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Messages - bigosaur

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136
Bigosaur / Re: Son of a Witch: Devlog and general discussion
« on: February 16, 2019, 08:38:22 PM »
> You said three modes - RPG and Endless Tower you mentioned, but not the third?

Ah, yes. The 3rd one is the alternate storyline I mentioned before.

Quote
I wonder if the alchemist should have something that changes potions to a random other type - maybe a low damage staff that has that as a 1 mana ability, or even a hand weapon with it as a rage power since randomising it generally shouldn't be that powerful I think.

That is interesting effect, but I'm looking for something with stronger effect. Something really game changing. Alchemists are known to turn metals into gold. Maybe something along those lines?

I think I will make her a melee character, so mana is really used to create potions, at least in the early game.

Or maybe, this hero should rarely fight on her own, but rather summon powerful guardians to fight for her. Something like 50/40/60 starting stats and the weapon has ability to summon golems or animate statues. I'm not sure if this would be too easy. Maybe require full rage for summon or something like that.

137
Bigosaur / Re: Son of a Witch: Devlog and general discussion
« on: February 16, 2019, 10:47:18 AM »
I started working on Son of a Witch again. For start, I'm fixing minor bugs and I'm changing the Bronze Glove to allow summoning mercenaries into boss fights as well, except for the final boss fight. I also have plans for new pets, items, weapons and potion effects. More details on those later.

I plan for 3 new game modes: first is the RPG mode where players respawn at the start of the level when they die, but enemies also respawn if you venture away from a room too far away. Heroes gain stats by killing enemies. This should make the game easier and more interesting to the casual players, so they can "grind" out a level until they get strong enough to go forward. To spice things up, I might add some new quests and achievements for this mode.

The second mode is Endless Tower. Basically, it will be an arena with waves of enemies. After every 5-10 waves there will be a boss fight and you will be able to go into adjacent rooms to by stuff from shops. The goal will be to reach wave 100 or something like that for an achievement.

I plan to introduce some new heroes, first one being an Alchemist. He or she will start with the Alchemy Ring and the Retort. I'm trying to think of some interesting starting weapon for this hero? Any ideas?

138
Bigosaur / Re: Son of a Witch: Devlog and general discussion
« on: February 01, 2019, 08:57:18 AM »
Nice, I ought to get a copy of that and test it. Looking forward to seeing what new SoaW stuff is coming :)

Wait, didn't I send you one via e-mail? .... Whoops. Sending it now. I'm looking forward to read your thoughts about my narrative in the first tutorial world.  ;D


139
Bigosaur / Re: Son of a Witch: Devlog and general discussion
« on: January 24, 2019, 05:35:30 PM »
Quest for the Golden Duck is out on Steam:

https://store.steampowered.com/app/996160/Quest_for_the_Golden_Duck/

I decided not to make any special threads as that game is pretty much complete and I don't plan to add anything significant in the future. Here's some history:

In 1999 I made my first game called "Njam", a two-player pacman type of game. It ran on 486 computer with DOS operating system and had VGA graphics. So, it's the 20th anniversary and that prompted me to create an updated version:

I ported all the levels to 16:9 format for modern displays and added a 4 player co-op option and the versus mode (1 vs 1, 1 vs 2 and 2 vs 2). It has full controller support and I completely revamped the graphics to use a fantasy theme with heroes and monsters chasing them around.



This game concludes my short break from Son of a Witch development from the end of 2018 and now I'm back on it full speed. New features coming soon.

140
How noticeable did everyone else find it?

I completely missed. I usually don't pay much attention to character clothes unless there's some plot emphasis or some dialogue about it.

141
This seems to have missed a couple weeks, I hope more is coming sometime... (I mean, I can't talk when it comes to slow comic updates of course!)

Yes. I would really love to see that story continue.

142
Bigosaur / Re: The Samurai Skinpack
« on: January 15, 2019, 07:58:16 AM »
That's really cool, I'm very glad someone found them :) I dropped a comment on one of the videos as well.

