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Oaklin


Boundless Paths is a mixture of 3 of my favourite sub-genres (TD, roguelike and exploration). Except for designing a recreation I would wish to play myself and needing one thing distinctive to hopefully stand out in opposition to higher funded efforts, I felt it may handle some subjective ‘imperfections’ within the TD style.
a) Maps the participant has to adapt to, as an alternative of doubtless having the right resolution out on the web. That is achieved by each the random map and path era, the exploratory mechanic, and even the participant selection when it comes to the place to discover.
b) Continuity between maps. Many TDs have totally different approaches to this, however I opted for a roguelike design as a result of I like how roguelikes stability between greater stakes and frustration (eg. permadeath is just too irritating for me). So like most roguelikes, a mean run is supposed to take about 1-2 hours, and failure does grant some comfort credit score.
c) No extra sudden loss of life. I did not like how shortly tower protection video games are inclined to flip from ‘Not a single monster has breached my defenses in *yawn* 50 waves’ to ‘Oh no, I simply misplaced and have to start out over’ So I deliberately gave gamers a big and rising well being pool that’s meant to often take injury. Well being may also be used as a useful resource in a number of methods, and there is extra incentivization to hoard well being past simply not shedding.

Anyway, this is a hyperlink to my trailer so everybody can see what I am speaking about.

https://www.youtube.com/watch?v=hxQq7DCWLBk

As per my publish in my Compulsory Introduction Thread, I am a solo programmer with practically no prior abilities in anything – artwork, sound, video and so on. If there’s curiosity, I can speak about how I addressed every of these domains as a beginner.

Early and midgame are finished, and now I am sharpening the sport and operating beta checks in preparation for launch.

Replace: Demo up till twelfth Feb 2023

« Final Edit: Immediately at 03:13:12 AM by Oaklin »
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Oaklin


Improved the weapon results (utilizing particle results) and re-did the trailer with all of the map/UI/results enhancements, tighter modifying/accelerated time, and changed voice with textual content.

Trailer hyperlink in opening publish.


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Oaklin


Re-worked the tutorial and added a ‘recreation tip’ line in my equal of a loading web page (since I’ve 0 load time)
I’ve tried to make it each as straightforward to observe and un-intrusive as potential.

Given the shortage of suggestions from playtesters, I’ve to guess on the subject (and even whether or not not getting suggestions is regular), so I’ve been and can proceed to work on enhancements that affect the trailer and early recreation.

I’ve deliberately not focused the bigger subreddits as I am making an attempt to current a greater first impression of the sport, and in addition keep away from spamming.


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Oaklin


I’ve completed the final spherical of visible upgrades for now, and launched the third model of the trailer (see opening publish).
These embody:-
    Changed many of the 3d monster fashions. Even have assault/summon-minion animation as applicable as an alternative of simply run/stroll.
    Improved (once more) many tower assault/aura visuals. Now each aura & assault ought to be apparent and distinct.
    New Victory/Defeat abstract display screen (as an alternative of compacting end-of-run stats into Principal Menu)
    Beautified home windows for quest, class choose, world buff, codex – principally by filling any massive empty areas with good photographs.

Stocktake:
The gameplay for early and mid-game has been function full since earlier than public playtesting in early September.
Options embody:-
Tower Defence fundamentals (towers & upgrades, monsters, spells, sources)
Exploration mechanics for procedurally generated map + monster pathing
Sources and interactive encounters to be discovered whereas exploring – outcomes principally have an effect on sources, buffs and monsters.
Boss monsters (widespread distinctive capacity is to assault towers) and participant win situation through attacking their forts.
Quests – principally this recreation’s achievement and status system controlling all of the early/mid/late recreation function unlocks.
Courses – unlocked by quests. Every has its personal mixture of towers and spells.
Information Panels – Tutorial, Codex, Bestiary, a number of Stats panels.

Method Forward:
Group Engagement & Advertising – Precedence continues to be making an attempt to get crucial suggestions on the sport.
Enhance consumer expertise – keyboard shortcuts, cloud save, make sound and choices accessible in important menu (not simply in-game)
Late-game options – Enchantments, bigger maps, extra Quest Units, lessons, monsters (new talents)
Steam Cloud, Achievements, Buying and selling Playing cards.

Something cheap I discover to enhance the early/mid recreation will instantly skip straight to high precedence over the above.
I am concentrating on a mid Feb 2024 launch, however my precedence is to launch a superb/widespread recreation, so far as is practicable.

