LDC Studios's Recent Forum Activity

  • Haha yes, it definitely takes some practice to get used to his attacks. But by the time you get to him you'll have had so much practice from fighting other smaller creatures that any flinch from an enemy will have your muscles trained to either block or dodge immediately. That is the main draw I want to come from this game. Players developing skill in themselves from experience while fighting throughout the story. I don't want grinding for experience points and increasing stats to be the safety net that carries them to victory. Answering this will actually give me the opportunity to really explain why/how I've done things the way I have!

    Mechanically, the game is rather shallow in the sense that everything takes place on the same two dimensional plane, so I have to add depth by making enemies that are unpredictable and always unique. They are tough, but fair. As quick as the boss Malik may be (or any other enemy you may encounter), Amber is just as quick. And the quicker the player becomes, the quicker Amber becomes, giving you the edge. Also, having the enemy and the protagonist on the same plane means that no one is handicapped by things like a poor sense of depth perception. That means that the enemy is always within reach, and so are you. This levels the playing-field to shear skill and timing.

    I also want the players to have to learn how each encounter works, and realize that no two creatures will ever approach you the same way. They're being created as organic individuals that act in their own unique way. So some may dodge attacks, some may block, and some may even try to counter. With these possibilities always being present, that means that the player's play-style will have to constantly adapt to the adapting threats. The story itself is not based in realism, but I want the combat to feel real in the respect that you are a stranger to this place and you will never walk into a situation fully knowing or understanding your opposition. In the game, as in real life, stats fall second to skill, meaning all you can truly rely on in this hostile environment is knowing yourself and use what skills you have/develop to survive.

    I'm hoping that these things will keep the game fresh and consistently challenging. I don't want players to have just another mindless hack n slash on their hands. You could say that I want Grave Prosperity to be the "Bullet Hell of Hack N Slash," which demands extreme focus and accuracy at all times a threat is present.

    **I'm glad you commented what you did, because sometimes I don't even understand the motivation of the things I create. Having to think on and answer to a comment like yours has been very revealing mainly to myself. So much so, that I even posted our interaction here on the game's Facebook page! It really helps to explain the direction the game is taking. I never full realize the logic behind what I'm doing until long after I've started! Haha!

  • Here is a combat demonstration video for Grave Prosperity: Redux's new patch:

    There's still more to do, but this fight is just watered down to the game's most basic mechanics.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Whew! This took a little longer than I thought it would! As promised, I have the new combat demonstration video ready! So here it is:

    The fight is still watered down to the most basic mechanics, so remember there will still be more added into the finished product.

  • Thank you! I'm putting all that I have into this video. Unfortunately I really don't know exactly when the game will be ready. Part 1 shouldn't be too long, so I think I should be getting kind of close to being finished with it. There's just a lot of DLC and extra modes that have to be added in also.

  • A screen from one of the boss battles in Grave Prosperity: Redux

  • I've been working on a video to show off the extent of the new combat system. Things have been going very well too! Here's a screen from the upcoming video:

  • Why thank you! Like and follow the game on Facebook https://www.facebook.com/graveprosperityredux/?fref=nf to keep up with all the most recent updates!

    C2 seems to have nearly limitless capabilities for anything 2D. The guys behind the engine have really outdone themselves with this program!

  • Happy New Year, everybody! In celebration of this wonderful first day of the year, I would like to release a sneak peek at some special content for GP Redux's patch!

    Below is an image of one of Amber's DLC costumes. If you remember toward the end of part 1 during her conversation with Gabriel, Amber reveals her extensive military background (Which is still present in the new patch). So this piece of DLC will represent that. And yes, the costume does come with the assault rifle!

  • I know a lot of you have been waiting for an update on the new combat system, and I just got the machete implemented into the game! I figured if there was anything worth showing it would be something on that! So here's a couple screens showing the machete in-game!

    Soon I'll have a video showing it in actual combat.

  • Thank you, mikewalton206!

    A new feature to GP: Redux is a merchant that will make appearances throughout the game. He will enable you to upgrade your weapons and skills, and purchase healing items for your health and stamina. He's a little less than human though, and always accompanied by his crying infant souls, so doing business with him isn't always the most settling thing..

  • Thank you! I got more features to show on the way!

  • I'll definitely have to ask around. Of course the vidoe recording software doesn't exactly do the game any favors either. I'm using a program called Action, and it usually tends to drop the framerate of any video i make.

LDC Studios's avatar

LDC Studios

Member since 11 Sep, 2013

None one is following LDC Studios yet!

Connect with LDC Studios

Trophy Case

  • 11-Year Club
  • Email Verified

Progress

12/44
How to earn trophies