A bit more about the combat! So to fight enemies you'll be using your multi-purpose bladed combat casting pole (wow!), which has 2 different uses for combat: you can use the blade attached to the pole to slash the enemies in melee range, and you can also cast to grab the enemy with the hook and pull him towards you, stunned. This last use is quite handy to deal with some specific situations, and there are also some enemies which can only be dealt with by pulling them to you stunned. Here's a gif demonstrating how these mechanics work in a combat with a fish soldier: As can be seen in the gif, you enter a precision-mode when you are holding the casting button, which makes you move slower and shows the aim (a dummy one for now hehe) which the camera focuses on. Upon releasing the button, you cast.
Oh yeah! Are you also a totem fish destroyer? I love it it's great! Even the little footprints are awesome! Can't wait for this game
Hehe yeah, kinda! The interface spoiled us, but that's still a WIP, not completely sure how it'll turn out. And thanks for the words!
I know this still has some work to do, but do you know roughly a release timeframe? Yes I know some projects might take longer than projected and I am all for a finished one than a rushed one to meet an arbitrary date.
This is going to be a beautiful game. Already excited and I'm not expecting it to launch soon. But great work so far guys.
Hi guys, here's some info of another enemy, a ranged seahorse-like creature. It's the first ranged enemy you'll encounter and there's no special trick needed to fight him: you must either avoid his projectiles and get in melee range, or use your hook to pull him and make him feel in his fins how annoying it can be to shoot people from a distance! We're trying to mix him with other enemies or traps and environment to create some different challenges, like this one:
Hey everyone, here's some stuff about the aiming system of the casting that we've just finished! If you take a look at my previous gifs, you'll notice the aim we had was still pretty crude - it was just the first aim image the programmer found on Google images, really haha. We've now developed a line that shows the direction you're poiting at, and the maximum distance your hook will travel. Here's a demonstration: As you can see, the line is blocked in case it collides with something on its way, and the system also highlights your target if it is something that will interact with the hook - like the hatch from the gif that lets you pull yourself. By the way, this is a feature I believe I hadn't shown before, had I? Well, there it is: you can cast and attach your hook to those hatches you'll find throughout the game and pull yourself to unreachable places. Back to the aim, here's one last gif showing the aim working against an enemy: That's it for today!
Alrighty. Pre beta is starting, and we are looking for feedback. I already have a bunch of people but if you have an extreme interest to give suggestions, let me know.
I so want to try this game! Would love to be apart of the pre-beta if your still looking for people!!
First Boss! Check out this pic we used for #screenshotsaturday today - the first image of the first boss! We took a bit of inspiration from both Zelda and Dark Souls to design the encounter. The first iteration of the fight was probably as hard as Dark Souls, in fact, but we've already rebalanced it so it's not that unforgiving haha. Out of curiosity, though: how do you guys like your boss fights? I myself am a big of tough fights that take a lot of tries to master. On mobile, I love everything about Wayward Souls. During the next week I'll record some gifs of his attacks and post them here. Cheers!
Oh man I'm a dark souls fan! I have wayward souls and I play it a lot too. If you do find a way to make the encounters easier, please leave a hard mode or something so ones like you and I can play the game how it was meant to be played. I'm soo wanting to beta test this now! But I bet you filled up your slots already right? Please PM me or something to let me know. I am totally salivating now for this game
Thanks! Josh (the OP) is handling the testing, try to send him a message asking about it. About the difficulty, I guess we'll need feedback from testing to get to the ideal balance and see how most people feel about it. A hard mode seems like an interesting idea indeed! Maybe that wouldn't be as easy to implement for the levels as much as it'd be for bosses, though, design-wise.