Jump to content

Some game I made, AC meets DS


Fragrant

Recommended Posts

  • Replies 698
  • Created
  • Last Reply

Top Posters In This Topic

Ok, I will update the word balloons for the pages missing when I get the time, but it won't be for a while since I already lost, lol. I gotta right now give priority to other stuff, my bad.

 

Anyway, some cool side effects to this endeavor.

 

 

http://i.imgur.com/qXjgB5C.jpg

http://i.imgur.com/do667KX.jpg

http://i.imgur.com/BNgwvjj.jpg

http://i.imgur.com/D3BcSSc.jpg

http://i.imgur.com/zRx1A6w.jpg

http://i.imgur.com/0XOla2Q.jpg

http://i.imgur.com/sTz9vnp.jpg

Edited by Fragrant
Link to comment
Share on other sites

He's all physical strength and defense. He can move fast in burst of speed due to immense leg strength and his wings carrying the momentum, like that time he rammed his opponent. He has a lot of arm strength, able to press several tons, and when he rams with his horns, the strength of both his arms and legs can be put behind it if he goes into a kneeling stance on the ground. If he just flies on his wings alone, his air speed is jut below average. He can only make speedy flights if he started off with leg momentum.

 

The gravity person might have been somebody he was fighting randomly, lol.

Link to comment
Share on other sites

Yes, exactly, plus, if he did have gravity powers or long range attacks, he would have to take away from one of his other stats like defense or strength. Kind of like in Dark Souls, if you raise you r magic or faith, then you would lose in strength, dexterity or any other stat.

 

Although there are some pros to having stats in both so you can attack long range and melee, he prefers to just focus on melee.

Edited by Fragrant
Link to comment
Share on other sites

  • 2 weeks later...

I've finally made the Dragon boss of the game, in default view, you can only see half of him, and in zoomed out view, he fits the entirety of the screen height.

 

He is humongous, there isn't even a dragon that is half his size among the mook dragons. He makes the old biggest one look like a whelp.

 

http://s20.postimg.org/83gy8fiml/Dragon_Boss.png

 

He appears by bursting out of the ground, just before he arrives, the ground will shake tremendously to scare the player, just before he appears. He can't fly since his wings are spikes, so he makes short, slow hops that do a ton of damage if your hit by it.

 

He shoots the strongest fire moves, and his own special attack is so powerful, it will cover the entire area infront of him, but he will telegraph it by opening his mouth wide and charging fire in his mouth, giving you time to get out of the way.

 

He appears like 3 times through out the game. It's gonna be Armored Core style missions, were after a mission, you get payed and return to a main menu where you can edit you can buy from an in-game shop or go on another mission. 30 missions total is what I have planned. And a gauntlet mode with a leaderboard, to see who gets the most kills and stuff.

 

The very first mission will be super easy, where you explore a map, and just take out like 3 or 4 individual dragons scattered though out it.

Edited by Fragrant
Link to comment
Share on other sites

Working on the iAP system, which just involves buying gold, the in-game currency, which you can earn from missions anyway. Other iAP are "remove ads", and "rechargeable gems" of each type, but thats pretty much it.

 

The in-game shop will sell power gems, spirit orbs, and books. Power gems increase stats temporarily, but greatly. Spirit Orbs increase stats permanently, but only up to a certain point, and in small increments. Books increase skill level, which involves going up that characters tech tree till you learn even their ultimate attack.

 

Tweaked the system a bit, the way fatigue works is changed, but I'm still working on it. It use to just be that you regenerate less energy when its high. Now it only takes severe energy effect if you do a power charge to increase attack power on your attacks. For Phreit, increased fatigue means he can't make more ammo and just shoots Gun flames until his fatigue goes down enough. Normal attacks gained the ability to reduce fatigue if you hit enemies with it, which will encourage their use. It's usually against my game design approach to do something like that, but I did it for the fun factor, and so that all moves have a purpose. {At that point, normal attacks served as last resorts when you were out of energy, as well as their button acting as a technique modifier when used with a Special Attack.

 

Anyway, here are some pics, the Vendors, a bunny and turtle, and some items. Gotta fix the items some more so they all have the same artstyle, this is what I get for drawing them in different seasons. The bunny sells gems, and the turtle sells books and spirit orbs. They will have a full screen shop that links from the main menu. They'll have a counter, wall, and whatever. They will have in-game sprites as well, and be in "safe zones" to offer a few items. I'm trying to decide if the dragons can break these "safe zones" if you stay too long, forcing them to close up shop and run off the level, lol.

 

http://i.imgur.com/MCfpmy2.jpg

 

http://i.imgur.com/EzlV7Ra.jpg

 

http://i.imgur.com/fjWLbNA.jpg

Link to comment
Share on other sites

Update, New Dragon enemy, improved item art, three levels for both{book, manual, and grimoire}{shard, fragment. and gem}:

 

http://i.imgur.com/IAHAl75.gif

 

http://i.imgur.com/qyf9oWQ.jpg

 

http://i.imgur.com/wVICYAG.jpg

 

http://i.imgur.com/Erbqque.jpg

Edited by Fragrant
Link to comment
Share on other sites

@Bae Thanks, tomes are friggin awesome indeed.

 

@Tank Top Buddha True, , I just had to have them as items alongside jewels. Now just gotta add the spirit orbs and that will be the items for the game. I'm thinking of adding the option to be able to forge a ton of shards into a fragment or gem, since gem is the rarest, but if you got a lot of the weaker stuff, then you can just convert to get better stuff.

 

The rarest of the Jewel types are those that glow multiple colors, they can increase multiple stats at the same time. Right now, instead of a timer that runs out, it's every action like attack, getting hit, and movement that drains a Jewel.

Edited by Fragrant
Link to comment
Share on other sites

Thanks, today, I managed to solve the hardest mechanic of the game, the very thing I planned to implement, but lacked the skill to do, a year and a half ago. And now, it's finally implemented! The result of this new system, will do allow shotgun type attacks to actually work as intended, as well as allow "powerups" that carry over to attacks. This new system will make integrating the power ups from gem more seamless{where before, it would have been an unoptimized mess had I gone through with it.}
Link to comment
Share on other sites

Lol, yeah. I'm hoping to put Gio in the sequel, his fighting style is really fun.

 

 

http://i.imgur.com/JQeZolX.jpg

I finished the shop vendor's art, might need a little more, but this is most of it.

 

Now I gotta make the shop background.

 

EDIT 2: The background for their shop:

 

http://i.imgur.com/Kc6dePn.jpg

 

EDIT2:

 

http://i.imgur.com/AzlZL39.jpg

Edited by Fragrant
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...

×
×
  • Create New...