I announce that Seniorita Chupacabra is taking part in the Fest Vampire Vs Zombies on Steam! What you noticed project name was corrected, previously Seniorita El Chupacabra sounded cool but was incorrect :( I was working on a new version of the demo but the last polishing require
I announce that Seniorita Chupacabra is taking part in the Fest Vampire Vs Zombies on Steam!
What you noticed project name was corrected, previously Seniorita El Chupacabra sounded cool but was incorrect :(
I was working on a new version of the demo but the last polishing required time so I will try my best to show a new version of the demo during the festival.
The incoming demo version will be numbered 0.7.
It contains: - replayable gameplay with random enemy positions and different locations in some areas;
- artefacts: new items that allow casting spells from other races on the highest level without using mana; - new game mode: "Cursed treasure"
* Cursed Treasure * -Is a game mode where players can choose what kind of character wanna play, our protagonist Maria Chupacabra is unavailable because she is OP.
The goal is to earn 1000 gold but the problem is that the game has a day and night mode also every time a new level is generated. In the daytime, players can visit randomly chosen locations from the main game, but all opponents are zombies.
In the nighttime, on the border of the level map, zombies are spawning and have small bonuses to their stats. Players have a base in the centre of the level where zombies are storming, in the morning players can find there First aid kit and the possibility to buy and improve their inventory.
So the current festival inspired me for that game mode and zombies become also a new opponent in the main game in some cursed locations.
As for zombies, there are slow brutes, our protagonist can take control of them like other opponents and for now there is no planned Zombie-Boss (or maybe?).
Sorry for the long wait for the new version of the demo, here is the list of what I reached this time: - Levels 1 and 2 refreshed; - Level 3 added; - Desert tiles and obstacles refreshed. And some buldings: - White human has all spells available now, in the demo it uses charge an
Sorry for the long wait for the new version of the demo, here is the list of what I reached this time:
- Levels 1 and 2 refreshed; - Level 3 added; - Desert tiles and obstacles refreshed.
And some buldings:
- White human has all spells available now, in the demo it uses charge and healing. - Yellow humans are now also using spells: serpent strike and tiger power. - Yellow humans refreshed:
- added purple man - a strong opponent who can detect the character even if she is invisible by spell hunter sense, another spell is Beast Might which increases agility and strength
- improved throwing of rolling pins, they hit the point indicated by the crosshair and can be thrown regardless of the character's angle, previously only at a certain angle to the world it was possible to throw shafts - added animation for spell 1 - added spell 2 Invisibility which makes the player invisible to enemies and allows losing the chase, but the player still makes noise, the purple man, when alerted, can remove invisibility from the player with his detection spell - rolling pins(for melee and throwing) have a new effect "Backstab" which provides 50% increased damage in in case of attacking individuals if the target's rotation angle relative to the player is not greater than 60 degrees - General: Everyone has access to the first aid kit. - Added 3rd boss: Mr. Tombston a mighty melee fighter who can summon zombies for help.
- curses do not affect the caster; - from now on, 1 potion, blessing and curse effect can be active at once, drinking or imposing another one replaces the effect with a new one (mentioning the visual aspect); - added crouch(sneaking) that is 3 times slower than running; - pausing the game should no longer slow down the game; - Mana and health regeneration have been disabled due to the introduction of potions and first aid kits; - jump height has been improved based on dexterity, from 2 points of Agility, you can jump over obstacles 0.5m higher for every 1 point of Agility, i.e. 2= Agility will jump over a 0.5m obstacle, 5 Agility a 2m obstacle - sneaking has been improved, characters can see 16 meters and when crouching you can be spotted later by 13m - (2m * Agility) which means that opponents will notice anyone sneaking in a distance less by 3m; - player will not receive damage from the fallen opponent's weapon; - the projectiles that can be picked up disappear after 8 seconds; -- fixed buying items where the player could buy everything without money; - the prices in shops have been corrected and there will be further corrections.
- fixed bug with an unlimited number of traps when placing; - for 1 unit of strength, 2 traps can be lifted, so the possibility of lifting traps infinitely has been eliminated; - Num 5 key is now for selecting a trap; - added two multiple-use traps: rakes and spikes; - added a new line of single-use traps: dynamite, dynamite trap, mine; - lifting traps and placing has now audio.
- added potion-drinking mechanics; - added 4 potions that increase 1 of 4 main parameters for a certain time; - added medkits of individual characters under the F key; - can now be unlocked, replenished and upgraded; - added First Aid and Mana Potion.
- fixed bug with rotation of the back - shoots from 16 meters instead of 5 - 3 types: tactical- prefer range fight; warrior- prefers melee fight; balanced - can take a role in both; - reacts to noises made by the player like walking, and shooting, you can use that to your advantage; - can't see through walls; - removed player detection right behind AI's back so the player could perform a backstab; - AI hearing range reduced from 8m to 5m.
