Excellent controls, gameplay and models and animations for the player character.
Needs more actions for the player to do, and actual level design, but a pretty great start!
The Devil Spire 2 Music Program is officially complete!
You can check the full song list here:
https://docs.google.com/spreadsheets/d/1d2s886gM91KmrPwmNm3I1D6tkENAyA0X-p17r8VW...
Thanks to everyone who participated!
And until Phase 2!
Ever wanted your music to be featured in a game? We're offering $50 USD per minute to get the rights for your songs!
Please read through the attached Copyright Assignment Agreement document model carefully for the terms and conditions. This is what I'll use to make our specific contract that you'll sign to seal the deal:
https://drive.google.com/file/d/1y-wW3sPKK2AnR_83l0eN3a1ILzP0g_7f/view?usp=drive...
We're looking for Dark Fantasy, retro-MIDI-style songs, think King's Field and Daggerfall!
There are several loose slots open, and if your music is approved, it will be assigned a role by our team!
Check the Google Sheets spreadsheet for it:
https://docs.google.com/spreadsheets/d/1d2s886gM91KmrPwmNm3I1D6tkENAyA0X-p17r8VW...
Your music could be featured in our new proc-gen Open World Action RPG, the sequel to Devil Spire! With all credits and linking.
!NO AI-GENERATED OR STOLEN SONGS!
I see, thanks for caring!
Unfortunately, content is the last thing that's gonna be added (right after balancing, polishing and finalizing the mechanics), so the game will keep feeling barebones for a good while. But rest assured I know too well the trappings of large empty open worlds, doubly so if they're procgen. So I'll be sure to fill it with interesting stuff all around.
Consider also that I'll be adding fast-travelling (at a cost), mounts, and all sorts of magic things to help with travel.
Yeah, well, it really isn't an actual finished prototype, it's mostly very early in-dev builds, with a ton of really crucial stuff missing or not polished at all... That's why I decided to pull it from Demo Days because while most of the complaints are valid, they are about stuff that will be added or improved later on.
Thanks for sharing your thoughts anyway, but I'll come back once the game can actually use general criticism, as for now it really does suck, but it really isn't even close to being finished.
thanks, specially for the video!
I'm still adressing all the bugs since this is very early still. you can find weapons in dungeons or by spawning them with numpad. You just look at them then and press E to take. it might be a bit too precise.
the save file is uncompressed, human readable data for now, but it'll get much better once I optimize it for non-debugging purposes.
Thanks for the feedback.
Lightning is cast on the closest foe not behind cover, or yourself if none are available. You might've been doing power attacks instead of normal ones (by holding the button). The enemy might've been poisoned, I dunno. You press C to descent (sorry).
It's gonna be similar to Kenshi, yes. Like a first person morrowind version of that instead of almost like an RTS/CRPG.
What changed from last demo day:
Using a shovel, or a fireball, would be the idea.
The shoulders need to look like a ball so rotating them around looks decent no matter the pose (without using low poly deformations). I'll study improving them regardless.
The AI is mostly a placeholder with several tests for different functions of it. I'll heavily modify it.
Ah, RPG Maker, how I missed you.
Now, I don't know how seriously you want to take this, but I think it needs more funny moments other than cutscenes. Like interacting with the environment should provide some funsies, and also with items and other micro-quests, like bringing a piece of beef to the grandma and she yearning to stew it but not being programmed to, etc.
"Vanilla" RPG Maker games are a dime a dozen, even back then, so you have to put in much more work to make it stand out.
owo what's this? Dungeon Speedrunning + Management + Hentai? Very new and interesting concept! I love it!
So, I don't think you need several different Jump powers that you need to switch between. You can easily have them all together all at once, and simply unlock them one at a time on a skill tree of sorts. Seems like it'll be more fun, rewarding, and less finicky. Toss in more powers in that skill tree and you're golden.
Also, people hate Time Limits, so try to ease them up by making it so you do get more Gold if you clear it, but instead of just Losing, you could instead let people keep playing and just earn less Gold. You get halfsies if you choose to not have a time limit at all, and you could elevate the hardcore do or die time limit to be the greatest gold reward, sort of like an Easy, Normal and Hard mode.
And finally, lots of mechanics and menuing around. This will probably be tidied up in time, but I recommend focusing on trimming it down and narrowing it as you go along.
Can I get a Naked Man vase too?
Hey, thanks for the criticism regardless! Unfortunately the game is very early, and I should have waited a bit more before submitting, but the feedback has been invaluable.
Nice demo. If you want to build on these mechanics, I'd recommend adding jumping to the hoverboard, so people can use slopes to gain momentum for free fun. Also, the camera shakes way too much in weird ways. Finally, I think the bow aiming zooms way too much in, and it should allow you to fire without aiming, or at least combine aiming with shooting for a better feel. Keep at it!
Tested on Linux (Ubuntu, yeah sue me).
Seems well made in general. Performance on Linux isn't great, and multiple explosion sounds tend to cause stutters and glitches in the audio. I'd recommend, since you're doing destructible environments anyway, to make your scenarios look more like things instead of just caves to make them more interesting.
Good luck with your game!
Thanks! Directional attacks will be in in the form of special Power Attacks with unique effects. I'll avoid adding directional parrying because a lot of the enemies won't be humanoid, and I don't want to, like, "force" wolves to attack vertically. I'd rather focus on making the effects of weapons, stats and perks matter more. We'll see as development progresses and more mechanics are added.
I'll change the ESC quit asap to avoid heart attacks from people after waiting to generate a world.
Pushing NPCs was borken and I forgor to remove the debug option.
The little white pyramids are the NPC's detection spots, marking the last palce they saw you.
The buildings are intended to not spawn perfectly above ground, and sometimes dig a bit in or out. The big one in the middle of the map is just a loose test asset.
The button in the main menu for Continue is not greyed out, but of course I'll work on the menus afterwards.
The slowness is gonna be ironed out with stats, as Attack Speed is gonna be a thing, we'll see how people that both like and dislike it think of it then.
Thanks for playing and the review!
Very interesting concept, I like it. Good luck sorting out all the quirks from the mountain of bullets.
I didn't particularly like the wall jumps and the parries and attacks that derive from it, I think a different mechanic should take their place. Just doesn't seem to gel with with the ultra destruction/fuck platforming angle it's going for.
Nice work! So here are my thoughts: