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  1. Yyanthire Studio


    Moonrise is an open-world real-time strategy game. Explore a vast land rich with demonic creatures. Establish a base, and venture forth to eliminate the powerful beings that have overtaken it. As you venture, you will come across great artifacts to bolster your warriors, and great resources to enhance your fortifications. In this land, the will of the leaders is absolute. One false step, and all of your creation will fall under. Intricate care is necessary for your warriors to survive to the next battle. The creatures of this world are powerful- are you able to stand up to them? Explore- Explore a world rich with conflict, where there’s always a new challenge to endure. And reap the rewards of such ventures. The lands are wide and vast, and the journey will be perilous. Do not get lost- always know your way back home. Gather Resources- All of this world has something to offer- whether it be the nature around, or from the souls of defeated enemies. Use those resources to build your base and your army, and wage war against the vast enemies of this land. As you explore more, you will find powerful foes- slay them, and grow your warriors even stronger with the mystical objects they have to offer. Build an Army- Build up your home base not only to act as a fortitude against the enemy onslaught, but also to enact key, pivotal research points. Whether you wish to give your warriors greater health and mana, or advance them down further into their class, building your base is the only true way to get the advancements necessary for engaging more powerful foes. Research- Whether you choose to spend your hard-earned, limited resources on empowering all warriors, or just a select few, researching various upgrades for your army will allow you to further craft and define the complexities of your army to a solid degree. And those who wish to venture even further will find themselves that much more fruitfully rewarded. Wage War- At the heart of Moonrise is waging war against the multitudes of foes of the land. Foes will wildly vary in volatility, and it is up to you to command your warriors in such a way to slay them without becoming slain yourself. Never stop moving- movement is key to avoiding attacks from enemies while still striking at them yourself. You can avoid enemy attacks by simply moving out of the way before the attack lands. By using clever tactics, you can survive many adversaries and come out unscathed and ready for the next fight. Invoke powerful spells to your advantage- there are many different beings at your disposal. Making use of their talents is the only way to come out successful, and to defeat even the strongest of enemies. In Moonrise, there are dozens of spells, each with wildly different uses, able to be enacted and used as how you see fit to command. State of the Game- This project is very deep into its development cycle now. There is a considerable amount of work that has been done to make the game playable, and as the game sits, it is currently in an Alpha state. There is still more work to be done- we have yet to finalize key features like a saving system, and have yet to get further into our desired open world elements. In addition, while we do have a lot of art done for the project, there is still some remaining, and we have a lot of animations we still need to create. Music and sound effects are the same story. But, as of right now, the game definitely plays like how we envisioned it- lots of tactical complexion backed up with a lot of intricate micro requiring you to not only think intelligently about what you are engaging, but also act swiftly before your units get overwhelmed and killed. Our current goal in regards to the project is to be able to release a playable game by 2020, or sooner if plausible. We may also consider releasing a Beta version of the game for many to play and test, given enough people are interested, but even with that there will be some time before we reach that point. Given the game’s current state, we believe that it would be beneficial to begin to show off the game to you all, the community. Let us know what you think of the project, just by simply typing a comment below. We’ll be happy to answer any questions regarding Moonrise. Thank you for viewing our page! Check us out on IndieDB: https://www.indiedb.com/games/moonrise
  2. Welcome to Dev Blog #8- SFX Addition and Integration! The video above demonstrates some of the sounds of our spells as they sound in-game (music disabled) (we’re also showing off some of the new color schemes, so we hope you enjoy the much-improved visuals!). There’s still a bit more polishing to ensue, but the current setup seems to be ideal. Sounds are very easy to do in Unity- we create a variable for our ‘travel’ sound, and then our ‘hit’ sound, and transition between those within code at the correct spots. The same goes for things like dying, spawning, acquiring special things like Resources and Tomes, and so on. We can conveniently trigger all these events as they occur from their main event within the code. Sound Management is also quite simple- except, things need to be done in a reverse order. With Music, we can control the music almost directly, since its just a single entity. But with Sound Effects, since they are so spread out across so many different things, handling them all directly would be a bad idea. Instead, handling them in a reverse order- ie, have the SFX themselves figure out what the current control scheme is via a global handler is the most ideal. This is done by, on SFX call, the SFX itself looks at the global