AuthorTopic: DON'T GIVE UP - Social Dysfunction and Demon Slaying in RPG Form!  (Read 165 times)

Offline trisbee

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Don’t Give Up is the sassy comedic tale of Tris, an anti-social, cynical game developer  and his quest to confront his inner demons. Balance the hilariously dysfunctional tragedy that is your social life all while facing off with the phantoms of your inner conscious and those that would claim it.

It's a modern story focused RPG with real time battle and an original fighting system that gives both the enemy AND the player real time turns!

DON'T GIVE UP and is the official name and reinvention for the title Cynical 7 I've been working on and it features a new battle system and story telling. The new demo should hopefully be along in June!


           








Combat


The combat is still being implemented but the idea is to have an ebb and flow between the player and the enemy, where the player has a defend phase where they can do things like earn buffs and weaken the enemy, and then an offensive phase where they have a certain amount of time to dish out combos to the enemy!



In this gif the player just executed a combo move where he leaps up, fires a missile and runs back toward the enemy in order to dish more damage.


The Main Character




Tris

An aspiring game developer who suffers from anxiety and chronic “people disliking disorder”. He moved to Threeson 4 years ago after the “incident”. An unemployed introvert with only a handful of friends, Tris desperately seeks to find some sort of fulfillment in his life before his time (and his bank account) runs dry.

Likes: Anything with pork belly in it, especially pizza, mmmm
Dislikes: Social media zombies


You might even see some familiar faces during your stay in Threeson!





Thanks for looking!

https://twitter.com/tacopizzacats
https://www.facebook.com/dontgiveupgame/

Offline trisbee

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here is a small peek at an early version of combat for screenshot saturday! :D

Offline trisbee

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Here we go again!

My last post was a quick peek at the first instance of combat! Since then it's mostly been prepping and polishing assets for the new demo and only a handful require cleanup or adjustments.

Right now ironing out the look, feel, and balance of the turns and speed.

Since the last version we've added:

Cumulative Damage- Instead of throwing out a bunch of numbers each time an attack lands, each attack is added to the old total, as you hit higher thresholds of damage, the numbers will get bigger and more rewarding!

Combos- We added the first player turn specific move, the downward strike! More to come!




Player and Enemy Buffs, indicated by the icons, I'm glad they are implemented but are currently a bit ugly stationarily floating with the characters, I've already come up with a solution for this!




Tris has a better animation transitioning between turns




Enemy Size reduced (although now I think he looks too small, so we'll play around with it a bit more as I think to accomomdate the new format the battle area needs to be reduced as a whole)


Here is a gif of it all slowly coming together!





Well social media has eaten up more than enough time for today, time to get back to it!
If you are digging the game please show me some support on social media, I could really use it  ;)

https://twitter.com/tacopizzacats
https://www.facebook.com/dontgiveupgame/

Online eishiya

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The critical attacks look less impactful than the regular ones ): I think it's because the colour doesn't stand out as much, since the value is closer to that of the background. Instead of just using a different colour, I think you should have the critical attacks pop up a larger number, maybe with a slightly different animation. That way, you might not even need the "critical" text there, the visible impact of the attack will make it obvious that it's critical.

I'm not a fan of mixing pixel resolutions (unless it's for comic effect or something). If the enemy is meant to be big, I think the actual sprite should be bigger, instead of being resized relative to everything else. Ditto for pixel text, etc - keep it all at the same scale if possible.

Offline trisbee

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The critical attacks look less impactful than the regular ones ): I think it's because the colour doesn't stand out as much, since the value is closer to that of the background. Instead of just using a different colour, I think you should have the critical attacks pop up a larger number, maybe with a slightly different animation. That way, you might not even need the "critical" text there, the visible impact of the attack will make it obvious that it's critical.

I'm not a fan of mixing pixel resolutions (unless it's for comic effect or something). If the enemy is meant to be big, I think the actual sprite should be bigger, instead of being resized relative to everything else. Ditto for pixel text, etc - keep it all at the same scale if possible.

I def agree with your sprite size feedback, I wanted the boss to be larger, but the only way to do that was to make more detailed sprites, which also ended up not looking right because the single border line made it look too thin- I took polls but ultimately people's viewpoints were split. As for the crits and damage numbers that was just basic implementation, there's a lot of polish to be done here! I'm also not a super experienced pixel artist, this is my first attempt at making a full game with pixel are, I've gotten droves better but still much to learn :)



Actually looking at it now I kind of like it, but it definitely requires me to apply a level of effort that I'm not 100% comfortable, I think it would be a lot of stress on the final product, since this is my first commercial dev, I don't want the scope to get too crazy because I know there will still be a ton for me to learn by the time I finish it.
« Last Edit: June 13, 2018, 11:26:17 pm by trisbee »