AuthorTopic: Vale  (Read 16812 times)

Offline yaomon17

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Vale

on: March 30, 2014, 05:10:54 am

https://dl.dropboxusercontent.com/u/48945867/ValeDemo9_14_15/index.html
Vale is a 2D turn based RPG that originally had its origins from a TI-84 (not Silver Edition). Eventually it made its way onto Construct 2 somehow, who knows. Anyway, the game is run-based where you start by picking a class, fight enemies until you are powerful enough and then take on the boss, earning a score based on the number of battles you needed before you could beat the boss (and some other factors). As of right now, there is not boss yet since I work like a slug, slow and steady and making sure I breed a lot of bugs into the game. This is where I need help! The bugtesting has been hell on Earth (mainly just confined to my house though) and I could use a bit of assistance. Any assistance is appreciated. Misc Game Info below:
Extra keyboard shortcuts:

D/F - Lower/Raise Volume
M - Mute
Hold Esc - Return to Title
QWER in Battle - Select Ability
A in Battle - Attack
Number Keys in Shop - Buy Items
1/2 in Battle - Potions
Shift - Toggle Fullscreen
Tab - Cycle game speed
Space - Skip stuff that can be skipped
Backspace - Go back in Shop/Skills

Plans:
Multiplayer (waiting on C2 for this one though not completely necessary since it is turn based).
Adventure mode (think FTL but battles are the battles in this game. Random Skills and Stat raises)
Gauntlet mode (All RNG removed, fight enemies in order and reach boss)
4 Bosses (No additional details)
Skins and other cosmetic stuff (bought with diamonds, earned in game and IAP (on mobile))
More Classes (Don't know how much planned. I have ideas for like 50 more but realistically it would be closer to 5)

Working on enemy variants and stages

All suggestions welcome.
Blog at : Valedev.tumblr.com
« Last Edit: September 14, 2015, 11:04:39 pm by yaomon17 »

Offline yaomon17

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Re: [Project Promotion] Vale, the thing in my signature.

Reply #1 on: June 17, 2014, 10:49:52 am
Update.

Offline yaomon17

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Re: [Project Promotion] Vale, the thing in my signature.

Reply #2 on: June 18, 2014, 02:55:36 pm

Replacing old shopkeeper.

Offline yaomon17

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Re: [Project Promotion] Vale, the thing in my signature.

Reply #3 on: June 19, 2014, 11:28:26 am
Adventure Mode Preview

Another mode consists of gameplay similar to that of FTL. The player travels from beacon to beacon and earns stats and upgrades before encountering the boss. Here are examples of the semi random beacon generation.



The beacon events are also based on their colors. They are also animated!



Offline Ryumaru

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Re: [Project Promotion] Vale, the thing in my signature.

Reply #4 on: June 20, 2014, 03:17:27 am
Are you accepting critique on any of the work shown here? The art direction is solid, and you have some fine pixel work going- but there are some weird things going on with anatomy. Specifically the larger portraits.

Offline yaomon17

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Re: [Project Promotion] Vale, the thing in my signature.

Reply #5 on: June 20, 2014, 02:57:13 pm
Sure, critique certainly never hurts.

Offline Ryumaru

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Re: [Project Promotion] Vale, the thing in my signature.

Reply #6 on: June 20, 2014, 08:44:48 pm
I think I speak for a lot of people when I say that nobody really wants nipples that look like they were carved out of marble with specular highlights around their perimeter. The faceted, planar style you're going for can work alright, but you need a better understanding of the muscular forms before you can simplify and distort them in such a way.



For the shopkeeper, the pose was very unnatural. He would be bracing the hammer on the fat of his neck as opposed to something like his shoulder, which has more structure. Also, if you insist on using the same palette ramps for different assets, think about restricting their range of use for other parts. For example, there were many highlight shades I did not use for the sleeves. This not only makes them look like a different " color" but it also gives them a different material identity. Not everything has to be highlighted to it's maximum. In fact, this reduces material identity and can actually flatten an image as opposed to enhancing forms.



I hope this is of some help. good luck with your game!


edit: saw some flaws in my own edit; still may not be perfect. Length of the upper arm and angle of the forearm will need close looks to make sure it's right
« Last Edit: June 21, 2014, 12:22:14 am by Ryumaru »

Offline yaomon17

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Re: [Project Promotion] Vale, the thing in my signature.

Reply #7 on: June 22, 2014, 02:38:38 pm

WIP update of shopkeeper guy. Kinda lost on what to do with stomach area. Will continue when I have some more time. Thanks for the feedback. :y:

Offline Night

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Re: [Project Promotion] Vale, the thing in my signature.

Reply #8 on: June 22, 2014, 06:01:04 pm
You just took Ryumaru's edit and edited it a bit, wtf dude.
There is light at the end of the tunnel.

Offline Ryumaru

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Re: [Project Promotion] Vale, the thing in my signature.

Reply #9 on: June 22, 2014, 06:39:21 pm
That's ok: I was actually going to give permission for Yaomon to use it anyway- knowing it would sti take a lot of rendering to be useable. This of course, is an exception to the usual rule where optimally the artist will bring the edit into their preferred program and work with it side by side and studying it.