GameManager class to understand all its various parameters (namely volume). It then takes those parameters and updates its own information with them, then plays the sound. This allows us the ability to control dozens of different SFX objects very easily, and simplifies the scaling process. So, instead of the GameManager controlling the sounds directly, when the sound is needed, that sound instead looks at the GameManager to determine its volume, etc. We imagine this is the same setup we’ll use for handling things like ambiance effects and so forth. The other task we needed to overcome was handling sounds in massive quantities. RTS games are known for having dozens of spells flying across the screen at once, and if each of them are playing a sound (different, or same), all those sounds get added together to create one overpowering element. Therefore, we need to manage the output levels of sound so it doesn’t get too loud. To do so is quite simple- using Unity’s Audio Mixer, we can have the output sound essentially ‘check itself’ to ensure that it doesn’t go over a desired volume limit. This differs from simply lowering all volume- we have both a minimum and a maximum volume to maintain. The minimum is easy- its the base sound on its own. But the maximum is a bit more complicated- when dozens of the same sound play simultaneously, the result is that 1 sound at a much higher volume. Utilizing the Audio Mixer, we can feed every sound into a base, and from there, determine if we need to apply volume lowering. The desired goal is to make it so dozens of spells sound fairly similar compared to just one being cast. The result is even as dozens of spells are cast, the overall amount of sounds do not overwhelm the player. There is still some tweaking to do- we’re still playing around with the volumes of sounds at their base level to ensure all are very similar in volume. But right now, its at a state that is both good and fairly smooth to listen to. --- Thank you for viewing our post! Support and interest for the project has been rapidly growing ever since we began posting here, and we're incredibly grateful for all the wonderful feedback so far! We hope this project interests you as much as we love developing for it, and please look forward to more updates coming in the very near future! If you’re brand new, consider checking out our trailer and overall description of the game here: https://www.indiedb.com/games/moonrise
  3. Welcome to our seventh dev blog, Dodging! This one slightly follows suit from our fifth blog, which features an in-depth look into our combat system, available here: https://www.indiedb.com/games/moonrise/news/moonrise-dev-blog-5-combat-an-in-depth-look Dodging is an interesting topic when it comes to RTS-style games. Traditionally, attacks home into the target, making it impossible to escape, and the spell effects to be guaranteed. Within the world of Moonrise, all attacks are not homing. No attack is guaranteed. Instead, spells are cast at the location of the target once the spell is released. This gives a unique element to the game in which all spells are dodgeable- Enemy casting a powerful spell at you? Be sure to act quickly and move out of the way before that warrior is slain. Explosive spell being cast at your group of soldiers? Disperse them so they are not hit by the area-of-effect. Ally trying to heal you? Don’t move, or the healing spell may miss, wasting the spell’s mana cost and leaving your low-health warrior still vulnerable to new attacks. There is a great deal of strategy behind every dodge- whether its avoiding enemy attacks, or ensuring your healing spells take effect, you need to be constantly thinking about every single warrior you have on the battlefield and their necessary needs- sometimes, skipping dodging one warrior so you can successfully heal another that desperately needs it will keep you in that fight longer and able to reach victory. Let’s start with the basics of spellcasting and dodging, and then dive into the more complex dodging mechanics, dodging area-of-effect spells, etc. This is the quintessential dodge. An enemy is ready to strike, but quick movement at the last possible moment allows for the damage to be completely evaded. There is a great deal of freedom of choice in attack commands. While the most basic is right-clicking a foe, sometimes that becomes implausible. Introducing the manual cast, also known as the ground cast. All warrior’s most basic spells can be forcibly cast on a desired spot on the ground. In addition, there are multitudes of spells that allow the same action to occur. Why is this important? Well… Simply casting spells at foes, especially ones that actively move, is an almost guarantee all your attacks will miss... Instead- what if we incorporate some additional logic into it? If we can time our attack correctly, we can successfully cast a spell right when the enemy walks over that spot, damaging the enemy, as desired. Area-of-effects are much more devastating. Not only do you have to dodge the spell, you also have to dodge its explosion after the matter. It becomes increasingly important the precision at which you begin to dodge, because you now need to cover a lot more ground than prior to truly evade. In addition- area of effects have the added mechanic of hitting more than one warrior. Meaning, you’ll need to be even more on your toes to ensure all your warriors do not get hit, not just one. --- Thank you for viewing our post! Support and interest for the project has been rapidly growing ever since we began posting here, and we're incredibly grateful for all the wonderful feedback so far! We hope this project interests you as much as we love developing for it, and please look forward to more updates coming in the very near future! If you’re brand new, consider checking out our trailer and overall description of the game here: https://www.indiedb.com/games/moonrise