Makes me wonder how many players really know about this. I'm mean, I posted links on Steam, but only the players who are really into the game would go and browse. Perhaps I should add them all directly into the game on character selection screen? Or even make them unlock with some achievements?

143
Bigosaur / Re: The Samurai Skinpack
« on: January 13, 2019, 10:25:47 AM »
Apparently some players love these skins you made:



144
Thanks guys :) I wonder what people think will happen next - I find it hard to know how predictable my own plots are...

I'm also wondering about comic length - I've ended up with a five row format which is quite a lot of comic per page (OOTS has about ten panels per page, I have more like thirteen or fourteen). I'm trying to work out a) if it matters if I switch between four and five row comics (that is, does it feel odd if sometimes pages switch to more/fewer panels), and b) if the five row format feels too long per update at all, both for me and for the reader. I worry that four doesn't give me enough time to say stuff, but five is a bit of a grind to make. Thoughts welcome!

I'm always reading OOTS in batches because not much can happen on a single page. I vote for 5-row comics.

145
This is getting more interesting with every new strip.  :) Can't wait to see how the story unfolds...

146
Bigosaur / Re: Son of a Witch: Devlog and general discussion
« on: December 12, 2018, 06:54:06 PM »
OK, how about something like this as a schema (may be too big an idea, but):
That's maybe overly large, though.

It does sound too big at the moment, but I will certainly try to incorporate some parts of it. Thanks.

147
Any news from the pixel adventurers?

Maybe he's having problems re-posting here. The new episodes are coming out on the website:

http://pda.h2zgames.com/comic/part-55/

I have been reading it, but this once-a-week pace is too slow. I think I'll leave it for a month or so and then read 4-5 parts in one go. I know other comics aren't much faster, but OOTS has got some substantial content every time a new page is released. It feels like the "bites" are just too small on the Pixel Dungeon Adv.


148
Bigosaur / Re: Son of a Witch: Devlog and general discussion
« on: December 10, 2018, 10:49:51 AM »
Would this be separate to your eastern-theme storyline idea?

Not sure yet. I think it will be integrated into the same storyline as I wasn't really able to think of "enough" of a story/lore/enemies/etc. for far-east theme.

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And how many levels would you imagine for it?

Not sure about this either. I was thinking something like: forest, then entering the castle from the main entrance, dungeon and catacombs overflowing with the undead and then a hole in the ground leading into hell (a new level type with lava caverns) where you would fight the demons. So, that would be 5. But we could also have multiple levels of hell. :) I think the main hazard would be thirst again, because it's really hot down there ;)

Or maybe having to go through old catacombs will be mandatory, but with much smaller level than the Eye of Ramana quest (regular 9-12 rooms).

149
Bigosaur / Re: Son of a Witch: Devlog and general discussion
« on: December 08, 2018, 06:45:27 PM »
I spent an entire afternoon making the game logo in Inkscape:



Demo coming soon and I'll create a separate thread then.

BTW, I'm thinking about adding a new, alternate story to SoaW, with some new NPCs, some enemies shuffled around, and adding a new faction: Demons. Still not sure what would their main thing be, most probably different types of fire weapons.

The new story would unlock after you complete the game for the first time. It would deal with events after the heroes come back home with their mom. Demons set the whole village on fire and are fighting with goblins in the forest. Since you have the portal staff, you need to find the portal they are using to enter your world and shut it down. Goblins and king's guards are now your allies, but there are still remains of the great undead army roaming around. So you would be fighting demons and undead mostly in this mode.

This is just a rough sketch. If you have some cool ideas or twists, I'm all ears.

150
Bigosaur / Re: Son of a Witch: Devlog and general discussion
« on: December 07, 2018, 07:50:37 PM »
Undead Heist sounds fine but isn't necessarily all that catchy. I actually quite like Quest for the Golden Duck

Thanks. I think I will go with the Quest for the Golden Duck and have a golden duck at the end of the game :) Undead Heist is so hard to remember.

I will have a playable beta version soon. I want to wrap this up by mid-January, so I can go back to adding stuff to Son of a Witch.


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