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Which dungeon setting sounds best to add next?

LW: Mystic Forest - Cross a magic forest maze into several small ruins
DW: Swamp Piramide - Solve the game's water puzzle dungeon using elevators
DW: Cathedral - Recruit defeated knights from the graveyards to fight the boss together
DW: Ice Caverns - Handle icy floors and being hunted by the boss across the dungeon
DW: Dual Towers - Climb one tower as training for the harder dark world version
DW: Mining Town - Rescue villagers, then fight the true evil inside lava filled mines
DW: Dark Woods - Explore a dead forest with deep interconnected ruins
DW: Fortress of Medu - Slowly drive back the darkness one room at a time
DW: Fire temple - Find the fire dragon with puzzles across multiple worlds
DW: Ice temple - Find the ice dragon with puzzles across multiple worlds

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Author Topic: Alttp - Horn of Balance [DEMO 21 released]  (Read 251821 times)

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Re: Alttp - Horn of Balance [DEMO 21 released]
« Reply #1260 on: November 19, 2019, 06:45:02 am »
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The claws clash with the rest of the body. The tail doesn't look like a scorpion's.
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Re: Alttp - Horn of Balance [DEMO 21 released]
« Reply #1261 on: November 19, 2019, 06:19:08 pm »
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I'll see what I can do
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Re: Alttp - Horn of Balance [DEMO 21 released]
« Reply #1262 on: November 23, 2019, 06:51:13 pm »
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Beter?
The arms will eventually be drawn below the mask so please ignore the inconsistency there.
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Re: Alttp - Horn of Balance [DEMO 21 released]
« Reply #1263 on: November 28, 2019, 01:13:34 pm »
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I kind of like his arms this way as well. Way scarier. haha
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Re: Alttp - Horn of Balance [DEMO 21 released]
« Reply #1264 on: November 28, 2019, 09:43:48 pm »
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Thanks.
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Re: Alttp - Horn of Balance [DEMO 21 released]
« Reply #1265 on: December 01, 2019, 09:49:34 pm »
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Sorry, I don't have a lot of progress to report currently as I'd like to have seen. Mostly life stuff happen (=work, failed teeth fillings, the dating scene, etc).

Also, I'm trying out some more complex mechanics for the new Helmasaurus boss. Initially I was going to keep it simple to pump out a new boss every month or so, but wouldn't you know it.... It's becoming the most complex boss yet. With a tug of war type of gimmick followed up by a desperation fight. Hopefully I can show it off for testing in a few weeks.

Latest update:
Code: [Select]
0.22.05 (16-24 november 2019)
* Made progress on boss:
  finalised sprites, sprite positioning and retreating

0.22.06 (1 december 2019)
* Extended enemy projectile object functionalities
* Added Helmasaurus fireballs
* Started work on Helmasaurus flamethrower
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Re: Alttp - Horn of Balance [DEMO 21 released]
« Reply #1266 on: December 16, 2019, 09:25:46 pm »
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Sorry about the lack of updates these last 2 weekends. The exact same stuff from the last post is still ongoing on so progress has been really slow. I hope to get back to things by the next weekend again though.
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Re: Alttp - Horn of Balance [DEMO 21 released]
« Reply #1267 on: December 17, 2019, 01:12:06 am »
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No hurry. Certainly looking forward to the finished result though!
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Re: Alttp - Horn of Balance [DEMO 21 released]
« Reply #1268 on: December 17, 2019, 06:06:52 pm »
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Thanks. That really helps me stay motivation.
I'll aim to have this latest boss fully done and playable by the end of the year.
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Re: Alttp - Horn of Balance [DEMO 21 released]
« Reply #1269 on: January 05, 2020, 06:33:18 pm »
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Hello again and welcome to the first update post of 2020.
So, I ended up getting the flu mid december, getting knocked me out for over a week. So I didn't quite meet that last self imposed deadline of jan 1st. Also (like is often the case with me) there is some *slight* scope creep going on XD.

That being said, progress still isn't half bad. The boss area has now been fleshed more (as seen in the attachment). It's all placeholder but the core dungeon feeling should be there. Also, the boss is getting along as well. The attack patterns are about 80% done and the stuff around the boss (like spawning, testing, scenes etc) is about 60% done. What's left now is adding the latest attacks, finishing the scenes etc and a whole lot of playtesting.

For those interested in helping with playtesting: the updated expectation is to release a new demo in about 2 weeks time. In it you can spawn directly in the boss area (with upgraded gear) by naming your character "boss". Just to save you the time of going through an hours long game to get to the new stuff.

Progress report:
Code: [Select]
0.22.06 (29 december 2019)
* Added boss helmet damage and destruction
* Added boss damage visuals
* Added boss custom death sequence

0.22.07 (3 januari 2020)
* Designed/updated B05 dungeon area around introducing latest boss battle (up from 3 to 7 rooms)

0.22.08 (4 januari 2020)
* Fixed issue with Helmasaurus death sequence
* Added new object type to force character into 2nd half of Helmasaurus boss fight
* Fixed some boss area tiling issues
* Added feature to skip directly to the latest boss area by naming a new character “boss”. (You'll also get some upgrades you might have at that point. Expect the game to have issues if you explore beyond the boss area because of this – obviously).
* Fixed camera issue after dying while fighting Helmasaurus in stage 2
* Added dungeon goal to appear after Helmasaurus fight
* Redid room to get mines dungeon treasure

0.22.09 (5 januari 2020)
* Tweaked room collision grids
* Added roars to boss AI
* Added new terrain object to trigger condition checks on collisions
* Added some light puzzle mechanics to Helmasaurus area
* Started work on Helmasaurus encounter scenes
* Started work on Helmasaurus chase sequence
* Added a bunch of smaller tweaks and fixes
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