red moon
Member
https://drive.google.com/open?id=1QyinxtB7OIFjGqmU_-scnfQzmGDVZYo1
UPDATE: THE MARK OF THE BEAST DEMO 1.0 VERSION IS HERE!
(I WILL UPDATE THE LINKED FILE AS CHANGES/IMPROVEMENTS ARE MADE)
Hello everyone,
for my 2nd game demo, I'll be using the side scroller module with scrolling turned off to move screen by screen. I've taken about two weeks at this point to build all the art in advance and test the tile sets in the comps you see below. The final look will be slightly different once I setup all sprites and palettes in the editor and I'm bound to lose a bit of color variation here and there.
Palettes -player/enemy1/enemy2/damage/
the damage palette will be used for fire, as well as blood effects and blood orb pickup
Env Palette -background/play surface/pickups/hud
the hud will always contain black, red, white and whatever color I set for lifemeter
pickups should always contain brown, yellow, green and white with the green color slot changing screen by screen to account for unique treasure pickups (emerald, purple crystal, red ruby...etc.
The player will move, jump and climb to travel.
The player will have a standing attack, crouching attack and jumping attack.
Enemies will perish after 1 or more hits.
There are 3 sub-bosses with each gifting the player an ability. The 1st allows the player to throw a knife projectile. The 2nd allows the player to change into a more aggressive state with increased health and damage output. Defeating the 3rd and final sub-boss will end the demo.
Each of the abilities will use the blood meter which is refilled by picking up blood orbs after enemies are defeated. Throwing a blood shard consumes 1 slot of the blood meter, while the armored blood form consumes 1 slot every 2-3 seconds the ability is active. I'm going to lean on the press up on the d-pad and attack button for the thrown projectile, while the armored form is triggered with the select button.
My current phase is full layout and final palettes with game object setup, enemy placement and temp sounds and music. The following step will be setting up enemy behaviors and getting the player to attack. After that, I'll do another pass on the sound/music and begin working on the special ability aspect. I'll do the boss animation, design and setup last.
I will be updating this post with short videos as I move forward and make progress. I want to do a larger adventurer game but thought it best to do another short demo to learn more before going all out on a large design.
If anyone out there wants help with pixel art, animation or level layout design I am happy to help out, I am still learning the coding aspects but I hope to be more of a help with that aspect in the future!
UPDATE: THE MARK OF THE BEAST DEMO 1.0 VERSION IS HERE!
(I WILL UPDATE THE LINKED FILE AS CHANGES/IMPROVEMENTS ARE MADE)
Hello everyone,
for my 2nd game demo, I'll be using the side scroller module with scrolling turned off to move screen by screen. I've taken about two weeks at this point to build all the art in advance and test the tile sets in the comps you see below. The final look will be slightly different once I setup all sprites and palettes in the editor and I'm bound to lose a bit of color variation here and there.
Palettes -player/enemy1/enemy2/damage/
the damage palette will be used for fire, as well as blood effects and blood orb pickup
Env Palette -background/play surface/pickups/hud
the hud will always contain black, red, white and whatever color I set for lifemeter
pickups should always contain brown, yellow, green and white with the green color slot changing screen by screen to account for unique treasure pickups (emerald, purple crystal, red ruby...etc.
The player will move, jump and climb to travel.
The player will have a standing attack, crouching attack and jumping attack.
Enemies will perish after 1 or more hits.
There are 3 sub-bosses with each gifting the player an ability. The 1st allows the player to throw a knife projectile. The 2nd allows the player to change into a more aggressive state with increased health and damage output. Defeating the 3rd and final sub-boss will end the demo.
Each of the abilities will use the blood meter which is refilled by picking up blood orbs after enemies are defeated. Throwing a blood shard consumes 1 slot of the blood meter, while the armored blood form consumes 1 slot every 2-3 seconds the ability is active. I'm going to lean on the press up on the d-pad and attack button for the thrown projectile, while the armored form is triggered with the select button.
My current phase is full layout and final palettes with game object setup, enemy placement and temp sounds and music. The following step will be setting up enemy behaviors and getting the player to attack. After that, I'll do another pass on the sound/music and begin working on the special ability aspect. I'll do the boss animation, design and setup last.
I will be updating this post with short videos as I move forward and make progress. I want to do a larger adventurer game but thought it best to do another short demo to learn more before going all out on a large design.
If anyone out there wants help with pixel art, animation or level layout design I am happy to help out, I am still learning the coding aspects but I hope to be more of a help with that aspect in the future!