Tag Archives: Game Dev

New Armor System

huge game-changing update! -We NEED your feedback!

Before we start!

Please, we need your feedback! Do you find this game interesting? Do you have any comments / suggestions? At this moment, I am working on this game by myself, and motivation is hard to come by. Any type of shout-out will or even if one person anticipates or like the idea of this game would be great and highly appreciated. Please, leave a comment, or tweet at us on twitter @_isolatedPixel , no, we do not have a “bot” on twitter, it’s just me, the programmer and only developer at this moment of this game until I achieve a certain point where the game is good to go and just needs more assets.

Who is making this?

Right now, it’s just one person, me! I’m the programmer, and right now “artist” too, even though my art skill are horrible… but I did manage to draw this character!… yea, it could be better, anyways, everything in this update is made by me, and myself only. My friends who were working on this with me are busy with College work at this moment, so yea, I’m on this solo mode. My hope is for the game to get enough popularity that I could start paying other people to help me out and make this game real! I program this using LWJGL and Java, I have about 5+years of experience with java, and about 3 of them were messing around with code and making random games, however, they all ended up in the drawer, but not this one! I’m going all out with this project! so bear with me!

Now for the updates!

New Sprites

Changed sprites! we have different sprites now; no, they are NOT perfect, I drew them by myself, and I am nothing close to an artist, I’m just a programmer with a bamboo tablet… and apparently too much time at my hands… haha the following screenshot is directly from the game.

New Character Model

The character in this GIF is holding a basic weapon, and no clothes… but wait!
I also added an “armor” capability, which means that you character can now wear clothes!

Wearing armor

Now as you can see, the clothes you wear actually change your stats, along with you appearance! the stats are another big update!

Stats

Stats alter the way the character feels and the way you will perceive your enjoyment and style of your gameplay. This will all depend,

Adding Stats

  • if you upgrade your STR (Strength) you will do more damage with physical objects and be able to carry heavier equipment like armor or weapons. This will also increase your Health pool!
  • If you upgrade your AGL (Agility) you will do more damage with precision base weapons like throw-able shuriken or other long rage abilities, it will also make your base speed faster and ability to jump higher.
  • If you upgrade your INTL (Intellect / Intelligence) you’ll do more damage with magical attacks, and will depend on them. it will also increase your Mana pool!

These stats will have more impact in the game later on, at this moment this is all we added to each individual stat.

If you noticed, there is also a “Crit Chance” which will tell you what are your odds of hitting a critical hit, and “critical DMG” which will say how much bonus damage it will do in addition to it’s base damage.

Equipment

Your equipment now carries stats along with it! Each piece of clothing, or weapon, can carry stats to boost your base stats (will be indicated as “(+x)”, where x is the amount total from your armor/weapons.) in the following GIF you can see how my bonus stats change when I switch from the “M(agic)” marked weapon to the “P(hysical)” marked weapon.

Changing Weapons

Projectiles

There are 3 different types of projectiles at this moment, physical “projectile” which is a slashing sprite, Magical projectile which is a light blue ball of magic, and a ninja star projectile for ranged weapon.

Magical:

Magic Attack

this is relatively slower than the other projectiles, because we wanted it to feel “calmer” than the faster throwing “ninja” style of ranged weaponry. of course, there will be more types of magical attacks later on.

Physical:

Physical Attack

this is a simple slash img, the color will change depending on different variables in the future.

Ranged:

Ranged Attack

this is a fast paced weapon, throwing some throwing stars like a ninja!

The different weapon types are not balanced at this moment, but they each take their damage from different stats. we will add more weapon types and skills in the near future. for now this is just testing.

Thats it!

That’s it for this update, this is not all of what we worked on, but these articles take a heck of a lot of time to make, and this is without adding an edited version of gameplay… which will be included in the next article covering more of what had changed!

Again, please, comment, follow our project if you like where it’s going, we are going to scratch the name and think of a new one, we are working on a lot of modding tools for the modding community to be able to make your OWN adventures in this game with ease.

check out our website IsolatedPixel.com
and our twitter and facebook:

Subsrcibe to our YouTube Channel for new updates! CLICK HERE

(There will be a video next update, so make sure you subscribe to see it before it even gets here!)

new parallax background

New Background, MODDERS – level editor

Update 0.0.7.X

Version 0.0.7.X is mostly about the world editor, and while this was worked on, I also worked on new development/modding tools that will be presented in the next article!

This update wasn’t big at all, all there is to it is a new background, so feast your eyes!

0.0.7.0~0.0.7.2

 

0.0.7.1

 

What did we add?

PLATFORMS

First of all we added an invisible “grid” system. Basically it uses units of smallest platform possible to place platforms in the world

we added the ability to actually add platforms, which uses the grid to place it ( you will see how the placing isn’t “smooth,” this is done on purpose. This is to make sure platforms aren’t overlapping themselves in a weird way.

What are these coins that stay randomly floating for? This was just part of platform testing, I didn’t feel like taking them off yet simply because the platforms aren’t perfect yet, (but if you follow our twitter you will see what they look like when they are close to perfect… 😛 twitter link)

0.0.7.0~0.0.7.2

 

NPC

0.0.7.0~0.0.7.2

 

Keys:

To place an NPC, you need to press “T” and pick an NPC, then you can put this specific NPC down as many times as you would like, to select platforms, simply place the “space-bar” and place as many as you wish.

New background (Revision 3)

0.0.7.0~0.0.7.2

 

As you can see it moves in layers, which creates a false-3D effect — or Parallax background effect 😀 (this is not yet perfected and will probably not be for a while, yet it works!) This background actually went through more revisions but it would be redundant if we would show you each one, this is the most recent one!

0.0.7.2 Major Update

High-Lighting Selected Object

0.0.7.0~0.0.7.2

 

Platform Tweaks!

Now you can increase the length of a platform! use “D” to enlarge to the right, or “A” to minimize to the left.

0.0.7.0~0.0.7.2

 

Camera Controls

0.0.7.0~0.0.7.2

 

Player Spawn

Now there is an initial player spawn selector. you can place the green block where-ever your would like the player to spawn at! (press “P” to select player spawn and then click anywhere to place it.)

0.0.7.0~0.0.7.2

 

Saving/Loading Maps!

Now when you exit the level editor, the map you created gets saved! then once you launch the game and open press the play button it will immediately load for you the appropriate background to that map and everything inside of the map you saved for you to play-test! (the game will only load level “0” for now)

0.0.7.0~0.0.7.2

 

 

Check out Alpha Testing tab on the top of the website if you are interested in a free copy!

Inventory, Items, Money And Skill Pointers!

0.0.6.3 R1

Summary

This update includes

  • Skill shot/attack pointer
  • Inventory
  • Money
  • Items -> pick up
  • and some side updates!

So get ready for some more gifs!

Skill Shot/ Attack Pointer

So, we got tired of the ugly arrow, however, the artists were busy working on the backgrounds and character design so I (the programmer) didn’t wanna bother them.. Therefore.. I was forced to put my Artistic Skills to the test… and there you have it! a new skill shot and Attack pointer!

0.0.6.X R1 Update

 

There you have the attack pointer, once you release the click of the mouse it will shoot a projectile (yes… still a pig. lol.) As long as you hold down the mouse, the pointer will show up and “grow/shrink” as its animation. now the range for attack aiming is “unlimited” for now.

0.0.6.X R1 Update

 

Next up, we have the Skill shot pointer, as you can see it is *LIMITED* to the skill range. making it impossible to just teleport to the other side of the screen if your teleport is only level 1, which is quite logical 😀

So this wraps up about the pointer, if you like it leave a comment! 😀 I think it came out ok… lol

Inventory

The inventory is quite simple so far (since it is not finished, I just got tired of seeing the ugly plain grey square, wanted to decorate it a little :P)

There are 3 “fields” in the inventory.

  • The inventory Title
  • The spots for items
  • the money label with the amount of “money” you have.
0.0.6.X R1 Update

 

Now this inventory is just for now, it is a simple place holder (its made using just RGB colors and basic text) and will be replaced once we get the textures.

Money

The “money” isn’t functioning as you might expect… it is basically an implementation to test our editable text. every time we kill a monster, we get 1 “money” which means… its basically a kill counter…

0.0.6.X R1 Update

 

It is quite basic, just as we said, every time we kill a monster, we get one more “money” to our counter and the text just changes. this will be used in the future for presenting real money 😀

Picking up Items!

So there are bunch of coins on the ground which were originally toilets… or floating chickens… but forget that! now they are coins! and you know what we want to do with coins? we want to pick them up! Cuz why not..?? lol

0.0.6.X R1 Update

 

as you can see we can finally pick up these coins! all you have to do is stand in front of the coin or item and press the pick up button (depends where you bind that button to, in my case it was `x`)

What to expect in 0.0.7.X?

In the next version we are working hard on bringing the game more toward the playable side! We are working hard on the world editor, NPCs, AI (mobs), animation, new background, and more! We are so excited to show you all of this so leave a comment on what you want to see next!

Character Saving, coins, new spritesheet, AND level editor!

