Weapons

(Britt) I’ve been having a lot of fun designing weapons and learning more about pixel art. Our weapons and even our protagonist now are taking on a pixel art style. We were playing around with the visuals and we think it really makes our player and weapons/items pop with the back drop of our world. Our world and monsters/animals still retain the same look that we showed off in our fist demo though. Only the weapons and main character have changed. From a story/setting perspective, the changes work well with what we are trying to do.

Here are just a few items that I’ve done. Had to throw in a Majora’s Mask style sword ūüėČ

weapons_demo

We are going to have a huge collection of weapons, including bows, sword, hammers, axes and more. I don’t want to put a number or guesstimate on the amount of weapons we will have until we get into more balancing.

My brother and I really like exaggerated pixel weapons so you will see that reflected in our game. We grew up playing a lot of 2D mmo’s and 2D rpgs so farming for that sweet looking item is something we’ve done a lot over the years and enjoyed.¬†We are still discussing how we are going to tier the weapons. Items will have different effects and attributes,¬†including things like bleed, speed reduction etc. This will make the question “which item is better?” more ambiguous. Of course, something like a starting wooden sword vs a heavily farmed diamond/obsidian axe will be clear cut which is better, but we want play-style to also be¬†a bit of a factor.

Thank you all for continuing to read our updates. I’ll try to continue to post on a weekly basis…TRY ūüėõ

Networking and Towers

(Britt) Over the last couple of weeks Chase has turned his attention to cleaning up and adding code on the networking side of things. Since I only mainly¬†do the art and design side of the game I can’t go into too much detail about what he’s done. But I know a good chunk of it has been smoothing out online player interaction. Our goal is for online play to be as seamless as possible and to look as clean as if you were playing offline. I think we are about at that point. Chase has also added a bit of PVP systems. ¬†He has added global kill pvp streak announcements and global visuals/audio to make things more exciting. We feel like the global announcements gives the players a bit of an extra incentive to take on other players and become infamous. Be careful though, you might not want to become preoccupied too much with attacking other players as you will also need to focus your attention on the Titans. A player might not be too forgiving when he sees giant rock monsters destroying your belongings, if you were just seen killing innocents the night before.

I don’t have many visuals to update what we’ve been working on but I’ll leave you guys with screenshots of our current towers. Right now the plan is for the towers to be resource expensive because we feel like they give the players a big advantage. Each tower gives the players the ability to scout out other players, Titans, etc. Climbing the tower will zoom the map out to give you a better view of the area. You will want to build these strategically around the map. We are still brainstorming about the towers and its possible uses.

Tonight Chase and I will be hopping on the game together and testing out the new spawn point system he has created. ¬†Hopefully I’ll have video soon of some of the progress that we made.

Until next time!

stone_watchtower