Tuesday, 2 December 2014

AoD - Progress report (2)

Shield Throw in action.

Last week I managed make the first active skill for AoD, the "Shield Throw". I also coded the skill description display, the 'Skill Up' upgrading, and 'Use Skill' functions. So now one can actually collect in-game money from slain enemies, then use them to unlock and equip the shield throw skill. Although, I haven't yet gotten to make the game saving, rendering all game progress useless when exit.

Skill "Shield Throw" with description.
There were some interesting skills suggested in comments section of the previous post. I haven't yet finalize the AoD skill list so I'm still open to suggestions!

As stated in previous post, I am still working on:-

1. The arena background (it being just black is getting to me).
2. Some active & passive skills.
3. Lust bar (effects still unplanned & may affect certain skills).

I guess I was a tad late but Happy Thanksgiving to those celebrating!

14 comments:

  1. Pretty nice. Kinda curious about the 'DMG/CD' part though. Damage/??.

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    1. CD is Cooldown in seconds. Its hard to provide enough information in low res :/

      I should perhaps resort to images like a 'clock' to indicate time or cooldown.

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  2. Haha, nice. Specially the part where you break shields by throwing shields at them.

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    1. Yeah, the shield thrown bounced just right to hit and break both shields. Lucky to have captured the screen, but i forgot to move the mouse cursor out of the way!

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  3. Exciting posts as always, Nony! If I may ask, does the bounce automatically target another enemy or should the enemies be positioned correctly and the angle measured accurately?

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    1. The shield doesn't track enemies, so you have to manually aim. It bounces off depending on how it hits the enemy. Although right now I'm still tweaking it in hhopes that it behaves more consistently.

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    2. Looks really smooth! I think a cool ability might be to summon creatures to help you in battle, or maybe a spell that could seduce the enemies to fight with you for a certain period of time. Might be useful for if some of the bosses spawn enemies, you could summon minions or convert their henchmen to help you out. And for a more basic attack there could be a charged slash that can either stun enemies for a few seconds or break their armor/shield instantly if it lands. What do you think? - Alastor

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    3. I don't know about player summoned minions, but a skill to charm an enemy is in plan. Charmed enemies (in plan) may run off the arena or fight for you for a duration. The latter might be difficult for the programming it entails. Charge attack could proove OP though on a game like AoD. I could see another use for it.

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  4. Wow this looks cool. I hope its a gauntlet style game where you have to see how far you can get with a certain amount of health and when you lose you have to start over, since that would be make it seem more gladiator-like. Or that could be a mode idk. Any idea on when the next demo of it will be released?

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    1. The gauntlet style you mentioned might be too bbrutal for some if they had to restart from Wave1 every time they lose. I think a checkpoint after beating every boss is okay.

      I'll try to get demo v0.2 out during the Christmas period.

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    2. awesome can't wait. Do you use game maker by the way?

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    3. GM:Studio yeah. Although I've yet to truly use their more aadvanced features like surfaces and shaders.

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  5. I've tried the alpha version and here's some idea I got ...

    acceleration thrust [active] : Activating the skill instantly makes you rush to target direction and deals damage with knock back. Level up enables you to move to farther distance. Used for increasing attack range or avoiding to get surrounded, starts a combo by causing knock back. On the other hand, the cool time is long and cannot be rapid-fired.

    blood rust [passive] : By touching the enemy's blood your normal attack's cool time will be shortened for a short period. Level up increases the period longer. A simple skill for killing a squad of weak enemies, performing a combo-attack and penetrate weak enemy's parrying-skills. This skill increases your attack performance but in exchange will slow down your natural healing speed, which could be critical when you are cornered to death.

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    1. The making use of enemy's blood is especially interesting. I honestly never tthought of tthat!

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