Gravedust
Member
[Super Dungeon Smashers][Roguelite][Devlog](pre-alpha)
So I decided to start a new game project to mess around with GM2, and since I like to talk about what I'm doing when I'm developing, but nobody else I know really understands what the hell I am talking about, I figured I'd devlog it here so my friends and loved ones no longer have to spend as much time nodding and looking confused as I try to explain what the hell it is I'm doing.
The working title for the game for the moment is Super Dungeon Smashers. This is a terrible name but also probably not the final one, so we'll just roll with it for now.
Basically it is a Diablo / Gungeon influenced action rogue-lite. (because what isn't these days?)
The hooks though are:
• No preset classes, you choose abilities from a long list of mix-and-match specializations, and can adjust stats to work with whatever your build is.
• You can have multiple characters in a 'stable', and bring your own characters into dungeons with you as companion NPCs.
-Since this concept can use a bit more explaining: Let's say you play out a character to level 10. Then you exit the dungeon and go back to the Hub, make a new character, and take the level 10 you were just playing with you as you re-enter the dungeon. The L10 will use all the weapons and skills you were using when you played it last. So basically you can run the game solo, or build a 'team' of characters. (Which are all you! Sort of.)
I like playing around with AI a lot, so getting this working seemed like fun.
Anyway, That's the basic concept. I'll probably get more into the specifics later, but at the moment I am still nailing things down.
What I've been working on so far is the basic character controls and how characters are going to be displayed. I like to start on character movement as early as possible since it's the one system the player will always be using, and due to the nature of the game I'll have to try some new things when it comes to drawing the player characters. (And backgrounds. I've never actually done a 3/4 view game before)
Since this is a game with many different characters that I want players to be able to choose unique appearances for, many different items they can wear, and no set classes, we need a character drawing and animation system that can handle a ton of different faces, sprites, weapon types, animations, and so on and so forth.
The game is intended to be silly as hell. Full of weird stuff and general nonsense, as well as huge swords and pretty armor. Thusly for the game's visuals I am planning on using an art style I've been using for a while, very bouncy and cartoony.
ex:
…Except done in pixel-art style, partially because I want to try out GM2's image editor, and also because it's fast to do. >.>
I am not great at pixel art, but I have a little bit of experience, and so here we have Tess, our test player sprite:
As you might immediately guess, she is actually made of a bunch of separate sprites, layered.
And as you might also guess, each sprite in a layer has a 'back' version.
Since the positions stay the same all you need to do is switch from the 'front' sprite in every layer to the 'back' one.
And by setting image_xscale according to which way the character is 'facing' we can make her orient to the left or right.
And of course we can change any of the individual sprite front/back pair to change her face, hair, or what she is wearing.
(Since the eyes and mouths are separate from the face, I can also do facial animation)
So that gives us our 4 directions and changeable gear in a way that looks decent, with a fairly minimal amount of bother. But the result is really static. Since we went to the trouble of cutting our sprite into pieces and drawing each one separately, what other things can we do with that?
Well, we can add a little life by adding some timed X and Y offsets that will bob a few pieces up and down or left and right a pixel or two every so often.
And since we already are bothering to control the offsets directly, we can modify them based on what the character is doing.
We can make them 'lean into' their run cycle. (Or recoil from a hit, when we get to that)
(that's a placeholder run animation, by the way)
Or scrunch down on landing, squash and stretch style.
In both cases I am using offsets and some tweening to control the action of the arms into a fake run cycle. It's not amazing, but I have other ideas for the arms in the future.
There is one thing that simple x/y offsets can't handle though; showing a knocked down or dead character. (or any orientation other than standing, really) The easiest way to do that wound up being to rotate the whole sprite stack.
…Which also lets you do awesome if physically unlikely flips!
Unfortunately, the one thing I probably can't work around with rotation and offsets are the motion of the legs for running. So I am relying on sprite strips for the time being. This is a bummer because it means developing leg sprites will literally take 50x as long as every other part. because of this I am considering using Spine to handle character drawing and anims. But I may just bite the bullet and deal with drawing leg anims in order to keep things simple.
So anyway, that about covers the first few days of development. (or the parts you can see anyway.) Looking forward to having more to show in the near future, I'm pretty excited about the project presently. My first goal is to get an minimum viable product with:
- Multiple floors (Procedural generation not required yet) and a means of reaching the next floor
- At least 1 fightable enemy
- Increasing mob difficulty per floor traversed.
- A fully controllable Character, nameable, with attacks.
- The ability to save and use multiple characters. (not necessarily useable as NPC companions yet tho.)
- A basic equipment system. (1 sword, 1 chest armor, and the ability to swap for items on the ground)
- Items with randomized stats (Dropped from enemies.)
