The Daily Click ::. Projects ::. CastleForge
 

Project: CastleForge
Project Started: 27th November, 2011 Last Update: 13th April, 2013
Project Owner: AugustoAD Project Members:
Project Type: Sandbox/Building/Platformer/Castle Defense Project Progress:

Alpha 0.4a is done.
Posted 11th Dec 11, by AugustoAD  
Good night, mates (or good morning, whatever)! I've just done with 0.4a. Unfortunately, I have been studying a lot - I will have 17 exams this week and I MUST pass them all, so the Zen Mode will be included in the next update. Here's what I changed in this update:

*Added Character color selection
*fixed LOTS of bugs
*Goblins act slightly different
*Coins are a bit slower
*Kabombers won't be invincible while exploding
*Added my own font to the game
*Camera now stays at the player position
*The player no longer walks bt block distance
*Re-drew the skeleton's face

You may download it here:
http://www.mediafire.com/?m20vclbfhnq0f0c

Have fun playing!

BTW, the game is approx. 50% done. Of course, there is still a lot to do, but hey, 50% is a lot, isn't it? celebrate!

Posted by HitmanN 11th December, 2011

Haven't had time to play the latest yet, but I did check out that latest footage.

The coins seem to behave nicer now.

Goblins are still bugged at times, it seems. Considering their ability to tear through walls quickly, it'd seem like a pretty important bug to fix.

I'm still concerned about the usefulness of building high walls and platforms for anything but aesthetic value. Almost every enemy still attacks in straight line at the ground level, so anything above that rarely has any benefit at all. I would put more emphasis on varied ways the enemies can attack. For instance, spitters could be the equivalent of catapults, hurling ballistic shots over the central area, spreading damage to a wide area. This way you don't necessarily need to go an defeat them right away, because they're not a direct threat to the crystal, but you risk taking damage to more than just ground level blocks.

A flying enemy would be pretty much an obvious addition too, and would give high walls and ceilings more benefit when the damage could come from any direction. Plus it could be an enemy that you can only defeat with a bow if it flies high enough. Right now the different weapons are mostly just a matter of preference. They need more advantages and disadvantages to stand out from each other, to add incentive to switch for tactical reasons.

I'll see about actually playing the latest version sometime in the coming week.
 
Posted by AugustoAD 11th December, 2011

I'm fixing that in the next update, I'll add some new monsters.
 
Posted by HitmanN 12th December, 2011

You could also add a menu where players can choose what enemies to enable/disable. That way you can play around with variety, but let players decide what they find the most fun to play with, and let them build their own scenarios.

One more enemy type I'd like to see is a big, tough and slow enemy, maybe with even an audible warning when one arrives. Moves very slowly, smashes any block in one hit, and takes several times the amount of damage normal enemies do before falling, and takes less damage from bows, so you can choose whether to take it out slowly from a distance, or risk a melee battle to try and defeat it quick. Maybe an ogre or giant? Could be very rare in early game, but later on you might even need to deal with multiple in one wave.

Oh, and some risk&reward type events might be fun. A crate of money falling somewhere on the outskirts, for instance. Do you risk going after it for extra money, or focus on defending.

Just brainstorming out loud...
 
Posted by AugustoAD 13th December, 2011

Like your ideas, dude. It's gonna be tough to add this big monster tho, so I'll do it later. I have some boss concepts done already, I'll talk about each boss when I'm done spriting them.
 


 



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