Wednesday, February 15, 2012

[Design] Character Design Document - LoL - Tyrade

Design:


Well I have designed another character for league of legends.  General Tyrade the Fierce was thought up some time ago but I sketched out a few pictures and developed a move set for him.  I am working on the story for him now and I'll add that to this post later but here is what I have so far:

**These were some quick sketches done in about 15 minutes total, I'll probably touch them up later**

General Tyrade the Fierce


Crimson Elite Tyrade



Skills:  (Will be updated Later with statistics)

Passive - The Fearless Leader
  Tyrade gains 1 ad/level per ally within 1000 range.  Allies in range gain 1 ad and ap per level within range of Tyrade.

Q - Twin Slash
  Tyrade slashes with both his massive swords in 2 overlapping cones in front of him doing (50,90,130,170,210) + .6*AD damage in a 500 range cone (per sword). Enemies caught by both slashes take double damage and are stunned for .5 seconds. This move applies on hit effects.

W - General's Roar
  Tyrade unleashes an invigorating roar increasing his and any ally within 1000 ranges movement speed by (10,15,20,25,30) % and gaining (25,25,30,30,35) + .2 *AD (ad and ap) for 4 seconds.

E - Assault Hurl
  Tyrade grabs the nearest ally within 300 range and throws them in a line (300-800 range / skillshot).  If an enemy champion is hit they are stunned for .5 seconds and take (50,100,150,200,250) + (.8*AD) damage.  In addition the player thrown gains (5,10,15,20,25) MR and Armor.

R - Enraging Leap
  Tyrade leaps to a target location within 1000 range slashing in a circle (500 range) upon landing for (200,300,400) + (1*AD) damage to all enemies in range.  This move applies on hit effects to all enemy champions.


Story:  (will tidy this up a bit later)
There he knelt before his executioner. Defeated, beaten, a failure, the young Demacian lieutenant knew his sentence. Entrusted with a sacred duty he had led his troops on a recon mission into Noxus. His elite troops lay in tattered pieces behind him. Thirty good honest men were dead at his hands. No, at their hands.

Before him stood only three. Three legends. Their power unrivaled, they had destroyed his entire unit in mere seconds. They called themselves: The Crimson Elite. Talon, Riven, and their leader, the legend himself, the harbinger of death: General Tyrade. His massive swords crossed each other at the Lieutenant's throat and he knew his time was up.

Demacia would never know of the invasion. He had failed.

As his body fell to the ground the three red and black clad warriors strode off into the night, for no one invaded this sector of Noxus and ever lived to tell the tale.

Monday, February 13, 2012

[J D] The Town

Julius Dragonslayer:


Well the first official update to JD is up.  And there are a few things that have changed!  First is the starting area now has floating signs dictating what to press to do certain actions.  For instance we have a sign that says Press K and points at a sign indicating you should press K to interact with the sign to read it.


You will also notice that in the top left corner there is now a life meter!  Yes you now start with three "hearts" or lives to use up before the game resets as a game over (atm there is still no game over screen).  This should help new people playing the game to quickly figure out what to do and where to go.  The sign will be read telling you to cut down the vines and you'll know where to go after you get the sword.

Also the 4th level has been implemented!  There are going to be more enemies added once we get them developed in game (think angry villager type enemies), but the layout of the 4th area is complete.

To get there it takes quite a leap of faith:  (But make sure your leap of faith is twice as strong as normal)

Seems bleak, but if you jump for it:


You just might make it!

Also there are some housing backgrounds too:

And if you are sneaky enough:


You might be able to ninja your way up to the top!  (But it's a secret)

Finally I've added a few new words in and made some new scripts.

If you haven't checked out Julius Dragonslayer yet, give it a go!  And let us know what you think, and if you downloaded the Jam version, make sure to get this one.  It has many many updates and game play changes that make it a lot easier and a hell of a lot more fun.

Thank you all for reading and stay tuned for more updates as I find time (hehe),

~WakeskaterX~

Thursday, February 9, 2012

[GMC Jam 5] Revision

GMC Jam #5: 


  Well we didn't do as well as we wanted to in the Jam despite voting not being over yet, but we know why.  The battle system wasn't that fun!  I had developed it more in the difficult arcade style and that didn't go over well, and that is understandable.  We had limited time to test out and had no feedback before the Jam finished, but I learned a little about how to make the game attractive.

  There were a few things that confused new people trying the game and I'm trying to work out ways to make it more clear.  First of all many people got to the sword and didn't know where to go.  We had a sign there but many people didn't know to use 'K' or 'X' to read it.  So I put a little graphic on it to tell you.

They got stuck here:

Where they couldn't pass without double jump.  And they needed to go back to the beginning:

In order to cut the vines there.  As you can see the sign now has a little arrow pointing to the left to tell the player to go that way and I added in an HP recovery pool so the player can sit and recover some HP if they took too much damage.

With sword in hand, the vines pose no problem:


Also I changed it so when you die, you restart from after the initial cut scene.  As you beat bosses this will change so that you can save from various locations.  I'll need to fix this as because the game save doesn't save data types, you keep all your words when you die, which needs to be fixed.

Some other fixes are:  Increased damage, a knock back factor when you hit enemies (to make it easier as well), and we'll try to make the game simpler to understand as well.  I think it's a big improvement but we won't release the new file until after the Jam voting is over.

Here is a screenshot of the knock back factor:

The turtle enemy get's thrown back a little bit by the sword slash.  In addition, sword slashes move forward a bit giving you a slightly larger attack range on your weapon.  

All in all, the game is a lot easier and the player will be able to advance further and collect all the words.

