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1 comment by Fervir on May 31st, 2013

So about five months in with working with SpookyQuest, I had run into the problem with having too many keys to keep track of. At the time I ran into this problem there were 5 ways to attack enemies. Sword, boomerang, bomb, arrow, and shield, so that's 5 keys there for all of the attacks. There was also a need to quick switch between the different main weapons by pressing 1, 2, 3 or 4 which brings the total to 9. Don't forget the movement keys, the sprint, the pause button, and the interact button. That brings the total now to 16.
That was way too much, so I started to try and work on a solution, and it almost came to me instantly.I had to make an equipment menu. I replaced the pause button with a menu button and I got to work on it, adopting a 1 main weapon, 3 sub weapon and 1 misc item system where you could go to the menu and switch out your weapons as you pleased.


 An early version of the equipment screen
 

I eventually got it to work after a few days and was wondering how I could put that misc item slot to good use. My first thoughts were things like potions and keys, simple one time use items and it was, I'd say alright, but then I had an idea that would push the combat to the next level.Passive/Active items.
These items at first were pretty simple, you had your active items like the potions and keys and then you had your passives like hp regeneration, faster running speed. I then had the thought of something around, "what if these items changed the way your weapons worked?" From there, things started getting a little complex. Next came things like, faster arrow shooting to triple shots, remote bombs, auto targeting boomerangs, bombs that leave patches of fire behind and fire attacks.


I love the auto-targeting boomerang item
 

I was then thinking how amazing it would be to have two item slots because some item combos would work so well together, so then I switched to a 1 main weapon, 2 sub weapon and 2 passive/item system and I was extremely pleased with the results that I got.
Here are some examples
There's the Magma D'Altimi + Focus bracelet combo which gives your sword a chance to shoot a projectile that can light enemies on fire with each swing.


The RedVulsin + Remote detonator allows you to detonate all your bombs at any time, with an extra effect of covering  the ground with fire damaging anything that didn't get destroyed by the initial blast.

Wrong button

There's also the TriShot + Quiver combo that lets you shoot three arrows in quick succession.


 Big deal, I can shoot 3 as well


I ended up adding over 22 items since the last demo, and it all worked perfectly thanks to the equipment menu.

Now that I feel like the combat has a good amount of meat on it, it's time to work on the dungeoneering aspect of the game, which will be the true core experience of this game.

Here's a little preview of the dungeon map so far.

It has about 33 rooms to explore with secrets and hidden puzzles so far scattered around on most maps. There's an emphasis on light in  most of the puzzles and has some solutions that require you to use your sub weapons.

That's all the news I can come up with for now, so until next time, and thanks for reading.
Oh, and there will be a demo up very soon, so be sure to check it out when it lands.

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Post comment Comments  (0 - 10 of 16)
xhanort7
xhanort7 Apr 25 2014, 10:02pm says:

Love these pixels. I'm looking forward to this.

+1 vote     reply to comment
Guest
Guest Mar 31 2014, 8:14pm says:

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Un_Nem
Un_Nem Mar 7 2014, 3:02pm says:

i'd love to play mmo like this :D anyways looks awesome. keep going.

+1 vote     reply to comment
Guest
Guest Aug 5 2013, 2:12pm says:

You're using Construct for this game? Man, I've tried using Construct a couple times, and just can't get the hang of it. Cool to see what it can do under capable hands.

Fun game, can't wait for a more polished version :)

+3 votes     reply to comment
Fervir
Fervir Aug 5 2013, 3:57pm replied:

Hey, thanks for playing the game!
Yeah, Construct Classic can do some pretty neat things and quickly at that.
It just took a while to get used to all of its quirks.

+1 vote     reply to comment
shard123
shard123 Aug 4 2013, 8:05pm says:

Looks amazing, love the art style.

+2 votes     reply to comment
Fervir
Fervir Aug 5 2013, 3:52pm replied:

Thanks! I spent a long time learning how to pixel stuff, and it's turning out pretty nicely! It definitely helped that I had a good foundation to start on.

+1 vote     reply to comment
TheTrueJAS
TheTrueJAS Jun 4 2013, 4:50pm says:

I just uploaded the videos onto Youtube. You can find them here:
/watch?v=yNgACZoKzyE
/watch?v=icM7a96Ma-8
Also, I didn't ask this last time, but have you updated the options to set sound levels? Will you if you haven't already? Not trying to be mean at all, but lowering the sound a bit would help a bit. The recording had the game's sound louder than me (though it doesn't help that I'm the sort who lets actions speak louder than words, really), so it would help in the long run.

Love the game still. Keep it up man.

+2 votes     reply to comment
siveon
siveon Jun 1 2013, 10:14am says:

Always love me a bit of dungeon crawling with some GBC zelda thrown into it.
Tracking!

+2 votes     reply to comment
TheTrueJAS
TheTrueJAS May 27 2013, 8:04pm replied:

Alright then. I'll have it up in a week or so.

+2 votes     reply to comment
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Elysis
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Developed By
Fervir
Engine
Construct
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Coming Oct 2014
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Just finished putting a short tutorial dungeon. It even has its own boss.

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