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Bryky

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About Bryky

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  1. Bryky

    Steampunk XCom game

    Gifs and images for the developer blog posts on the steampunk-xcomish game I am working on.
  2. So much has changed since the initial "Twin Demon Slayers" game (made for a game jam), that was the origin of all this. First of all, I will stop using the original game title from the jam. The current game evolved into something much more than its original. One thing remained contstant though - its combat system does resemble the one XCOM. Also, I've decided to put the game in a steampunk-dystopian settings - hence the title of this blog post. Anyway, here's the progress made in May (well, in the second part of May - as previous blog post was written on May 14th): 1. Overwatch mechanism 2. New graphics 3. UI/QoL changes 4. Performance improvements 1. Overwatch mechanism The idea behind overwatch is simple - a character can spend their action to going into an overwatch state - this will allow them to perform a ranged attack during enemy turn - if the enemy moves within the shooting range. Such mechanics allows for more tactical depth during combat - but let's not get into details here, as XCom has already exercised this concept. Anyway - do see it in action below: both player characters enter overwatch (and an icon indicating this is being displayed). Then they take their reaction shots when the enemy starts closing in on them. 2. New graphics So I knew I told myself to wait with the graphics until all core game features are ready. However I came across opportunity to work with a great pixel artist (whose name is Kurt Prieto) and I didn't want to waste such chance. The result of our cooperation are this first concepts of the rogue/ranger character type - check them out: Rogues, baby! Now, the important thing here was to make sure that the game environment (which is tile-based) works correctly with new character model. Previously (when using my 'programmer art') this was easy - a character was of the same height as other tiles. This did not look realistic, but at least did not introduce any extra issues. The new models are taller, and I had two possible ways to make sure that they blend in the tile-based word: #1 I will make sure that they are still of the same height as the other tiles, or #2 The character models will be higher than the tiles. Big-tile approach on the left, small-tile on the right. For me, the 2nd one is a definite winner. Approach #1 was looking too rough for me. The price of making sure that the characters and map tiles always take up the same cell space came with a huge price - the allowed character density was not good enough. Also, the walls become too bulky; basically the game scene contained too much empty space. So I've chosen approach #2. This of course introduced other issues - especially with visibility behind parts of the walls, that I will address in a while. 3. UI/QoL changes So a good and smooth user experience is something I always value the most in computer games. I will make sure that the same could be said about the game I am working on. First major improvement is the cover display at the movement target - basically the user is able to see the cover that each obstacle could provide. Also, if the character would be flanked at the given location, the covers are displayed on yellow. Yeah, I know that enemies are using the same sprite as the player character. You can already see an issue with this in the gif above: the user is not able to see the cover information on the tiles which are hidden behind walls. Same for the display of characters themselves. Maybe such walls should become transparent? Another improvement is targets preview. When the player holds the alt key, they are able to see all potential ranged targets that will become available at the given location - along with flanking information. Neat features, aren't they? And sure, XCom had them too. And as they were extremely helpful there, I am sure that they will be useful in my game as well. 4. Performance improvements Yes, I know that early optimization is a bad practice - but surely not in a situation when the pathfinding code starts to tank the framerate when it has to deal with 50x50 tile map. And sadly that was happening before the improvements. The solution was simple - to make sure that the A* pathfinding algorithm only works on a limited part of the map; basically it now does not perform the calculations outside of the movement range of a character. What's next? I am constantly working on making the tactical combat playable. My plans for June include: area of effect attacks, including grenades, armour mechanics (reducing damage, armor piercing mechanism), changes to ammo mechanics (will try out a different approach than the one in XCom!). Stay tuned and let me know what you think so far!
  3. Bryky

    Twin Demon Slayers: more XCom-ish look!