Coming soon:
  -The Town Level and boss
  -New words
  -Perhaps lives (potentially)  definitely lives ;D
  -New enemies!
  -New Cutscene graphics and story

Stay tuned for more updates to Julius Dragonslayer.  As always, we hope you enjoyed a look into the updates we are working on!

~WakeskaterX~


Monday, January 30, 2012

[GMC Jam 5] A polishing touch

GMC Jam #5:


Game Download LINK:  http://sandbox.yoyogames.com/games/193562-gmc-jam5---julius-dragonslayer


Well the GMC Jam is drawing to a close.  With only an hour left we are putting the final touches on Julius Dragonslayer.  The introduction story is complete so you know what is going on and we've added tons of words.  We have new sound effects and graphics and everything is looking great so far.

We have 3 levels ready for the Jam with tons of words.  Both words that enemies drop and hidden words across the level, try to find as many as you can!

For those of you that don't know:  The GMC Jam is a 72 hour game design competition using Game Maker.  There are lots of entries each time and it's a ton of fun.  You are allowed to use preexisting sprites and sounds however, our team created nearly everything from scratch for this game.  We have designed new code, new sprites, new enemies, new sounds and music and have put the package together to make a beautiful looking platform adventure.

Some of our latest screen shots are:






This is the kind of game that after this Jam I would love to work on and turn it into an extensive, extravagant, well made game.  I think all of us really like this game and will put much work into it in the future.

The Jam this year has been a lot of work, but an incredible amount of fun.  Our team has done a great job and I'm proud of what we have accomplished in a mere 3 days.

The IMProved Ultimate Wakeskater Studio Team:

IceMetalPunk:  Programmer, Sound Engineer, Effects Artist
TheUltimate:  Level Concept, Sprite Artist, Background Artist
WakeskaterX:  Level Design, Programmer, Enemy and Item Artist

All of us have put an incredible amount of work into the Jam this year and I hope you like our game:

Julius Dragonslayer

~WakeskaterX~

Sunday, January 29, 2012

[GMC Jam 5] Day 2: The clutches of time

GMC Jam #5:


  Well after an entire day of programming (which is not yet finished), I give to you the next installment of updates for Julius Dragonslayer.  We have 2 full levels completed, new enemies, new abilities, a new weapon, a menu screen, a splash screen, and so much more added today.

Here is a video of our splash screen:



Also we have plenty of new screenshots of our new level and backgrounds!

For example, notice the hills and mountains in the back, it really adds a lot more depth and feel:




And of course, our menu title screen:



We still have to implement our story and add a bunch more words, but for now there is fun gameplay and enemies to be killed!

This has been a rough past 2 days: gruesome, long days.  It has been fun though, and tomorrow we'll get to finish off the programming and polish it for the voting starting Tuesday.

This has been one of my favorite projects so far.  It has lots of different aspects and I have really enjoyed having 2 other people to work with, even if we dispute stuff often ;).

Stay tuned for more updates as the finish line nears!

~WakeskaterX~

[GMC Jam 5] Julius Dragonslayer

GMC Jam #5:


We have accomplished so much today.  From a piddly little engine to a full fledged working level.  Countless hours were spent thinking over the topic, deciding on how to go about what we wanted to do.  Then we set out to each develop a part of the program.  I have worked on the platforming engine and the Word scripts and have designed some of the graphics, IceMetalPunk spent a lot of time developing our word engine, and has done some graphical effects, and TheUltimate has really made some awesome tilesets for our game.  She made the character (Julius) and the plains tileset.  We still have a lot more to do tomorrow, but we've done so much today as well.

Here is an example of the transition:

Early today:

Then TheUlt made this test Level Design with the GUI i made:

And then we have a few screenshots of Level 1:




The game is turning out quite well.  We have a great story line that we'll be implementing tomorrow, and our game play is turning out quite well.  It will be fun to add a whole bunch of new words for the character to use at his disposal.  Julius Dragonslayer should be a top contender this Jam!  But if not it is a game that I can enjoy playing and making.

Well, I have pushed myself far beyond my limits of exhaustion today, so I will leave it at that.

Tomorrow is another grueling day of programming as well, so i better rest up.

~WakeskaterX~

Saturday, January 28, 2012

[GMC Jam 5] The Power of Words

Personal:  
  Well it's been a busy month but the GMC Jam #5 is finally here!  This time around I am teaming up with TheUltimate and IceMetalPunk to form The IMProved Ultimate Wakeskater Studio!  Fun!

Jam:
  Well the theme for this Jam is:  "Facade" so our game is based around the character in a false world coming to a self awareness of his world, and with that self awareness he slowly gains the power to alter that world.  Now, I won't go into the details of the story just yet, but you'll see how we are going to do this.

Here is a screenshot of the basic movement engine.  It doesn't show much except my ridiculous stick figure which will be replaced later:

  The game is shaping up to be very interesting and I like how the idea evolved during the brainstorming session.  The biggest part now is staying in communication and organizing: Who Does What.  I started on the movement engine and IMP has developed a word search text engine, but there is still a LOT more to do.

  Today is going to be the big grind to the system.  Once I'm able to contact IMP and TheUlt and I get a giant cup of coffee and some food, then the typefest will begin!

  It's a fun process working with other programmers, but it means I have to keep all my code pretty uniform.  We've decided on camelCase for variables and snake_case for scripts.  And I guess camelCase for objects too.  Also I'm trying to heavily comment my code to more clearly explain what I am doing.  I normally comment it fairly well, but even more so this time.  Also we all have different versions of Game Maker so it takes a little bit of adjustment, we have to export and import files to get them all together.  As it is now we are constructing the skeleton for this game separately one bone at a time, then we will import all the bones into one full skeleton.  And it walks and talks.

  As we progress, expect updates and once we have some images, I'll post more that show what we have done and worked on.

Thanks for reading!

~WakeskaterX~