Sunday 17 August 2014

Preperation for the Arcade mode


First of all we tought it would be nice to have soon some real gameplay.
As our RPG is very huge project we can't just implement the first Storypart
right ahead and giving out some tech demo.
So we've come up with the Arcade mode idea inspired from Secrets of Grindea.

The idea is simple, if you fail youll have to start over.
But the main game mechanic of our Arcademode will be based upon cards, which are determining the
Battlearea.

 While im desperatly programming the routines for the arcade mode, Nina is drawing some
pictures for future trees, which will be pixeled down by Evan, to improve the look of the objects ingame. Also ill add a routine to make the trees and other objects become Gameobjects to improve the over/underlayering of the players and check the collision.



Also she has drawn some idea for monsters. Example the Tapivis below.
It lives in fluids and if a player is in melee range it attacks. If he's to far away it throws waterballs at
him.







Due to the fact that Paul has a vacation there are no new tilesets or static objects but this here.

Its a pixelart drawing i think as furniture for interior maps.

The plan will be as following, we will finish 5 Enemies (and 1 Bosstype of each.)
And then we will working on the Arcade, so i can hunt down bugs, improve performance and
get the game some gameplay.

What is left on my list of todo's:

1.Implement the rapidfireattack.
2.Implement the charged attack.
3.Add at least 2 Weapons and 3 Skills.
4.Add the cardsystem for the Arcademode.
5.Add some fancy floor/room animation for showing which room it is.
6.Getting sound effects to the client on multiplayer.
7.Implement the new planttyped enemie and the waterenemie.
8. Implement bossversions of all existing enemies.
9.Add them to th e Arcadesystem.
10.Finetuning.

William is currently working on the template for male and female humans.

His working cue includes:

The plantenemy.
The Template for females.
The clothes for the beginnings.
The attackposes.
The waterenemy.
Some fireanimation.
Some wateranimation.
etc.

Pauls working cue includes the new static objects.
Stones, Trees, etc.
and more of his textures for the tileset.

Nina's working cue includes the drawing of new static objects and some enemies.

As i think the first very alpha playable techdemo of some arcade gameplay will take 3-4 months to complete for us, because there is very much to do, but we'll try our best to give soon some new feedback of how the progression looks like.

Thanks for reading and as finishing piece of candy for this week we have some
earth animation from William.










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