This week I worked on the sea level some more. This level is a bit more tricky, as we had to do some extra work to make the normal items that are in every level (like the chest or jewels) work with the new environment. It's still a little rough around the edges, but here are some impressions. Wavy Get them while you can!
Ooh, those are cool features. I appreciate that you are using the way the environment would actually work (more or less).
@Jerutix I'm kinda obsessed with making every level as unique as possible. Thankfully I haven't reached the point where I was doubting myself if I could come up with enough stuff, I still have so many things I want to do with the upcoming levels. @nicodemus82 Thanks a lot, I'm looking forward to you playing SwapQuest.
Looking forward to this. Is there an eta? Couldn't find one in the thread. I know May was mentioned by devs.
May, haha, well, I've got the common indie dev disease called S.A.M.E. (Suck At Making Estimations). I'm hoping to finish the game this Fall, sometime around September/October. We've been making great progress in the last weeks and will continue to do so until all the levels are in the game. Wish us luck and thanks for following the development of SwapQuest!
^ thanks! Games coming along great. It surely looks like a gem to me! A ton of people will get enjoyment out of this piece, as will I. Good luck, & wish you the best of success. Can't wait, looking forward to the release. Take care
This week I've been working on finishing the third boss in SwapQuest, a giant kraken with eight arms. Now the sea level is complete and I can move on to something a little more arid... Let me introduce: Mama Kraken Danger from Below RUDE!
Cool news: SwapQuest has been selected to be in the indie showcase at the "Develop in Brighton" conference, so if any of you live nearby, come over and try the game. The conference is on the 9th and 10th of July. ___ Yay, a new level! Again I've tried to capture what makes a certain location (in this case a desert) 'interesting' and work it into the various elements of the level. Here's a little selection. Sandstorms Death From Above A little Hommage Hope you like it, I'm looking forward to your feedback.
This week has been a bit slower due to preparations for the Develop in Brighton conference (a lot of suspended bug fixing and some new invisible features to improve the level generation). I will also be at the Big Indie Pitch which will be one day before the conference. We also worked on a new level, which you can see below (no gifs this time, though). Next week I'll be in Brighton then, so don't expect much new stuff. A sunny winter day... Frozen You're walking on thin ice. Don't get hit by the icy wind. The weather is getting worse and night is coming down.
Who's not a fan of some nice menus in games? Well, I've been working on a first version of the merchant. Right now it still looks a bit boring, but for now I wanted the mechanics to work so that you can finally spend your hard-earned jewels on something nice.
Sorry of it's been asked before but will items change appearance and will there be many rpg like mechanics?
The equipped weapon will be visible in combat, but not the armor (as it is was crazy enough to create two characters that can have one of five classes, which change appearance twice during the game (which basically makes 30 different characters to play as, each with their own running and fighting graphics)). There will be many rpg-like mechanics, but you still won't spend a lot of time in menus, I guess. Each weapon and armor has a basic attack/defense value and an additional attribute, which e.g. can be 'poison' or 'paralyse'. Depending on this attribute, the weapon can have a chance to poison the enemy or a piece of armor can prevent you getting poisened. These attribute values can be increased by enchanting your weapon in the caravan (that's where all the buying and modifying happens). There's also a trainer that can upgrade your class abilities for money. I hope these systems will be complex enough to allow for some unique customizations of your character, but simple enough to allow people new to rpgs to use them. What do you think?
Anything that let's you customise and upgrade ect is always a good thing as they always keep me hooked to games longer and make it more fun. Weapons/armour and abilities ect are all good
Still sounding great! Every time I drop in this game looks better. Keep it up (but release it eventually )