So hopefully I'll have something to fiddle around with soon.
So I decided to start a new game project to mess around with GM2, and since I like to talk about what I'm doing when I'm developing, but nobody else I know really understands what the hell I am talking about, I figured I'd devlog it here so my friends and loved ones no longer have to spend as much time nodding and looking confused as I try to explain what the hell it is I'm doing.
The working title for the game for the moment is Super Dungeon Smashers. This is a terrible name but also probably not the final one, so we'll just roll with it for now.
Basically it is a Diablo / Gungeon influenced action rogue-lite. (because what isn't these days?)
The hooks though are:
• No preset classes, you choose abilities from a long list of mix-and-match specializations, and can adjust stats to work with whatever your build is.
• You can have multiple characters in a 'stable', and bring your own characters into dungeons with you as companion NPCs.
-Since this concept can use a bit more explaining: Let's say you play out a character to level 10. Then you exit the dungeon and go back to the Hub, make a new character, and take the level 10 you were just playing with you as you re-enter the dungeon. The L10 will use all the weapons and skills you were using when you played it last. So basically you can run the game solo, or build a 'team' of characters. (Which are all you! Sort of.)
I like playing around with AI a lot, so getting this working seemed like fun.
Anyway, That's the basic concept. I'll probably get more into the specifics later, but at the moment I am still nailing things down.
What I've been working on so far is the basic character controls and how characters are going to be displayed. I like to start on character movement as early as possible since it's the one system the player will always be using, and due to the nature of the game I'll have to try some new things when it comes to drawing the player characters. (And backgrounds. I've never actually done a 3/4 view game before)
Since this is a game with many different characters that I want players to be able to choose unique appearances for, many different items they can wear, and no set classes, we need a character drawing and animation system that can handle a ton of different faces, sprites, weapon types, animations, and so on and so forth.
The game is intended to be silly as hell. Full of weird stuff and general nonsense, as well as huge swords and pretty armor. Thusly for the game's visuals I am planning on using an art style I've been using for a while, very bouncy and cartoony.
ex:
…Except done in pixel-art style, partially because I want to try out GM2's image editor, and also because it's fast to do. >.>
I am not great at pixel art, but I have a little bit of experience, and so here we have Tess, our test player sprite:
As you might immediately guess, she is actually made of a bunch of separate sprites, layered.
And as you might also guess, each sprite in a layer has a 'back' version.
Since the positions stay the same all you need to do is switch from the 'front' sprite in every layer to the 'back' one.
And by setting image_xscale according to which way the character is 'facing' we can make her orient to the left or right.
And of course we can change any of the individual sprite front/back pair to change her face, hair, or what she is wearing.
(Since the eyes and mouths are separate from the face, I can also do facial animation)
So that gives us our 4 directions and changeable gear in a way that looks decent, with a fairly minimal amount of bother. But the result is really static. Since we went to the trouble of cutting our sprite into pieces and drawing each one separately, what other things can we do with that?
Well, we can add a little life by adding some timed X and Y offsets that will bob a few pieces up and down or left and right a pixel or two every so often.
And since we already are bothering to control the offsets directly, we can modify them based on what the character is doing.
We can make them 'lean into' their run cycle. (Or recoil from a hit, when we get to that)
(that's a placeholder run animation, by the way)
Or scrunch down on landing, squash and stretch style.
In both cases I am using offsets and some tweening to control the action of the arms into a fake run cycle. It's not amazing, but I have other ideas for the arms in the future.
There is one thing that simple x/y offsets can't handle though; showing a knocked down or dead character. (or any orientation other than standing, really) The easiest way to do that wound up being to rotate the whole sprite stack.
…Which also lets you do awesome if physically unlikely flips!
Unfortunately, the one thing I probably can't work around with rotation and offsets are the motion of the legs for running. So I am relying on sprite strips for the time being. This is a bummer because it means developing leg sprites will literally take 50x as long as every other part. because of this I am considering using Spine to handle character drawing and anims. But I may just bite the bullet and deal with drawing leg anims in order to keep things simple.
So anyway, that about covers the first few days of development. (or the parts you can see anyway.) Looking forward to having more to show in the near future, I'm pretty excited about the project presently. My first goal is to get an minimum viable product with:
- Multiple floors (Procedural generation not required yet) and a means of reaching the next floor
- At least 1 fightable enemy
- Increasing mob difficulty per floor traversed.
- A fully controllable Character, nameable, with attacks.
- The ability to save and use multiple characters. (not necessarily useable as NPC companions yet tho.)
- A basic equipment system. (1 sword, 1 chest armor, and the ability to swap for items on the ground)
- Items with randomized stats (Dropped from enemies.)
So hopefully I'll have something to fiddle around with soon.