Playable Build #3 Hey everyone! Woohoo, another buttonhack build! (Edit: Lol, was so excited I forgot the url) Click here to play now! Changelog: Initial code for passive player skills. These are skills your character learns as you play, and they work into your attack rotation on their own. Initial code for player buffs, debuffs, heals Skills implemented: Volley, Triple Shot, Leech Shot, Poison Shot, Aimed Shot Added scrolling combat text to show damage, buffs, debuffs, misses, criticals. More watching the characters, less watching the text! Increased mob difficulty a bit to account for new skills List equipped weapon/armor stats for easier comparisons while shopping. Button borders and increased clickable areas First cut of scrollbars on the item selection screens. Note they only work with the up and down buttons right now, you can’t click/drag the scrollbar handle. Fixed a bug where you could click store buttons after hitting “Done” Skills and effects took me a lot longer than I anticipated, there are a lot of cases to handle. If you think about all the combinations of instant vs duration effect, modifying any stat on the mob or player, being based off of damage, level, or another existing stat, fixed values, etc. Whew! Lots of work that we've only scratched the surface of using right now. Enjoy the new build, can't wait to hear what you think!
1680x1050 desktop version Made a wallpaper for my xperia play and it turned out really nice! So I'll be making iphone/ipad versions and other res/aspect ratios for droids/mac/pc. Will probably make a simple Darknet one as well.
New build! Playable unity web build & pc/mac downloads I had a lot of rework to do after the last build so I could start supporting multiple classes and have them feel differentiated. Now that it's done I'm happy to say we've got the following new features in the game: Warrior class! Initial 4 warrior skills Completely revamped stat system 6 enchantment types 5 new potions New gear for the warrior All new character selection screen Game over screen now shows a dozen new gameplay stats Game now ends at level 21 (placeholder until we get the final boss battle in) Quests! (First one is just a kill quest) Check it out and let me know what you think! Cheers, Ryan
So, I've played the new web build and I have to say things are coming along nicely. I like that your'e adding on quests and so forth. I would suggest some sort of stat system for the monsters in the dungeon because I felt myself just running through the game. You could also try to implement an in-game bestiary that shows a description, or something, of the monsters after you meet them in battle for the first time. If you guys are looking to add a new character, I would suggest, the old favorite, a wizard or mage. As for the leaderboards, just add the usual stuff like kills and experience. I've seen other discussions about people wanting death leaderboards in games. If you guys are thinking of adding an overall score I would use two leaderboards; one for players per-class and one overall.
It's interesting to see this progressing. i just pressed attack all the way through. To make the fighting more interesting and strategic, I'd like to see the stats and a health bar for the monsters and a couple of attack options. Perhaps one attack could be more risky but yields better results. Could be long/short range attacks? Melee? Basically anything which makes the player think and choose so they feel invested in the battle. And perhaps a shield option which helps you recover for a turn. You don't want too many buttons, so perhaps when the player presses attack, new attack buttons could appear, so there's two taps per attack. Later, on a touch screen, flee could be swipe left. Attack could be swipe right or tap the monster. I assume you'll use touch controls rather than some buttons eventually.
Thanks for the feedback everyone! Monsters are really generic right now -- they actually use the same stat system on the backend but I haven't gone through and given each one sufficient differentiation. Once I go through and modify their stats and skills hopefully it'll make them all feel more interesting. A monsterpedia probably won't make the cut for 1.0 but is definitely on our "todo" list, I'm a huge fan of them. Seeing monster stats -- I'll have to think about that, an overhead health bar might work but getting in the remainder of the stats on the battle screen would be a challenge. I'm worried about doubling the number of taps/clicks for every attack in the cycle, one of my original goals of the game is to keep it really streamlined. I am adding in spells which are going to be a table of abilities that the player can choose from for special situations. Hopefully that'll help give the player some strategic choices in combination with the more unique monsters.
Whao awaiting this game now! Just a question, will this game be something like "100 Rogues" and "Dungeon Raid" where you play a single character to death, or with a storyline?
The goal for the initial build is going to be to try and reach level 20 and successfully kill the final boss of the dungeon, and not something that's particularly narrative driven. As a designer my favorite stories are based on player experience. Particularly when a player creatively uses the mechanics of a game to overcome a difficult challenge or obstacle. I think they're far more enduring than most of the gameplay narratives and they're one of my favorite parts of the medium. So I hope with buttonhack if I put enough systems in place and they interact in the right ways it will create some of that kind of personal storytelling.
Man, has it really been like 3 weeks since the last build? Build #5! Tons of new stuff this time around, here's the changelog: Wizard class! 5 learnable Ranger Skills 5 learnable Warrior Skills 5 learnable Wizard Spells Awesome new logo 20 New monster sprites 5 new boss sprites 3 new epic boss sprites Robes for wizard to wear Staffs for wizard to equip Warrior can now use all armor types Ranger can now use cloth armor + leather armor Improved list scrolling on Windows (improved scrollwheel responsiveness, scrolling should finally be correct direction, arrow buttons on scroll bar jump a page at a time instead of an item) 2 new background sets: Crypts and Haunted Grove Items Stolen now correctly reported in end game stats Reworked caching system to improve performance Looking forward to the always-awesome feedback you guys give. Hope you have fun playing it this weekend!
Hi JoeyLP, I just checked in chrome and firefox and it seems to be working okay -- what browser are you trying to use? It's hosted on Tumblr so it might have just been a blip in service. You can try the direct link to the game plugin portion by going to this link. If that's still not working for some reason let me know and I can post the direct download links for the pc/mac downloads
Hey. Sorry for the late, well really late reply but it is working now. I think it was just a blip in service. Thanks.