« Final Edit: October 19, 2023, 04:45:40 AM by Oaklin »
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Oaklin


I discovered the interaction between the calming music and the oncoming hordes within the video to be fairly charming. I imagine it might be much more mysterious and enchanting with out the accompanying speech.

Not like when mobilelast made a really related remark in September, the presently linked (and just one obtainable to look at) video doesn’t have speech. Thanks regardless.


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Oaklin


Playtest signups closed.
Sport up to date to Model 0.5 – Map Technology and Sound revamp. QOL, UI, Tutorial/Information enhancements.

Map Technology – A number of adjustments to make the procedural era fairer when it comes to recreation stability, and in addition made the exploration expertise extra interactive.

Sound – modified most of the results & music clips, smoothened the beginning/finish of music loops and utilized a constant most loudness cap to all clips.

UI – Visible indication of tower improve degree, mouse & keyboard solely map pan/zoom options, longer/clearer mechanics tutorial and different data/steering options.

« Final Edit: October 29, 2023, 02:27:45 PM by Oaklin »
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Oaklin


I discovered a superb supply of suggestions, and have made many enhancements in model 0.5 and 0.6. The plan is to repeat this suggestions & polish cycle main as much as launch. Will even present a demo as a part of participation in SteamNext Feb 2024.

Model 0.6. Monster/Tower rebalancing in direction of fewer however stronger monster spawns, Tower fashions and results revamp, Quest re-balancing, Scout Panel, sound/music revamp v3, many UI & QOL enhancements

Monster/Tower rebalancing in direction of fewer however stronger monster spawns. Consists of a number of adjustments to each tower improve path, monster stats & talents, and a few mechanics (beam upgrades).
Modified monster spawn order to random as an alternative of by tier. Additionally added randomization/selection to wave design, so that every path generally has totally different monsters
All tower fashions changed, together with aura, projectile and affect results. Totally different fashions when upgrading towers alongside every department. Rotation to face targets. Monster concentrating on choices added for related towers – first, final, shut, robust, weak
Quest rebalancing – enabling each very early and late recreation meta-progress by giving all ‘Basic’ Class quests 10 ranges.
Added Scouting Window, displaying upcoming wave spawns as clickable bestiary icons/numbers, as an alternative of earlier text-based scouting report. Minimizable.
Sound/Music – improved transitions, high quality and selection.
Principal Menu makeover. Many different UI and QOL tweaks in every single place.
Animated notifications for every day abstract, monster hitting base, revenue and spellcast.


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Model 0.7 Illustrated in-game technique guides, tower/monster stability, randomness balancing, 3d mannequin and UI upgrades, sound/music revamp
Illustrated technique (each basic and tower particular) and UI guides added to codex and tutorial
Stability adjustments to many towers and monster sorts (>50% of all towers and monsters)
Randomness administration – generated paths now have a ‘fairer’ vary of windiness.
Gamers now get hints of unrevealed occasions if they’ve poor luck discovering them in discover.
New paths open each 2 days as an alternative of on a regular basis in early recreation.
Improved/changed 3d fashions for bushes, T-junctions,map & spell occasion, forts and corpses.
Added / changed many music tracks (2 new ones each 5 recreation days) and sound results.
Improved many UI textures (Stats, quest, codex, bestiary and so on)


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Ver 0.81 Steam Cloud, UI Makeover, New Map Occasions – Scrying Stone and Ruins, Map & Spell balancing, (extra) Scripted Tutorial, Scout Window enhancements, Tower/Assault/Function colour/impact enhancements, Sound (tower assault) revamp

Steam Cloud help
New splash background and icons
New button designs and font units to match the fantasy theme
Extra compact UI components/design, obscure much less of map.
Improved some monster fashions, bestiary, spawn arrow (and different UI) photographs
Spell prices and results now scale with recreation progress as applicable
Proper mouse click on now exits/cancels most home windows/actions (like ESCAPE)
Map Technology – caps path loopiness and occasion distribution variance for equity
Added Ruins Function – may be eliminated for 50 gold or meals to grow to be plains (for putting towers)
Added Scrying Stones function – option to get data on nearest treasure, lair, gold or meals
Tutorial now has a hard and fast map and is extra scripted/on-rails.
Tower, Tower Assault and Map options enhanced with differentiated colours and particle results
Scout Window show enhanced with row-danger coloration, and resizes to match content material completely
Quest Window show improved with abstract counters and completion trophies
Tooltips – extra full, inside display screen, and applicable timing/order
Sound (tower assault) revamp – improved selection, simultaneity and changed beam assault.
Towers and Forts now flip black when destroyed.


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« Reply #14 on: Immediately at 09:30:17 PM »


appears to be like enjoyable


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