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Thunderrealm - game prototype (build 5 - FIRST MAJOR ALPHA!)

Posted: Sun Jan 03, 2016 2:18 am
by Katamori
After a very long (1.5 year of) pause, I returned to LÖVE. Being inspired by stuff I've read and watched about making an actually good game, I created a very early prototype for a very loose idea I have.

I have a plan of making a logic game with puzzles and a small amount of action based on "abilities" I gave to the playable characters of the game. What do you think, is it viable? The highlight is on the patterns; I tried to give them some strategic variety; is it done properly?

EDIT: as of Jan 15 2016 (Build 5) I made a major overhaul, eliminating turn-based fashion to a semi-turn-based one and adding a new main game mechanic, which is presented in v5.

"MANUAL"

BASIC CONTROL

- press WASD to move
- press Q to change character
- use mousewheel to select an ability; press a mouse button to use it

MOUSE CONTROL

- you can change direction with the position of the mouse
- turning has no step cost
- the first 4 abilities are symmetric, the rest are direction-sensitive

ABILITIES

- when an ability is selected, its pattern is drawn out
- when you push a mouse button, tiles in the same patterns are changed
- a certain type of floors that can be turned "on" and "off" by these abilities

OBJECTS & MAP

- there are walkable and impassable floors without any further properties
- certain floors can be turned on and off; latter makes players stuck
- Shadow Towers: disables the ability casting of players in a predefined distance
- Exit tiles: the two players must stay on exit tiles to finish a level

GUI

- by clicking on the arrow and circle icons, you can move and zoom the map

OTHER FEATURES

- you can create any maps by drawing a bitmap
- press Z to load testmaps I've done (dev feature)

PLANNED FEATURES

- signs
- expanding the Cast_Ability function: explosion events, rockets
- change from mouse to keyboard selection
- circular effect to shadow towers
- kickable urns (Hirlau...)
- teleports
- jump to selected player
- a proper zoom
- autotiling
- one-way gates solely for one player

Screenshot:

Image

Update!

Posted: Mon Jan 04, 2016 1:32 am
by Katamori
Okay, well, I'm still interested in the opinions, but now I have some more to provide! Functionality is improved and extended; and from now, I'm gonna provide a "manual" of some kind too!

I know you'd prefer screenshots or a video, but neither can show much, I'm sorry. :/

Re: Just a very early game prototype I'm working on (build 2

Posted: Mon Jan 04, 2016 8:34 am
by Doctory
You have a very nice idea here. I like it so far, although you really need to add the attacks.

Re: Just a very early game prototype I'm working on (build 2

Posted: Mon Jan 04, 2016 1:26 pm
by rmcode
It feels strange that you have to use the mouse to select and use abilities IMO. I'd like to see them mapped to the keyboard instead.

Is it normal that the yellow tiles stay on screen after you selected an ability?

Re: Just a very early game prototype I'm working on (build 2

Posted: Mon Jan 04, 2016 3:53 pm
by Katamori
Doctory wrote:You have a very nice idea here. I like it so far, although you really need to add the attacks.
Thanks, will do!
rmcode wrote:It feels strange that you have to use the mouse to select and use abilities IMO. I'd like to see them mapped to the keyboard instead.

Is it normal that the yellow tiles stay on screen after you selected an ability?
That seemed the most straightforward control at the time. I afraided that assigning them to keyboard would be a bit overwhelming.

What about adding an option to change, whether you select with mouse or keyboard? Also, what do you think is better: numers from 0-9 or arrows to iterate one by one?
Is it normal that the yellow tiles stay on screen after you selected an ability?
That's the current effect of an "attack".