BR Lukas PS: if I managed to post into the wrong forum, please inform me as well. I wasn't able to figure a better one out.
  14. LukasIrzl

    Forest Strike

    General information Forest strike is a 2D round-based strategy game in pixel-art style featuring animals as characters. At the start of each round, a random number is chosen for the amount of steps you can walk during this round. Additionally, you can place items like a bomb. Every used item gets a sequence number. After processing to the next phase, all the placed items are handled sequentially by their number. If every item was handled, the next player is able to play. Technology The engine used to create Forest Strike is Game Maker 2. All the resources, such as characters, tiles and other sprites are drawn in Aseprite.
  15. 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.
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