    Haha, might be! :) I do plan to alter the visuals completely though - but I want to finish all the core gameplay features first.
  4. I spent some time on altering the visuals in general, to make the things look nicer and more clean. Basically I tried to reproduce the look and feel from XCom games. First of all, I've changed the way HPs are displayed - from hearts to rectangles. Player characters use blue color, enemies - red. Also, information about current cover type (none, light, heavy) has been added. Goodbye, hearts. Embrace the combined HP and cover display! Also, the characters are "sticking" to the wall next to them - currently only when dealing with a wall that is on their left/right: Additionally, a character can be flanked. This happens when the enemy has a clear line of sight. Even though hiding behind a heavy cover, player character is flanked (yellow shield). Enemy goblin has light cover, as it's hiding behind a crate, and not a solid wall. And, last but not least: I have added UI for actions' display - pretty much the same as in the XCom games (so displaying all potential actions, potential targets and their to hit/flanked statuses): That's it for today! Next things on my agenda are introducing Action Points display and adding more actions, including overwatch mechanics - that will be fun! Take care!
  5. Bryky

    Twin Demon Slayers

    XCOM mechanics in a roguelike!
  6. Bryky

    Twin Demon Slayers: cover display

    Thanks! Although it's not mine, really :) Used the same approach as new XCom games have (and recently Phoenix Point as well). I do believe however that it could be awesome to try introduce it on a 2d roguelite game :)
  7. Hello there! I've been busy implementing the display of cover status. Basically I used the similar approach that XCOM uses: three types of shields (full, half-full, empty) indicating three types of cover, plus a yellow shield if a character is flanked. Here's the final result: You might notice that I removed the HP display; I need to rework it so that is looks cleaner - so that will be the next thing that I will be able to (hopefully!) showcase to you next time! Take care!
  8. Hello there! So obviously I have submitted my game to the jam. I even changed the title slightly again (added the "Twin" word), because I can! Anyway, the cover mechanics that I started working on during the jam looks pretty interesting, so I decided to progress further with this idea, even though the jam has already ended. First of all, I added some more visuals to indicate that a character is hiding themselves behind a cover: Additionally, I have fleshed out the cover system, making it more similar to the one from XCOM. Basically it does not rely on a simple line-of-sight mechanics, but also implies that a character might be able to lean to actually hit the target (which might be leaning as well): Player on the left is able to hit the enemy even though there is no direct line-of-sight. What is more, the hit probability is 100%, as the enemy is flanked. I guess the next thing to take care about is to make it more clear to the user what kind of cover (light/heavy) are the characters having. I will keep you posted on updates! Take care!
  9. 7DRL 2018 progress on "Demon Slayers" so far: [~90% done] Introduce new graphics, possibly animated ones [done] Introduce two player-controlled characters [done] Dumb-down the ammo mechanic to the same approach that was present in XCOM (the player simply needs to reload a weapon after X shots; there will be no ammo items/drops in the game) [done] Introduce "crates": tiles that are not passable, but ranged attacks are possible through them. [done] Introduce % to hit mechanics. 85% is the base value. 0% if path is obstructed. 50% is the path goes through a "crate" that the target is next to. [done] Remove the mechanics of merging the enemies from low tier into upper tier; alter the enemy spawning mechanics so that enemies of different tier can be spawned [done] pure melee-type and pure ranged-type enemies [done] randomize the level creation Well, that was quite a long time with no update... but I did manage to create a lot! I spent a lot of time to implement the cover mechanism. Even though it is working exactly as I wanted it to be, it turned out not to be as entertaining as I thought (well, simply put - XCOM did it better ).Basically if the character is standing next to a crate, it receives