A Day In Valhalla - A norse hack'n'slash rogue-lite

Discussion in 'Work in Progress' started by JackTurbo, Apr 10, 2018.

  1. JackTurbo

    JackTurbo Member

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    [​IMG]

    A Day In Valhalla is an upcoming hack-n-slash rogue lite for windows pc's. You play as a fallen viking warrior who is taken to Valhalla to train with Odin in preparation for Ragnarok. Each run represents one day of your training where you fight through randomly generated dungeons full of enemies taken from both pop-culture fantasy settings and traditional norse mythology in an effort to return to the Odin's great feasting hall of Valhalla in glory.

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    Animations
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    Last edited: Apr 10, 2018
    sitebender, Kezarus, M3SS_21 and 26 others like this.
  2. Morendral

    Morendral Member

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    The artwork looks awesome, I can't wait to see some gameplay
     
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  3. JackTurbo

    JackTurbo Member

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    Thanks man, super appreciate the encouragement.

    Tried capturing some gameplay with obs, but it absolutely tanks my frame rate. Gonna see if shadowplay wants to work any better and hopefully post some basic gameplay gifs soon.
     
  4. StoneTide

    StoneTide Member

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    Looking good, I like the art style and animations!
     
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  5. ph101

    ph101 Member

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    Looking good!
     
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  6. WolfWoot

    WolfWoot Member

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    nice, what are the controls for the game?
     
  7. JackTurbo

    JackTurbo Member

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    Currently on keyboard: WASD to move and lmb to attack in the direction of the cursor, space to dodge roll and left shift to sprint.

    On a pad: left stick to move, X to attack (in the direction your facing), left trigger to sprint and A to dodge roll.
     
  8. FROGANUS

    FROGANUS Member

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    great concept and art so far.
    [​IMG]
     
  9. RichHopefulComposer

    RichHopefulComposer Member

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    Looking good! Looking forward to seeing more! =)

    Edit: And how are you doing your shadows? Is that in-engine somehow, or are you just dropping big transparent sprites into your room? I want to start adding fancy shadows to my game, but I can't think of any way of doing it that isn't a huge pain in the ass. ):
     
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  10. JackTurbo

    JackTurbo Member

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    You got me Rich, they're just a background layer over my tilelayer with a big gradient sprite. I reckon I can get away with that approach because 1. my game is super low resolution and 2. because the number of rooms in my game will only really be 3-4 dozen.

    Thanks for the kind words every one :)
     
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  11. RichHopefulComposer

    RichHopefulComposer Member

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    Whatever works works! It looks great... it's just too much work for me to realistically do for my game. I've been thinking of how I'll do it for awhile now. :x
     
  12. JackTurbo

    JackTurbo Member

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    I've added animated glowing torches :)

    [​IMG]
     
  13. JackTurbo

    JackTurbo Member

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    Playing around with my movement code. Added acceleration/deceleration and tied the sprite (walk or run) and the image_speed to the current speed rather than based off input.
    Getting weird hitches in the animation, which I think is due to the irregular image_speed and the way gms rounds image_index to pick subimages to display.

    Still, I think there is a real improvement here (albeit one that needs refining).

    [​IMG]
     
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  14. YanBG

    YanBG Member

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    I like the setting! Main character is a bit too pixely for me but the style looks great.
     
  15. JackTurbo

    JackTurbo Member

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    Appreciate that the super low-res wont be to everyones tastes

    Been stress testing my AI and z-sorting today... Gif bellow
    [​IMG]
     
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  16. kupo15

    kupo15 Member

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    Looks great so far! I like the fact that the game is zoomed in enough that you can actually see your character and not feel like an outsider looking in! :)
     
  17. JackTurbo

    JackTurbo Member

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    Thanks Kupo, the game window is actually a little bit larger than the gifs I'm posting however. Hopefully not so much that you feel like an outsider though...

    Full game window
    [​IMG]
     
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  18. kupo15

    kupo15 Member

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    Looks even better! I think your game size is perfect, nice job! :)
     
  19. RangerX

    RangerX Member

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    I like your project so far. The goblin spiking himself is gold !
    However I have a comment about your character running. I think your camera behavior is wrong. The more you run, the less space you see in front of you. This might end up frustrating, it should be the opposite. The faster I run, the more the cam should space in front of me so I can actually react to what's coming.
     
