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Troglodytes


unknown
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Looks promising, however I'd suggest to not use the lightning on the enemies. Also if you're really serious about this game I really suggest getting a pixel artist or learning it yourself, as with using graphics already used in hundreds of game won't make people more interrested.
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Yeah I don't think we will have lighting on enemies.. There will be torches and fire pits that are generated by our particle system that give off light.

The graphics we have in place are really just placeholders. We're focused on making a really cool engine and game first, hopefully we can attract a graphics artist to help afterwards. We have a few people helping us develop new graphics, so hopefully we can show off some of their work soon.

On another note, if anyone wants to help create maps please do so.. Use [Tiled](http://www.mapeditor.org) and our [resources](http://96.126.127.107/resources.zip) If it's any good I'll post a demo using it.
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@7Eleven:

> This is a stupid thing to point out, but the name troglodytes isn't very memorable.  You may want to consider a name change?  Just something to think about.

The name is awesome!

@Keebler:

> You know what would be cool for lighting. Make it so just their eyes glow on the enemies and you dont know what it is until you get closer. (insert dramatic music)

Yes.
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@7Eleven:

> This is a stupid thing to point out, but the name troglodytes isn't very memorable.  You may want to consider a name change?  Just something to think about.

Kind of makes me think of a dinosaur. Dunno why.
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This is what first came up to my mind when I read Troglodyte.
http://en.wikipedia.org/wiki/Troglodyte_%28Dungeons_%26_Dragons%29
![](http://images.wikia.com/mightandmagic/en/images/8/89/H3CrTroglodyte.gif)
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Lol, I brought this up today.. My teammates agree that we should have a lizardman :P

Here's a SS of our new menu screen.. It pans over a map at random and has better looking text.

>! [![](http://i.imgur.com/VDfIKl.png)](http://i.imgur.com/VDfIK.png)
We're currently working on an A* AI algorithm (AI that can move through a maze), I should have something on that in a couple days. I also made the map darkness configurable via a map attribute, and should have the trinket UI done soon.
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I love the menu! Also the progress looks good so far. Keep up the hard work guys! Also about gear, could you tell me more how you're thinking about it, cause I don't think it would be like dinosaurs dropping chainmail etc?
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Thanks. No dinosaurs dropping chain-mail, they will drop teeth though which you can add to your weapon and increase damage. There will also be other trinkets like a torch which increases sight, meat which increases health and a polymorph trinket which allows you to change into an enemies form and gain higher stats. All trinkets you'll just pick up and use, there is no inventory.

We'll also spawn a random rare trinket on certain maps.
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@unknown:

> we bought the domain http://turbonips.com to host our completed game which I think is very memerable.

Am I reading this right?  Turbo Nips.com?  What do turbo nips have to do with the storyline?

PS:  The lighting video demonstration was awesome!  I really like the old school NES title btw.
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@7Eleven:

> Am I reading this right?  Turbo Nips.com?  What do turbo nips have to do with the storyline?
>
> PS:  The lighting video demonstration was awesome!  I really like the old school NES title btw.

Thanks. Turbonips.com is awesome! A while back we were drinking, trying to come up with a good domain name for Troglodytes that wasn't already taken.. Amazingly enough nobody had thought to register turbonips so we jumped on the opportunity.
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The polymorph trinket UI is finished, here's a video. We're still working on enemy AI and regular trinkets.. Also we're beginning to generate some new content, you'll probably see it in my next update.

>! http://www.youtube.com/watch?v=x0TyzzKznJQ

Also, lighting is off on this map it can easily be turned back on.
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Thanks :)

We're going to have a lot more updates soon. Here's a video of our death particle effects, trinkets modifying stats and regular trinket implementation. It's really beginning to look cool!

>! http://www.youtube.com/watch?v=FTlX6AHEcUA

**Another update**
A* enemy AI.. paths are drawn in blue, we're still working on making the enemy follow the path exactly that should be done today. Also the options menu is done :P

>! http://www.youtube.com/watch?v=ZXeBnk9QQsg
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