a cover bonus: Red imp has only 50% to hit me! As you can see I tweaked the graphics and added some animations. Also, there are now two types of enemies - the green one, which simply tries to perform a melee attack, and the red one that will always try to shoot you. And, last but not least, I've put new winning conditions - the player needs to destroy the crystal that spawns on the other edge of the room, which is now randomly generated. Crystal - destroy it, and you will win. I am basically done with adding the gameplay mechanics. I mean I still have a lot of ideas that could be used here, but there is simply no time. I will try to add/improve the graphics, test the game and balance it if necessary, and that's basically it. I plan on submitting it to the jam on Sunday. And here's another gameplay gif: Take care!
  10. Hello again! 7DRL 2018 progress on "Demon Slayers" so far: [~50% done] Introduce new graphics, possibly animated ones [done] Introduce two player-controlled characters [done] Dumb-down the ammo mechanic to the same approach that was present in XCOM (the player simply needs to reload a weapon after X shots; there will be no ammo items/drops in the game) Introduce "crates": tiles that are not passable, but ranged attacks are possible through them. Introduce % to hit mechanics. 95% is the base value. 0% if path is obstructed. 50% is the path goes through a "crate" that the target is next to. [done] Remove the mechanics of merging the enemies from low tier into upper tier; alter the enemy spawning mechanics so that enemies of different tier can be spawned [new] pure melee-type and pure ranged-type enemies (nice-to-have) randomize the level creation I managed to spend a few hours on the game, and I've simplified the ammo mechanics. Now basically the player has 3 ammo points. After three shots, the player needs to reload, which simply takes an action, but does not require any ammo items. What is more, the enemies themselves are now able to shoot the player characters! I need to make sure that there are different types of enemies - maybe one pure melee type, and another one that only uses ranged attacks. I have added this feature into the scope. Well, that's feature creep, I guess. And the time is running out Also, I played around with the interface a little (the text is now displayed on mouse hover), but I don't think it will stay this way. Anyway, here a gameplay gif: Now, the next thing will definetely be that cover system! Take care!
  11. So yeah, I basically needed a name for my game for the jam. The original was called "1 Room Demon Slayer", as it was created for the 1 room rpg jam. So now I've removed the "1 room" part. And as there will be two player characters, the "Slayer" part got renamed into "Slayers". Mind. Blown. 7DRL 2018 progress on "Demon Slayers" so far: [~50% done] Introduce new graphics, possibly animated ones [done] Introduce two player-controlled characters Dumb-down the ammo mechanic to the same approach that was present in XCOM (the player simply needs to reload a weapon after X shots; there will be no ammo items/drops in the game) Introduce "crates": tiles that are not passable, but ranged attacks are possible through them. Introduce % to hit mechanics. 95% is the base value. 0% if path is obstructed. 50% is the path goes through a "crate" that the target is next to. [done] Remove the mechanics of merging the enemies from low tier into upper tier; alter the enemy spawning mechanics so that enemies of different tier can be spawned (nice-to-have) randomize the level creation Anyway, I got the opportunity to do some coding for the Jam. I did manage to introduce two player characters. User can switch them using the "tab" button. Man, that was some hard work - the previous version of the game did not have any code base that would be ready to handle more than one player-controlled entity. It is now working though! I have also removed the gameplay mechanic that was responsible for merging enemies into higher-tier units. Currently the AI only focuses on reaching the closest player character and perform a melee attack on them. Also, as you might seen on the gif above, I have replaced the player and enemy character images with my own ones! Ones that actually have an idle animation! Sweet! I guess that the next thing to focus on is to make sure that the shooting mechanics are using the cover system. Take care! bryqu
  12. Bryky