  4. Yyanthire Studio


  5. Welcome to our sixth dev blog- Structure Overview and Research, part 2! In our third dev blog, we dove into our Structure system and provided an overview of the essential “RPG-like” elements of the game. Upon the very recent completion of our Research integration, all of what was considered ‘planned’ has now been finalized into the core of the game. We imagine these will undergo more modifications and additions as the game progress, but here is how they currently stand. If you missed our third blog post, Structure Overview check it out here: https://www.indiedb.com/games/moonrise/news/moonrise-dev-blog-3-structure-overview We will be continuing on from where we left off, what’s been put into the game, and so forth. --- Given that this project is a real-time strategy, we needed to focus our progression on not just one character, but the collective army as a whole. As you could imagine, this extends the possibilities into making something very unique, very quickly, by quite a considerable margin. --- The first, and most obvious thing we wanted to do is Stat Progression. This is fairly simple and straightforward- spend Resources to improve ALL of your Warrior’s health and mana. In a world where your warriors die quickly, and mana is something that should be greatly conserved, this should give you that extra edge to survive and fight longer. --- _ In addition, added survive-ability comes in the ways of regeneration. As, even if you have health and mana very high, it is still limited. Extra regenerative properties makes it that much more indefinite, and sometimes even completely necessary against all the evils of the land. --- _ Lastly comes damage. All the health, mana, and regeneration in the world means nothing if your target has the same properties. This damage modifier effects ALL of the spells any of your warriors can cast, greatly improving everything collectively. --- The next area to focus on are basic global elements necessary to function. This includes both Supply and Resource cap increases, making you able to store more Resources, and build an even bigger Army. --- Now onto the core- Being able to uniquely design your army is a fundamental part of Moonrise. As such, some of the personifying factors are things like… Class Advancement: While lower-tier Warriors are freely able to be drafted into the army, the strongest ones require something special. Not only do they have a high resource cost just to unlock, but they also require finding their special Tome hidden within the world (more on Tomes below). Something to note: we have essentially 9 different classes total at the moment, each uniquely different from one another at their core, and will be developed to be much more different from each other as the game progresses. Spell Unlocking: Similar to unlocking a Class, to further define each Class as a whole, you are allowed to unlock various new spells for said Class, thus defining them in even more detail. The costs will be high and irreversible, so choose wisely. Aura Unlocking: Wildly different from Spells, but at the same time still similar are Auras. Auras are effects that take place in an area around the user, typically applying status conditions to enemies or buffs to allies. Their effects apply passively, their essentially passive spellcasts. As with Spells, these, too, can be unlocked. It is important to note- you are never truly locked out of other pieces of content for your decisions. It is merely the high costs that force you to pick and choose what you can afford. In addition, the strict amount of allotted Warriors at your disposal forces a very well-tailored army. As you advance deeper into the game, you are able to unlock more, expanding your choices, until you reach the end game where the desired goal is to not only allow you, but also require you to use everything given to you to be able to progress. We feel this would give the most dynamic and interesting gameplay experience possible. --- Lastly, Tomes are the final thing to be talked about. Hinted at above with Class Advancement, Tomes are artifacts used to progress a Class even more. They can be attained anywhere from slaying powerful beasts, to discovering them in the arms of magnificent critters, or even gifted for aiding an important creature. The Tome is the core piece preventing Advancement, and once it has been acquired, the only thing left is to gather the Resources necessary to pay for such an advancement. Finding them is the true challenge, for they are never handed to you, only earned through venturing and experience. --- Thank you for viewing our post! Support and interest for the project has been rapidly growing ever since we began posting here, and we're incredibly grateful for all the wonderful feedback so far! We hope this project interests you as much as we love developing for it, and please look forward to more updates coming in the very near future! If you’re brand new, consider checking out our trailer and overall description of the game here: https://www.indiedb.com/games/moonrise
