Doodlebabe's Recent Forum Activity

  • Just a minor update

    I have been working on more behind the scenes stuff lately. But I have some UI art I just finished up, still a work in progress but I am very happy with the new tabs system for switching weapons you currently own.

    Item sockets are greyed out if you don't currently own them.

    Maps are still being worked on but I needed to make some changes to how they currently worked. I want to have more to show for that update, that will have to wait.

  • Bl4ckSh33p Thank you!

    I like the the visuals, it looks really nice!

    That said, I think you need to work on the UI, at the moment it covers about half of the screen, which is overwhelming in my opinion.

    Anyway looking forward to see more.

    Most of the UI is incomplete I was considering the D-pad go semi transparent when pressed. Still needs some experimentation. I may touch on this in the next dev dump or maybe even sooner *But one thing to note is that the ui is scaling down in these shots so when on mobile there should be considerably more room.* I'll try to show that in a future image. Thank you for the feed back!

    Burvey Thank you!!

  • So it's been awhile since I updated on this dev log,

    I have been busy implementing a lot of behind the scenes weapon related stuff and inventory. I had trouble figuring out how to get unlockable player skins for quite some time but have managed to get the base code for that working.

    -New UI elements for the in game menu which will pause gameplay and allow you to select any previously unlocked weapons.

    -inn/weapons shop has been somewhat implemented.

    -You can currently upgrade your health when you gain enough gold and soon upgrade your weapons and pay for a new character skin.

    -new enemy sprites and new enemies

    -Enemy behavior, new spawning method

    -more polished tile set, trees, walls, lamps and world map

    Here are some sprites which I am still working on.

    There is currently an issue with z-ordering.. The method I found on the forums seems to be too demanding with the amount of objects currently in use.

    I think I will just end up combining some future sprites into one to avoid the player going over or behind them and keep some objects z-ordering separate from more critical art assets.

    I have added destructible objects in game, grass and crate.

    Here is an example of changed enemy behavior.

    I'm going to be putting focus on adding more weapons and finishing up on the level selection screen. this is their current state:

    Those are still a work in progress.

    So that's it for this dev dump I hope I can show a little more level design in the next update.

  • Leaufai: Thank you!

    metallive: The demo is still under construction, eventually you can expect it when we get closer to doing our kickstarter campaign, I will post in the forums when that happens. And thank you!

  • I got the chicken on my first try hah! and I got the guy right in the groin :S Also noticed the machine gun arrow feature that Kouji San pointed out. Overall it's surprisingly addictive.

  • A0Nasser: Yeah it was more of an action game originally, the project was too large and honestly it didn't fit the overall theme. And thank you!

  • This is just a terribly short clip of a hot spot in action, you can even see some distortion from the glass oil lamp.

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  • alvarop: Thank you! I think there were a few point and click adventure games for C2 actually.

  • Ize: Thank you!

    IndieKiwi: Thank you very much, I spent a lot of time on it. Soon I'll be animating much of the objects in the room to give it life. I should be uploading a gif of that in the future.

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  • So I have been working on this project for around a year now, it’s been an extremely difficult road and it went through some major game design changes. It's a very ambitious project but I have managed to collect a few good people to work together on this. Soon to go to kickstarter, Now things are picking up and I think its time to share what this game is all about!

    Quest Board, much like classic point and click adventure games such as Full Throttle, Monkey Island and modern adventure titles such as Broken Age. It will deliver some new twists to the genera such as action sequences, and battle shout abilities which have an effect on your environment and npc's.

    What’s it about?

    Quest Board is about a struggling hero who has always been competing with his rival over the most dangerous and rewarding quests in the land, after years of competing he finally lost.. not just a quest but lost touch with reality and has taken up a career in the circus. 

    Not long after an evil returns, the princess is kidnaped..

    Having yet to realise that these two rivals efforts alone in their new situation will not solve the problem, their paths collide and are forced to work together. Learning to cope with one another they make an excellent team without realising it.

    BATTLE SHOUTS

    These unque shouts are based on the elements earth, air, fire and water. You will be able to use and experiement with them on your surroundings and on npc characters to progress through the game or just to have some fun.

    ACTION SEQUENCE

     

    Unlike most point and click adventure games we are bringing you action! Sort of like what Full Throttle brought you except Quest board will be delivering a little bit more in its own way.

    INVENTORY

    You will collect many useful items througout the game to interact with or use on your environment. This will pretty much stay true to classic adventure games.

    Pointing and clicking!

    Just like the old fashioned point and click games you are used to, we will have many hot points in the environment which the player will be able to interact with. For game progression or just for fun you can explore the world and see for your self that there is much more to do.

    The background art, this is a work in progress.

    The Vikings Home

    Inside The Vikings Home

    A future puzzle background.

    Town Square

    I plan on keeping this updated as much as possible, so stay tuned.

  • Here's a quick little update hopefully this gives you all a better idea of what it will sort of feel like.

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Doodlebabe

Member since 12 Feb, 2013

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