Crimson Wings | #RiptideManor #sunfire_interactive
Slowly getting back to this one.
Newest addition is a better system for multi-hit attacks, and a new spell to use it on
contemplating some more design thoughts today
#RiptideManor #sunfire_interactive
Thinking about how to divide up items for different stat spreads and builds.
Riptide Manor has three stats, for simplicity: Might, Skill and Vigor. Vigor increases health, while the other two scale weapon damage.
Riptide Manor screenshot. Faded red wooden floorboards, broken stone, flooding near the walls.
Tile testing | #RiptideManor #sunfire_interactive
Wooden floors.
had to improvise a bit, for other tiles i define a separate wet and dry colour exactly but for this one the sprite itself is coloured and gets multiplied by cyan for flooding.
Head full of numbers | #RiptideManor #sunfire_interactive
today's thoughts, i want to add one or two more simple enemies to the start of the game.
there are (currently) two factions, each with two basic enemy types. i'm not quite sure what exactly i want to add, maybe i'll brainstorm some ideas...
Bit more backend work | #RiptideManor #sunfire_interactive
fixed projectile impacts to adjust for the point of contact, including height!
Originally the impact effect would spawn at a fixed height which looked really weird for things like this with a very distinct arc.
Much better now!
Predator - Weapon - A pair of bestial jaws with a blood splatter between them.
Predator: Lunge forth with magically enhanced claws and fangs. Inflicts heavy bleeding on enemies. Few care or claim to harness the strength of beasts in its purest form, and fewer still have true mastery over it. For those who believe themselves civil, nothing provokes fear quite like a weapon that cannot be restrained.
Foliate Sickle - Weapon - A hooked sword with ornamental leaves on its handle, blood dripping from the tip of the blade.
A wicked-bladed ritual weapon, curved to slip under the ribs and pierce the heart. The Shroud Gardens are fed by the blood of the hunt, nurtured in the rich black soil of the Caldera. The Gardeners waste no part of their sacrifices; the gift of becoming one with the Wellspring is the highest honour afforded to the wretched beasts of the deep.
And a few weapon icons/descriptions for good measure
#RiptideManor #sunfire_interactive
Heat Wave/Hailshot | #RiptideManor #sunfire_interactive
Over this week i've made a fair amount of progress on new gear and effects! here's a few recent ones (1/3)
I'm not entirely sure about the "fire aura" on startup for Heat Wave, might replace that, but Hailshot is looking nice and crisp
Multitudinous Tweaks | #RiptideManor #sunfire_interactive
Taking my time, i've been slowly filling out the weapon roster and playtesting, getting a feel for the game again.
Currently in the middle of condensing runs from the original 40 floors to 25, tweaking leveling and enemy scaling to match.
Refactoring | #RiptideManor #sunfire_interactive
in progress today: i've previously started on an even more modular setup for my already very modular map generation system, so i thought i'd go through it a bit.
The overview of the new system is split in two parts:
A Shape, and a list of Actions.
man i think i need to rework passive effects | #RiptideManor #sunfire_interactive
the current system is awkward and annoying. i can't "stack" passives, i.e. i can't have one passive with multiple effects, they have to be separate because they are applied "by the user" and not by the passive...
Squirrely Problems | #RiptideManor #sunfire_interactive
today's questioning: should some menus leave the game unpaused?
so in Riptide Manor, you can recycle spells and items into health or ammunition for other items respectively.
this can be done from either the pickup on the ground or the menu...
Wet Ambience™ | #RiptideManor #sunfire_interactive
Playing around with the FX sprites for Bleed weapons and spells | #RiptideManor #sunfire_interactive
Riptide manor screenshot. A tall wolf-like enemy wielding a crooked spear confronts the player, an armoured skink with a sword and shield.
The player faces another gardener, upright and elegant with a short sword, while a crab circles around behind them.
Gardeners | #RiptideManor #sunfire_interactive
Cryptic, territorial inhabitants of the Caldera, wielding ritual farming tools as deadly weapons.
