I’ve had a heck of a couple of weeks. I started a new job, which means that Adventure Delivery Service is going to start moving a little slower. But I’m really happy with the foundation I built over the last ~7 months and I’ll continue to work hard on it on nights and weekends.
To that end, last weekend I showed the game at the Portland Retro Gaming Expo at the PIGSquad booth, which was a ton of fun! Thanks a ton to PIGSquad for giving me the opportunity to do that. Then on Monday I brought the game to Game Dev Demo Night @ The Mercury in Seattle, thanks a bunch to Hashbang Games and Puget Systems for making that happen! I learned a lot about what work the game needs from watching a bunch of people play through it and talking to people about what they thought. Overall I’m encouraged that people treated it like a real game, which I think means I’ve crossed a threshold where it’s got just enough polish so that once I add some more content at least people will give it a good shot before deciding if they like it or not.
There’s plenty of work left to do. At this point I’m aiming for some kind of release in 2017.
I released a public alpha! Check it out and let me know what you think so I can keep making it better!
What’s new since the last video:
Added pine trees.
Added animated image of Doctor Orange.
New punching animation.
New sword attack animation.
New injury animation.
New death animation.
New coin model.
New wand model.
New treasure chest model.
Using new fonts.
HUD messages can stack on top of each other and fade out after a couple seconds.
Replaced almost all UI bitmaps with 3D models.
Added support for multiple screen resolutions.
Added curve to attack lunge speed.
Increase enemy count in dungeons.
The game ends after finishing the first level.
Weapon elemental particle effects use custom meshes instead of quads.
Added UI in the HUD to show certain controls.
Skeleton boss will block your attacks even when it’s attacking.
Removed free-aiming turrets while I work on their behavior.
I finally added some music to the game! Only two tracks and a couple of fanfares but I think it really helps make the game feel more like a real game.
Like everything in the game, this is a work in progress, subject to change, etc.
This has two animations that it toggles between, one for swinging from the right and one from the left.
Hit detection on enemies is physics-based, so since this new animation has a wider stroke you should have an easier time hitting enemies.
I added a little bit of easing to the lunge so you move faster at the beginning of the attack and slower toward the end of it.