    7DRL Challenge 2018

    Hello, world! Long time no see! But - as there is a new opportunity to extend/alter my "1 Room Demon Slayer" game, I want to make sure that I keep everyone up-to-date. Basically, the 7DRL Challenge 2018 has just started, and I do want to remake my original game during that time. My idea is to keep the current implementation of movement/action points (similar to the one present in new XCOM games), and also introduce a basic concept of cover - meaning that the percent to hit will depend whether there are any objects blocking the line of fire. To make stuff more interesting, I want to give the player the control upon not one, but two characters - so that flanking tactics might become available. I also plan to change the general gameplay mechanic - currently the player needs to kill the demon, which can only spawn when lower-tier enemies merge themselves into it. The new mechanism will be about destroying a static object in the room, while keeping your characters alive. Anyway, because I will only have 7 days - here's the list of changes I want to make: Introduce new graphics, possibly animated ones Introduce two player-controlled characters. Dumb-down the ammo mechanic to the same approach that was present in XCOM (the player simply needs to reload a weapon after X shots; there will be no ammo items/drops in the game) Introduce "crates": tiles that are not passable, but ranged attacks are possible through them. Introduce % to hit mechanics. 95% is the base value. 0% if path is obstructed. 50% is the path goes through a "crate" that the target is next to. Remove the mechanics of merging the enemies from low tier into upper tier; alter the enemy spawning mechanics so that enemies of different tier can be spawned [nice-to-have] randomize the level creation The list is actually pretty long, considering that I will be only working in my spare time - and I definitely do not have too much of it. I will make sure to post daily progress on my blog, so stay tuned!
  13. It turned out that a month has passed already since my last blog post. Clearly I got distracted from any kind od game development activities for too long. Anyway, I wanted to share some of my experiences from the development process of 1 Room Demon Slayer game which I've submitted to the 1 Room RPG Jam. So here goes: Learn about the jam details It turned out that the jam did not have any voting activities whatsoever - meaning that after the games have been submitted and the deadline has passed, nothing else happened. That was quite a surprise for me, as I (and surely not only me) was looking forward to see how the others rate my game. Define gameplay pillars Yeah, I know that this sounds like a no-brainer - but for a person who did not complete any full game up until now, that is an important thing to remember. Before you actually start building up the game, try to define two or three core aspects of the game. Of course the Jam rules themselves did enforce some gameplay decisions, but they were not that restrictive. So I came up with following pillars: - Game would be turn-based, but fast paced (by making the interface and interaction as simple as possible), - The mechanics should be transparent, simple and has as less randomization as possible, - The game should reward risky play. Having such core values in place, it is much easier to stay on track when designing stuff. For example: initially I thought about introducing more randomized approach to combat - by introducing to-hit percentage values. However, this made the gameplay too random and disallowed the player to plan ahead their actions - so I decided to drop this. Have a version control set up Seriously - if you're not using any kind of version control system, go set it up. This is the only way in which you will be able to track your changes and not to worry about loosing any of your code history. You do not have to necessarily store it in the cloud - it should be sufficient just to set up a local instance of a repository. Aim for Git or Mercurial, or any other kind of distributed version control systems. Personally I am using Mercurial, due to my bigger experience with it. Use free assets When you're racing against time, especially in jams with tight deadlines, it is no shame in using some existing stuff. I stated a slightly different opinion myself in that matter, in one of my older blog posts, but I am pretty sure about this now: if you want to deliver stuff, do not waste time on creating the assets yourself. Make sure someone else playtests your game Man, this is so crucial. In my case, I went full hardcore and let my wife check the game out. I didn't give her any pointers whatsoever except the possibility to read the readme file. Then I just watched as she tried to understand how stuff works. The thing is that my spouse is not into gaming whatsoever - so observing her struggling with the interface was actually a great thing, and gave me a lot of pointers on how to improve the flow of the game and its usability. Unity is cool Yeah, it is. I love the modular design behind it. I love the fact that I can use Visual Studio when working with the code. And the fact that the community is extremely big and helpful helps even more. That being said, I haven't really researched what other engines I could use. I went with Unity as I heard good stuff about it. Maybe there is a better 2D game engine out there, waiting for me to be discovered? That's all the tips I got for now. I am not sure what should I do with my game from the Jam though. I guess that I will try to tweak it a little bit - especially on the visual side (add some animations, effects etc.). This will allow me to know Unity even better. Take care everyone!
  14. Bryky

    1 Room Demon Slayer submitted to jam!

    Thanks! I've added a gameplay gif link on the game details page. The link is http://i.imgur.com/SfVWZVL.gif.
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