Update V. 0.0.6.0 R1

Summary

we finally finished what we think you guys will love! This new update includes so much content… from bug repairs, to character saving, to health and damage system! And above all… this is going to have the most GIFs ever… like it legit took me hours to get em good lol…
Where do I even begin… oh I KNOW…

0.0.6.0 R1

this is the first revision of the game which basically starts out the player saving system.

0.0.6.X R1 Update

So once the game is being launched, it immediately looks for this file to load a character, which includes your health, your mana, your level, your skills, your job, your position and basically everything else. however, if it couldn’t find this file, it creates a new simple character and once the game is closed it saves it and creates the file! This works like any basic saving, once you play, you level up, you beat monsters etc, let’s say my skill is lvl 3, I shut down the game, open it the next day…. and OMG I am back when i stopped and i can still teleport at a level 3 range!

Next up, I have good news! and… bad news :'( kinda lol… well let’s start with the bad news… Good-Bye baby Chicken… we removed the baby chicken animation from the main character.. now good news! We put in a temporary template that we are working on for the character. We update the animation and fixed some stuff around. we also nerfed the jumping so now you dont jump so high and it feels more natural. the platforms are not going to be this high in the end game that you have to use teleport skill to get them, this is just for now until we finish the map-maker!

0.0.6.X R1 Update

 

“Hey there, what is that coin-looking thing,” you may ask! well it is the new drop-able item instead of the toilets and floating chickens.. :P, anyways, yea it just floats there and spins for now, here is a closer look:

0.0.6.X R1 Update

 

You are probably wondering, “Well, this is already a lot, but is there anything else in this update?..” Well… no… JK! there is more! Your character is no longer invincible! you can now get hit and the monsters can interact with you. once they collide with you, you will go into “invincible” mode for couple of seconds, which will give you the opportunity to escape and not get unlimited damage done to you in matters of seconds. The “invincible” mode changes the opacity of the character and makes it look as if you are getting feedback when you are hit.

0.0.6.X R1 Update

 

**Alright, I warned in the other post, you NEED to take a deep breath because 0.0.6.0 isn’t even done here and there are 3 more sub-versions for me to explain and talk about!**
NPC – non playable character, everyone’s favorite right? well it sure is mine! Check it out! the Baby chicken is back as soon as you thought he is a goner forever! So for now it stands for “Non Playable Chicken…” haha… I’m funny… right?…. plz say yes…

0.0.6.X R1 Update

 

This NPC is not interact-able yet and is not ready at all. it is just for decoration in this version 😀
Next up, and, yes, lastly, is a world editor being under development!

0.0.6.X R1 Update

 

Allow me to run you through that menu you just saw real quick, it is quite temporary but it is a main gate into the game and into the world editor. I basically added a new Screen to the Screen Manager that can now move you from menu to either world editor or game itself (soon there will be character creation too which this menu will helps to get to in the future)

Alright, there is more to come soon so give it a couple of days! This update was huge by itself! time to go back to programming!

Menus, Experience, levels, skills and more!

HUGE UPDATE 0.0.6.X
What Took us so long?!?!!
well, we didn’t mean it to take so long… but if you follow us on twitter you would know that my PC kidna gave up on me in the past few days so I was focusing on fixing it up while working on an update for the game!

How do we Pick The Version Names?
First thing first, let me clarify on how we pick our version names for the game! It is quite simple, if the update is minor, we choose to remain on the same 0.0.X and just add another number at the end for example `0.0.6` and `0.0.6.1`. The reason for that is because that all of `0.0.6.x` version will share the same folder and same resources. once the resources had changed, or it needs to save a new file (in this case the file is the player data) or if it needs to save a file in a different manner as before (for example if we changed the way keybinding behaved), we are forced to create a new folder for it, at which time we change the 3rd digit of the version (in this case to `0.0.6` from `0.0.5`.) Version `0.0.6` was a special case, it only had 2 very minor updates before it immediately changed and needed a new folder, so I decided to just create the next version as an “extended” version of `0.0.6` called `0.0.6R1` where “R” stands for “revision.” Well, I hope that clarifies it!

0.0.6.X
summary
This is the initial creation of version `0.0.6` and this only had 2 sub-versions, which includes the addition of a job system, addition of a level and experience system, and addition of menus such as skill menu and soon inventory menu!