  6. Welcome to our fifth blog post! Last post we did an overview of two new bosses added to the game (if you would like to check that out, click here: https://www.indiedb.com/games/moonrise/news/moonrise-dev-blog-4-two-new-bosses We’ve posted about gameplay in the past (refer to this post: https://www.indiedb.com/games/moonrise/news/moonrise-dev-blog-2-official-gameplay But we have yet to truly go more in-depth about the game’s combat system as of current. As with all RTS-style games, combat is hard to follow unless you can physically play it yourself. And since the game is not currently ready enough to be in a state where releasing a demo would be viable, we’ve decided to take a moment and break down the fight in our last post of the Dragon of Mysticism and explain what’s going on. There’s a lot happening, but let’s just look at the core of it all. --- As soon as the fight began, the Dragon of Mysticism summons one of its cohorts- the Galf Dragon. Both of its Dragon underlings it can conjure have the ability to summon many creatures very rapidly. More importantly, with even just one of the lesser dragons alive, it can begin to rapidly heal the Dragon of Mysticism, faster than we can kill it. In regards to creatures the Galf Dragon can summon, it will begin conjuring very rapidly. We will become overwhelmed if we do not do something quick. Exploiting the Galf Dragon’s weakness of Fire, we can kill it before it has a chance to cause any harm to us. But we must be careful- the spell we’re using to kill it is the Great Fireball. It deals heavy damage, but can harm our own if we get within its blast radius. With the Galf Dragon defeated, we now need to spread out our army. The Dragon of Mysticism is able to strike with mystical lightning, a spell which harms all our warriors in an area. Since the spell is so fast, we won’t be able to dodge it. So instead we must mitigate the damage we take in by keeping our warriors apart from each other, ensuring only the target gets hit, and nothing else. There is one galf spider remaining from what the Galf Dragon summoned. Before it can become too big of a nuisance, we need to kill it. It has the ability to steal the life of our warriors and heal itself, so we need to spend a moment to prioritize killing it, else it will just continue to stay healthy and attack our own. In addition, it has some bulkiness to it that will block our ability to move freely. Given that we need to keep our warriors spread apart, we need this spider slain. The Dragon of Mysticism has finally summoned its scarier of the two lesser dragons- the Kauw Dragon. This one has very strong resistances, including very high Fire resistance. Thankfully, we can kill it using the white lightning of the Elite Mystic Bolt. Our Elite Mystic Bolt makes quick work of the Kauw Dragon. Now- onto the main threat. Bad for us, but good for the enemy- before there was an opportunity to defeat the Kauw Dragon, it summoned its Kauw. This crab-like stone creature is even more resilient than the Kauw Dragon itself. In addition, it has a terrifying attack which will deal heavy damage and stun anything it hits. This stun lasts just long enough to where if you aren’t quick to react, it will strike again, more than likely killing your warrior. With quick movement, and utilizing our white-lightning, we can dispatch the Kauw before it kills us. We need to have every warrior prioritize striking at it, because its regenerative properties are powerful and will keep it alive for a very long time should we choose to ignore it. Now that the last summon has been taken care of, we can return to focusing on the dragon itself: the Dragon of Mysticism. Throughout this fight, it has damaged our warriors a great deal, but so have we damaged it. We can return to making use of our Great Fireball spell to deal rapid damage to it, being mindful we don’t accidentally harm our own (As you can see above, one of our warriors is a bit too close to the blast and is killed as a result) With adequate spacing, now we can properly strike with Great Fireball from a safe distance away. Our last burst of Great Fireball brought the mighty Dragon to the ground, and with it, we’ve claimed a treasure we can use to enhance our own warriors with mysticism. If you would like to check out the full fight in real-time, the video is displayed below. --- Thank you for viewing our post! Support and interest for the project has been rapidly growing ever since we began posting here, and we're incredibly grateful for all the wonderful feedback so far! We hope this project interests you as much as we love developing for it, and please look forward to more updates coming in the very near future! If you’re brand new, consider checking out our trailer and overall description of the game here: https://www.indiedb.com/games/moonrise
  7. Welcome to our fourth blog post! In this one, we aim to show off two new bosses now entering into the project. As of now, they are planned as entry/starter-level bosses aimed at testing the player’s skills in regards to managing their units in a fast-paced environment. As they currently stand, they are very simple, yet demanding bosses, and they fit the game quite well, teaching a lot of basic mechanics that will be used as you progress throughout the game. (In the images above, on the left you see a snippet of the Lesser Dragon of Flame fight, and on the right you see a snippet of the Dragon of Mysticism fight. Full fights are shown in the videos below respectively) --- This is the Lesser Dragon of Flame. Being comprised of flame, it is severely weak to water spells. This Dragon is fairly slow, but very powerful. It casts powerful spells that strike in a large area- dodging them is vital to staying alive, as being hit can leave your warriors in a critical condition almost immediately, as seen in the video above- it was a struggle to keep important units alive. Its initial spell stuns whatever is hit, and it follows it up with a very devastating fireball to clean up the