Beta version is now available!
Trailer of beta (coming this friday): https://youtu.be/XI8XFEmW_ro
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: https://youtu.be/YUPBeRVr7IQ
Lobby / shop area: https://twitter.com/shard_hero/status/972496388016754690
Character customization video :) https://twitter.com/shard_hero/status/969937659480215552
[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.
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: https://i.gjcdn.net/data/fireside/posts/5/83/321583/media/-z76ppxsz.png
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...
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: https://i.gjcdn.net/data/fireside/posts/5/83/321583/media/-ajhhgp85.png 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! :)
Devlog with information about shop and weapons ( video inside ): https://gamejolt.com/games/shardHero/296719/devlog/dwarf-weapons-shop-and-plans-for-future-tytztsaf