The blood spilled will feed their Garden.
having ideas for how to display passive bonuses
#riptidemanor #sunfire_interactive
i have written myself into a corner with the implementation where i can't easily nest passives to roll them up into neat bundles :<
𝕮𝖗𝖚𝖓𝖈𝖍 | #RiptideManor #sunfire_interactive
more thinkin' | #RiptideManor #sunfire_interactive
i put in a test version of movement sound fx (no video because i can't be bothered) and... it turns out making the movement sound a scraping rock loop makes it sound like you're scraping a rock around when anything moves!
Who Would Have Guessed!!!
A room that is very much not enclosed. There are three pillars, and a small box of walls that shouldn't be where they are.
i should really try and figure out what the Hell this bug is
#RiptideManor #sunfire_interactive
this room is supposed to be enclosed. there should, in theory, be *no possible way* for it to generate like this.
what the hell.
Retrospect and re-evaluation | #RiptideManor #sunfire_interactive
One thing i was contemplating before my last dev break was how long a single run should generally be.
Different games will have different answers, of course, but i realized while playing Nightreign that i was VASTLY overdoing it.
Cooldowns | #gamedev #RiptideManor
not really the best way to show it off with the camera positioning lol but i had this idea this morning and wanted to try it out!
Each piece of gear has a "use time" but i wanted to add a separate cooldown for more powerful spells too.
Works like a treat!
Riptide Manor screenshot showing a dirt floor with several partially-covered or cracked stone tiles.
sometimes i just look at the floor and think about how happy i am with this simple little floor shader
#gamedev #RiptideManor
Riptide Manor menu screenshot showing a weapon and two spells. Sinking Sword: a broken sword, with a few drips of black blood just above the hilt. Hailshot: a sharp icicle-like projectile. Tide Lash: three waves of water, vanishing in perspective.
Tidal | #gamedev #RiptideManor
More icons! trying to incorporate some outlines into spell icons, though i'm not sure if it's got quite the right effect. Will keep experimenting.
Hailshot | #gamedev #RiptideManor
(mostly) finished up implementing projectiles this week!
this is working much better than my last try involving raycast shenanigans.
i'm planning to convert a few existing weapons over to this soon, and make a few more
next step: height and spinning animations!
Two icons for Rusted Knife and Swarming Blades. The Rusted Knife is broken, dripping black blood, on a green background. Swarming Blades shows a series of arc-shaped strikes crossing in the air, tinged blood red.
sometimes i find myself procrastinating making new icons for stuff (usually because i'm not sure what to make it, or what style conventions i want to set or follow) but then when i do i'm always really happy with the results.
#gamedev #vectorart #RiptideManor
#RiptideManor #worldbuilding brainwave:
In my planning, i've had healing and poison magic down under the same broad category for a while, but i didn't really have a justification for *why*.
I think i've figured it out now!
Poison magic that works by basically *supercharging natural defenses*
Vicious Bite. A set of teeth surrounded by glowing white energy, with a runic circle between the upper and lower jaws.
Lunge forth with a magically enhanced bite. For some, the best weapon available is one's own body. An oft-misunderstood study, plagued by superstition and lingering folklore; those who eschew traditional weapons in favour of vital, martial prowess are never found wanting. Scales with Might.
Natural Weapons | #RiptideManor #gamedev
Level Up menu with three stat rows in the middle (might, skill, vigor) and three placeholder weapon/gear icons on either side. Each icon has a symbol next to it: either a green plus, a red minus or a yellow tilde.
contemplating menu design | #gamedev #RiptideManor
I need to display some hinting for gear damage scaling on the level up screen, but i'm not sure how to structure it.
The white circles here would be icons for equipped gear, with a + or ++ for increasing damage, ~ for same, - for (rare) decreases
it is time | #gamedev #RiptideManor
for crab
Glass Spear | #gamedev #RiptideManor
When i put this project on pause, i was mostly burned out on filling out the Meat of the game after having finalized the mechanics.
Rest is good! I'm much more inspired now.
Lingering Glass | #gamedev #roguelike #RiptideManor
Polishing up some vfx for a new weapon/spell class to get back into working on this.
I've had this effect in my head for a while, it's nice to get it out and visible in the game.