Shard Hero Shard Hero secretStuffGame
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Shard_Hero_1.0_Beta.zip (28MB)
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Pc white ダウンロード
Shard_Hero_1.0_Beta.zip (28MB)
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ニュース 9 Feed Rss Shard Hero

Beta version is now available!

Trailer of beta (coming this friday):
YouTube Gameplay

Few updates from last week(s):
Added mushroom, some might kill you, some might heal you: https://twitter.com/shard_hero/status/986673395428413441
Created two level mechanics:
- Search - player will have to find a crystal and then transport it to exit (showing here with world completion screen: https://twitter.com/shard_hero/status/984143818219032578)
- Rush - player will have to stick to crystal, or they will take damage (https://twitter.com/shard_hero/status/986270845692731399)
Created cutscene that introduces player to lobby:
YouTube Gameplay

[DEVLOG] Version with formatting: https://gamejolt.com/games/shardHero/296719/devlog/game-level-mechanics-a7hqgyy8
Hey!
Today I decided on writing a bit more about level mechanics. I kept talking about little bits of it, about challenge and so on, but I never really just explained it straight forward. I would also like to hear people's opinions about it.
Early ideas
Everything in project started with the idea of making game that in a way would be like Spelunky. If you don't know that game - it's a platformer where you have to complete all levels in one run, without dying, and every time you die and start over again, you get different levels ( there is of course more, I suggest you should find it out by yourself on their page:
http://www.spelunkyworld.com/whatis.html ). Of course, I didn't want to make the exact copy, or "extended" version. My game was supposed to be more like dynamic platformer, being more forgiving for made mistakes, but still giving a bit of challenge on each step.
I also decided on having map editor rather than randomly generated levels. They still have a bit of randomness inside, but it's more of visual thing ( did you notice dwarves having different colours of clothes each time? ).
The very first idea of one "attempt" at game was a map that had 79 randomly-picked levels + boss level. Player would pick their way to boss level, having to beat 15 other levels on the way. I still have a picture of that idea:

Comment Image

I started to see some problems in it when I thought about the story. I thought of multiple bosses being a thing, but then there is just one boss level that is always there. At some point I decided on having one shop in "lobby" map, rather than little shops spread across world ( I talked more about shop system in previous post: https://gamejolt.com/games/shardHero/296719/devlog/dwarf-weapons-shop-and-plans-for-future-tytztsaf ).
I needed something new...
Current idea
My current idea is to divide game into worlds. Each "attempt" will be trying to finish a single world. Each of worlds will have different bosses, different levels and different challenges.
Currently my map looks like this:

Comment Image

I plan on 7 levels per gameplay, where 4th level will always be one of fixed bosses ( in earlier version I planned mini-bosses to be just random levels, a chance was that player would never do one ).
Each of green levels will be picked randomly and have one of few possible targets. It might be just finding a key and exit, it might be having to capture few points or defend someone. I will talk more about it in the future!
Further worlds will become harder, and you might need to prepare for them before going in!
Thanks to worlds, I will be able to keep story telling stable on boss levels, while also being able to create as many possible levels as I desire.
I would love to hear what people think about it. Is this idea better or worse? Maybe there is something you would like to see in a different way? Share your thoughts with me! :)

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