  20. JackTurbo

    JackTurbo Member

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    Glad you like it and good catch on the camera, rewriting my camera controller is on my agenda. :)
     
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  21. AegisNinja

    AegisNinja Member

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    Those animations are fantastic! Game looks great!
     
  22. JackTurbo

    JackTurbo Member

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    I've got a feeling our heroic viking might be biting off more than he can chew with this one...

    Working on my first boss enemy.

    [​IMG]
     
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  23. crisiworks

    crisiworks Member

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    Woah... now that's a nice first boss!
     
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  24. JackTurbo

    JackTurbo Member

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    Working on my next enemy type.

    Shield wielding undead warrior.
    WIP Walk cycle bellow
    [​IMG]
     
  25. Toque

    Toque Member

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    Hey thats pretty good stuff.
     
  26. SnotWaffle Studios

    SnotWaffle Studios Member

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    This looks amazing! The animations are solid and really bring life to the game. Can't wait to play it! That boss looks epic <3
     
  27. RichHopefulComposer

    RichHopefulComposer Member

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    Good necromancy. Now you have to post again, Jack! ;)
     
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  28. JackTurbo

    JackTurbo Member

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    Glad you like it Snotwaffle (great name btw).

    Games on hold ATM as I'm traveling round Asia, will 100% be resuming once I get back to my native UK though.

    Im sat at a coffee place at a computer mall* in Bangkok right now as I might be buying a laptop. So who knows some more progress might be made in my downtime before my return.


    *Yes you read that right, they have entire malls dedicated to computers and computer parts/accessories out here!
     
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  29. Maxim Grachev

    Maxim Grachev Member

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    Oh. My. God.
    The Game looks just fantastic! Totally love the art and animation! Keep it up!
     
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  30. RangerX

    RangerX Member

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    Well, tks to keep us posted. I hope you resume with the game soon :)
     
  31. CameronScottCreations

    CameronScottCreations Member

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    This looks great! When do you get back? I would love to sample a demo of this when you are in need of testers :)
     
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  32. JackTurbo

    JackTurbo Member

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    Hey all, thanks for the kind words. I'm back in my native UK now and am getting settled back in. Having to focus a bit on paid commission work for a bit to get my finances in order but will be returning to Day in Valhalla development soon :)
     
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  33. Siolfor the Jackal

    Siolfor the Jackal Member

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    I swear I posted in here saying how good I think this looks...
    Anyways, glad to hear it, good luck with everything, dude.
     
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  34. JackTurbo

    JackTurbo Member

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    Hi all,

    So I'm back to work on ADIV. Having played it a bunch over the last week I've decided that my combat is just not up to scratch. It feels clunky and a bit meh. So I'm focusing on making what I have actually feel good and fun for a bit before getting wrapped up in adding additional features or content.

    What does this mean? - well I guess firstly that I wont have much tangible new stuff to show for a while. However I thought the process might be worth talking about as it might have some game design decisions that people find interesting, but also talking about it makes me get my thoughts a bit more ordered.

    My first point is that designing a good melee combat system is an iterative process. This means lots of playing, tweaking values of things and then more play testing. So making any values easily edited is super important, we dont want a bunch of hardcoded values for things like knock back etc. So I'm making use of variables for all values I think I'll want to tweak. Today I'm actually setting up a simple system where you can easily alter these value in game, I'm hoping this will save me tons of time as I wont need to be recompiling over and over.

    The biggest thing that I've changed so far that have made it feel way better is how I handle attack canceling.

    How much you make a player commit to an action is obviously a pretty big game design decision that doesn't have a definitive right/wrong approach. It effects how the combat feels, but also the balance. I know I want the player facing off against many enemies in ADIV so I've decided I want to be a bit more forgiving on this. So whats changed?

    Dodge roll will now cancel out of any basic action at any point. On most attacks this even means you can cancel before the hit box has been applied. Previously it would queue this command and wait to fire it until after a certain point in the attack animation. I want the dodge roll mechanic your "oh ****!!?!" button, to bail you out of a bad situation.

    I've also increased the window for when movement input (without a follow up attack queued) will cancel out the tail end of an attack animation and also increased the number of frames that can be canceled off the end this way.

    Not strictly attack canceling, but I have also increased the duration of the window in which the player is able to change direction mid-combo.

    These changes have really made the combat feel much more lively and fun already but I've still got a bunch of stuff I want to change both mechanics wise and juice wise
     
    Last edited: May 8, 2019
    CMAllen and Siolfor the Jackal like this.

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