Menus
By menus we don’t mean main menus and such, we mean menus you can use on the fly as can be seen in the GIF! The menus were programmed to be move-able as you play and they lay on the HUD screen meaning it stays static as you move, so you can leave the skill menu on the right left corner and it will remain there as you move your way through the map!
-Skill Menu

  • The skill menu includes a title saying “skill menu”
  • use-able skill’s name and level
  • button to upgrade the skill’s level
  • skill point counter at the bottom

-Empty Menu

  • this is going to be the inventory menu; updates coming soon!
0.0.6.X Updates

 

Experience/Level System We experimented using different formulas until we found one that we chose to stick to! For now each monster you kill will give you 5XP which is just for testing of course and in the real game each monster will give you different XP depends on their difficulty and level. Once you level up, you get 1 skill point to use which in this case upgrades our teleport ability!

0.0.6.X Updates

 

Skill Menu Revision
This is a minor update to the skill menu that changes the layout as follows:

  • The skill menu includes a title saying “skill menu” (now higher on top)
  • “Class” and the class’s title
  • use-able skill’s name and level
  • button to upgrade the skill’s level
  • skill point counter at the bottom
0.0.6.X Updates

 

For more info, check out our IndieDB page http://www.indiedb.com/games/project-dg
and our twitter and facebook:

Menu Structure

Game Dev Log Update – Project DG 0.0.5.X

Indie Game Dev Log Update – Project DG 0.0.5.X

In version 0.0.5.x of our lwjgl game, we added a bunch of stuff, from stuff you cant see, to some nice skill effects and menu structures!

Game Dev 0.0.5.0 ~ 0.0.5.1

For these versions, we didn’t add much, all we did was change the code around a little bit fixing some mouse and keyboard feedback and adding in the option for keyboard binding! Now you can bind your actions to your keys, which brings up the option for…. menus… and… SKILLZ Binding! Oh… and we also added Screen system which allowed us to add our logo in the intro to the game (even the screen system is made from scratch… I didn’t know about slick2D while creating our screenManager class.. finished it and then found our there was a simple solution… just wow… am I right?) Version 0.0.5.1 was just a tweak for the older keybinding.

Logo Intro

Logo Intro

Game Dev 0.0.5.2

Now this… this is where things started to happen! We added a simple grid which is bunch of lines drawn to present the structure of each 1 unit of platforms, we used it to test the textures and make sure they are drawn correctly. Next up, well this is what I was excited for the most. I added structure for skills, structure for jobs, and structure for character race into the game! Well you can’t see all of that in the game right now as this is not completely implemented but…. you can see a new skill that will belong to one of the classes we expect in the future! The skill is called “teleport” for now, it basically moves the character a set amount of distance to one direction for now (expect it to change very soon!!)

Skill and Grid update

Skill and Grid update

Game Dev 0.0.5.3

This version was the addition of skill effects! I created the skill effect class and added the first skill effect! The “Poof!” Now when the character teleports, a poof effect is shown that disappears after the animation is over! Giving the skill a greater impact on the viewer and makes it much cooler!

Poof Effect Added!

Poof Effect Added!

Game Dev 0.0.5.4

ok… now this.. is where this game becomes innovative! We wanted to give the player the freedom they deserve, even in a 2D space! instead of teleporting a set amount of space in a set direction, the user can choose how far (up to a limit) and in what direction, they want to teleport, giving you 360 degrees of freedom!

0.0.5.4 FREEDOM

0.0.5.4 FREEDOM

Game Dev 0.0.5.5

In this version we started adding the menu structure! this menu (the one in the gif file) is the inventory menu triggered my pressing `i` on the keyboard (this is where the keybinding comes to play btw!) the menus can move once clicked on and dragged, and can be closed by pressing the same button (in this case `i`) again. Next up, we just added a little bit more range to the teleport for testing purposes, in the game itself, there will be levels and you will have to level up your skill *and it wouldn’t be op… we will do our best to balance every skill.*

Menu Structure

Menu Structure

stay tuned for more and follow us on twitter and check out our page on indieDB!

Project DG – What to Expect in Update 0.0.5.X ?

Indie Game Project DG 0.0.5.X

Update 0.0.5.X will focus on basic skill and job system! Add on to that, we will add basic menu system for inventory and skills and more. We will focus on fixing the mouse recognition and add our own style of combat… one using the mouse! every skill in this, including normal attacks for range characters is including the mouse and basically is, sort of speak, a “skill-shot.”

Game Direction

We are going to have 4 jobs in this game, which are kept secret for now… (shhh…. don’t tell anyone but we might leak some stuff on twitter @_isolatedpixel … or here… so stay updated…). There will also be 3 main cities and 3 types of biomes, one will be the snow biome, next is Forest biome, and lastly… Steampunk biome! Each one of these biomes will have their own race and each race will have their own advantages and disadvantages, for example… one might be slower in snow, while the other is faster and able to neglect the cold.

So expect updates from us coming soon! we are almost done with 0.0.5.X and as soon as we are, we will upload here the news!