kill. Luckily, the spells move slower than normal, giving you but a brief moment to dodge before your army evaporates under the Dragon’s strength. --- This is the Dragon of Mysticism. It has talents in the manipulation of Mystic and the undead, but is weak to flame. As soon as the fight begins, it attempts to conjure its cohorts- the dragons of Galf and Kauw. These two are quite dangerous, as they both command the undead back to life. Leaving these two alive is not an option, as they will rapidly summon more and more creatures to this world while simultaneously healing them and the Dragon of Mysticism itself. Before you get overwhelmed, it is critical to eliminate them and whatever they have spawned to avoid incessant damage to your warriors. The main weaknesses of these lesser dragons are flame and true, respectively. Using those spells, we can rapidly defeat them, and from there, dispatch their summons. Once they are all slain, we are left with the Dragon of Mysticism alone. But- we must be quick, for soon it will be able to return its dragons of Galf and Kauw back to life. We can deal very rapid, heavy damage on the Dragon utilizing the spell Great Fireball- a powerful, but dangerous spell. Its great for harming our foe, but it can also harm us. Everything within its blast will feel its power, so we need to ensure we do not hit our own warriors, else we’ll end up defeating our own and losing this fight. We also need to be careful of the dragon’s movement- it will try to engage us at close range, which can be severely terrible for us if we accidentally have our warriors get hit by our fireballs in the process. --- Thank you for viewing our post! Support and interest for the project has been rapidly growing ever since we began posting here, and we're incredibly grateful for all the wonderful feedback so far! We hope this project interests you as much as we love developing for it, and please look forward to more updates coming in the very near future! If you’re brand new, consider checking out our trailer and overall description of the game here: https://www.indiedb.com/games/moonrise
  8. Welcome to our third blog post! In this, we'll be showing off some of the innerworkings of our Structures. This includes a full overview of both integrated and planned content. We'll discuss each Structure's purpose and how they tie into Moonrise's RPG-like system. But before we dive into the Structures, we need to talk a bit about Resources… --- Resources allow for the construction of new structures, spawning and advancement of units, and eventually- researching upgrades. Nature is the easiest and most abundant to collect. Water is also fairly abundant, but just a little more difficult to acquire. Pages are much more difficult- there are many ways to gather them, but the most common is by slaying enemies. They are the main resource. --- In regards to resources, Harvesters are used to automatically gather from the world around. The most basic of them is the Harvester. It allows rapid collection of Nature. Greater Harvesters emphasize gathering Water. And Master Harvesters allow for consuming Nature and Water resources to create Pages. --- Now, with resources complete- The quintessential structure is the Home. With it, life can be created, and the warriors can assemble. Disciples are the most basic of which- they only cost Nature. Magicians, however, are much more advanced, but well worth their cost of Nature, Water, and Pages. --- Defensive Structures include the Sanctuary, Haven, and Evaporator The Sanctuary is used for health regeneration of any ally nearby. Similarly, the Haven is used for mana restoration of nearby allies. And the Evaporator is for defense against nearby foes. It casts both powerful spells and emits a harmful aura, damaging nearby enemies. --- Our last set of Structures are our most important. They are the Libraries and the Lecture Hall. These Structures will be used for advancements. This can include anything from bonus statistics to unlocking new classes and spells. The Library is used for advancing unit stats- health, mana, regeneration, and so on. Bear in mind- all these advancements are permanent, and go across all warriors. The Great Library is for advancing units, and unlocking new ones. Within the world, you can collect powerful artifacts called Tomes. These artifacts are used for taking units beyond their basic tiers and into their most powerful state. The Dark Library is used for utilizing a unique and obscure unit type- the Narya. This includes being able to summon said Narya, alongside emplacing its spells on your regular units for even more customization than current. Last comes the Lecture Hall. This is for acquiring new spells on your units, costing resources and requiring tomes or other unique artifacts. --- That concludes our list of Structures. Thank you for viewing our page! Thank you for viewing our post!
  9. This is our first video officially showing off some of the gameplay within Moonrise. We wanted to highlight a bit of everything- from starting off, to building a small base, to establishing an army, to exploring the world and advancing your warriors, with swathes of combat interlaced, and finishing it off with a boss battle with the game's first boss: the Apprentice Dragon. We hope you enjoy the video. There will be more to come very soon! If you're new to our page, welcome! You can check out more info about this project here: Indiedb.com Or view the project on GameDev: Thank you for viewing our post! We're very excited to share this gameplay video with you, so we hope you enjoy!
  10. Yyanthire Studio


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