- pause allows you to return to the menu - Menu options hide menu buttons; - Ross Bugden's music - The Wild West has been replaced with Way Out West by Twin Musicom because the creator, although he made the music available on Creative Commons, was blocked on YT at the author's request, I don't want any streamer to have a problem publishing gameplay from the game:
Now my goal is to prepare another demo where: - The 4th human Native American (called in this lore Reds) will be available, his role is to be an assassin; - Adding multiplayer option; - Adding more items like gold(money in this game), food, artifacts, - Level generator.
As for the level generator, because I am going do it for the 1st time in my life, I planning to create a simple rule where every level has its shape, and marked fields where the game can randomly choose prepared by me ready "module" can be flat terrain, building, building with floors and/or basement end other stuff.
After understanding how some stuff is working because this will be my 1st streaming, I am planning to make a stream of my game by Robostreamer and I will be on chat to answer some questions, the stream will be available until the end of Steam Next. After that, I plan to make one
After understanding how some stuff is working because this will be my 1st streaming, I am planning to make a stream of my game by Robostreamer and I will be on chat to answer some questions, the stream will be available until the end of Steam Next.
After that, I plan to make one more stream when the project is in the advanced form to show levels not available in the demo, fight against fantasy creatures and show charm spells in action.
As for answering the questions, I am from Poland and my time zone is GMT+2, generally, I am on my feet from 6:00 to 19:00 but keep in mind that I would like to make some break times.
The new version of the demo is available as part of SteamNext, and don't worry, the demo will not be taken down after that and will be still updated. My goal for it is to make: - 3 levels available; - multiplayer module but only with human races; - replayable (somehow). Changelog
The new version of the demo is available as part of SteamNext, and don't worry, the demo will not be taken down after that and will be still updated.
My goal for it is to make: - 3 levels available; - multiplayer module but only with human races; - replayable (somehow).
Changelog for 0.20: = AI = 1. Fixing patroling so AI is not standing all the time after being moved by the player; 2. See sneaky player 3m ahead or 0.5m behind it's the back; 3. Nee AI type: tactical but only 2nd boss is using that for now; 4. Shooting range increase from 8 to 15 m; 5. After the player leaves the AI sight range, AI for 3 sec will follow the player, after that, it will get confused status and return to his start position.
= Gameplay= 1. 2nd level added with new enemy type and 2nd boss; 2. The player can earn gold (replaced score) after beating opponents and bosses; 3. Started working on weapon balance; 4. The "Start again" function after death works more properly in players' ammo; 5. Music is looped; 6. Fixing camera.
As for the next demo update, I planning to unlock 3rd level with 3rd type of opponent and boss, add a new gameplay mechanic and improve the current 2 levels. Where will it be?
I will try next Monday to launch and fix more bugs, but I can't give a promise that will happen
I finally added elves to my shooter game on Wild West, now when I add the last opponent type, I can polish my game. Elves are high-agility creatures that prefer range fight to melee because their health is low. Weapon and spell presentation in video. Protagonist can use them for
I finally added elves to my shooter game on Wild West, now when I add the last opponent type, I can polish my game.
Elves are high-agility creatures that prefer range fight to melee because their health is low. Weapon and spell presentation in video.
In short: - shooting improving, and bullets can act differently depending on the weapon type. - dwarfs added, opponent type: gun master; After adding the last playable characters, I gonna refresh the old ones to fit the new style:
Gameplay: Lots of stuff was added: - 4 directional animation moves; - Improved the camera; - Ammunition; - Ammo crates; - melee and ranged combat; - points; - enemy and boss spawning; Map: Slowly preparing a 2nd level with chessboard tilesets, the action takes place in town. Desi
Gameplay: Lots of stuff was added: - 4 directional animation moves; - Improved the camera; - Ammunition; - Ammo crates; - melee and ranged combat; - points; - enemy and boss spawning;
Map: Slowly preparing a 2nd level with chessboard tilesets, the action takes place in town.
Design: Last time was added the last human race, the reds ones, now it's time for fantasy races, these will extremely focus on one or two parameters by the cost of others.
Today we gonna focus on ogres that can be described as heavy tanks.
In short: - after a lot of experiments, a straight line for production was set, now devlogs will be more regular; - in the game, there are 4 main stats: strength, agility, intelligence and wisdom, they can affect on character's stats, unlocking new stuff or improvement of stat us
In short: - after a lot of experiments, a straight line for production was set, now devlogs will be more regular;
- in the game, there are 4 main stats: strength, agility, intelligence and wisdom, they can affect on character's stats, unlocking new stuff or improvement of stat usage items.
Slowly burnout is going away so I can start making devlogs again (and maybe more). As for the 1st one, the project description and some goals: In short: - This will be my first game in Godot, 3d graphics and third-person shooter; - Some time ago I make a few pages of GDD; - Goa
Slowly burnout is going away so I can start making devlogs again (and maybe more).
As for the 1st one, the project description and some goals:
In short: - This will be my first game in Godot, 3d graphics and third-person shooter; - Some time ago I make a few pages of GDD; - Goals (for now): make all characters playable because Maria can take control of them, and make a closed location if developing will be with a good time, make open locations.
Few pages from my GDD:
Rest, you can find here (mixed with other GDDs): https://www.deviantart.com/madhatterworkshop/gallery/68895158/artbook-s