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Teufel
Teufel is a project I've been working on and off of for about four or five years now, depending on which iteration of the game can truly be called "Teufel".
The game right now is a turn-based RPG set in a fantasy world that has been plagued by a demon, until you show up.
Why is this different than the old version of Teufel? What happened to it?
I think it's safe to say that the version of Teufel from 2016 is dead, and has been for a long time. In addition to some heavy stuff I was dealing with irl, I think trying to redo all of the graphics and some of the AI in the game burned out my motivation for working on it, as well as trying to find an artist to work with. Plus I don't think I had the right mindset when making this game. My intentions for making the game were solely for profit and attention, which also probably killed a lot of motivation.
So why am I not just working with the old project? Ultimately I'd still have to redo all of the art, and I'd have to redo all of the levels because I didn't really get why having large spacious levels was a bad thing. The most glaring example to come to mind is one dungeon in the game that had long hallways that just led . . . nowhere, for the sake of leading nowhere. It felt more annoying than confusing to play because it was just bad design on top of a lot of other poor design issues. So, getting a fresh start on the project seemed like the best way to make it work. And any major changes to the codebase I do now won't be too hard to change right now, and I've had to do a lot changes to the base.
So why am I not just working with the old project? Ultimately I'd still have to redo all of the art, and I'd have to redo all of the levels because I didn't really get why having large spacious levels was a bad thing. The most glaring example to come to mind is one dungeon in the game that had long hallways that just led . . . nowhere, for the sake of leading nowhere. It felt more annoying than confusing to play because it was just bad design on top of a lot of other poor design issues. So, getting a fresh start on the project seemed like the best way to make it work. And any major changes to the codebase I do now won't be too hard to change right now, and I've had to do a lot changes to the base.
Controls
Controller - Recommended way to play! (For reference, I am using a HORI Pad Gamecube styled controller)
Left joystick - move
A button - Confirm action, you know, like an A button on any Nintendo console
B button - Cancel action, go back in menus
X button - Open menu
Keyboard
Arrows keys - move
Z key - Confirm action
X key - Cancel action, go back in menus
E key - Open menu
Left joystick - move
A button - Confirm action, you know, like an A button on any Nintendo console
B button - Cancel action, go back in menus
X button - Open menu
Keyboard
Arrows keys - move
Z key - Confirm action
X key - Cancel action, go back in menus
E key - Open menu
Downloads
Until I have more of the game ready, and I finish redoing my itchio and gamejolt pages, I'll have to resort to Google Drive for now.
15 September 2020 build - https://drive.google.com/file/d/18J-u7mMxAPziKarMoQL36agzTxvw_nSY/view?usp=sharing
Notes: After defeating the two main bosses in the game (Not the Ferroslime) nothing happens yet. This is not a bug, I just haven't implemented that yet. There are some bugs that I can't quite figure out just yet. For some reason being left or right of an enemy drastically changes the distance calculation enough to make some distances not work right. No idea why but maybe my equation was wrong. Sometimes when moving on combat, you can get stuck as being off the grid, and it changes camera. This one will take some big braining to fix. VERY RARELY - a horde spawn will spawn an enemy just outside of the range for the horde to include it in the encounter. Ever since I adjusted the code to fix this I've seen it happen twice out of hundreds of test encounters.
I also don't consider everything in this tiny demo finished. Some enemies need more attacks but don't have animations or names for them. Some attacks don't have animations. Some towns don't have houses you can go into (usually because those NPCs rely on things from later in the game)
Not sure when the next build will come, but it is important to note I alternate my time in pretty big gaps between gamedev and music, it's really hard for my brain to do both in the same timespan. So when I'm not working on this game, I'm making its OST and my own personal music.
15 September 2020 build - https://drive.google.com/file/d/18J-u7mMxAPziKarMoQL36agzTxvw_nSY/view?usp=sharing
Notes: After defeating the two main bosses in the game (Not the Ferroslime) nothing happens yet. This is not a bug, I just haven't implemented that yet. There are some bugs that I can't quite figure out just yet. For some reason being left or right of an enemy drastically changes the distance calculation enough to make some distances not work right. No idea why but maybe my equation was wrong. Sometimes when moving on combat, you can get stuck as being off the grid, and it changes camera. This one will take some big braining to fix. VERY RARELY - a horde spawn will spawn an enemy just outside of the range for the horde to include it in the encounter. Ever since I adjusted the code to fix this I've seen it happen twice out of hundreds of test encounters.
I also don't consider everything in this tiny demo finished. Some enemies need more attacks but don't have animations or names for them. Some attacks don't have animations. Some towns don't have houses you can go into (usually because those NPCs rely on things from later in the game)
Not sure when the next build will come, but it is important to note I alternate my time in pretty big gaps between gamedev and music, it's really hard for my brain to do both in the same timespan. So when I'm not working on this game, I'm making its OST and my own personal music.
OST
Some tracks from the OST that I'm working on for the game.
https://soundcloud.com/jakeswimmer%2Fsets%2Fcrigs-dumb-rpg-ost
Screen shots are cool, right?
Creating the third town in Teufel. After doing the second town/island, I thought it'd be cool to do a timelapse video of the process of creating a town. The hand-placed terraforming is annoying, but it feels rewarding to look at when playing the game, for the most part.
The current intro sequence to the game
A small combat gif showing fire and death animations
A gif of a triple enemy fight
Mini-boss??
The current intro sequence to the game
A small combat gif showing fire and death animations
A gif of a triple enemy fight
Mini-boss??
Helpful tips for the game
- If you're not sure where to go or what to do, talk to NPCs, even if you've already talked to them
- In combat, some moves have a very short range for their full potential, and others have a longer range. The further outside of that range you go, the more likely you are to do little to no damage at all
- Some armor gives DEF points, and other armors give MGK points, equip wisely after learning what kind of enemy you are facing
- Some swords give ATK points, and others give MGK points. The MGK Swords, like Silver Swords, use your attack to target the enemy's MGK stat rather than DEF
- Having trouble fighting an enemy or boss? Stock up on potions! Not just healing potions, but combat potions, such as Wolf's Brew! Or you can go through the dungeon again and level up some more
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