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Weekly Upate: The Hunter Class

29/1/2016

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Its friday again and time for another progress update. This week i had to go to a jobb interview cross country, but still managed to get some work done. 

​The Hunter Class

The Hunter concept from a gameplay was perspective was first introduced in our blog  a couple of weeks ago and have now finally gotten some art to it.

Class Summary
Hunter
HP: 70
Attack damage: 30 (Ranged)

Abilities
  1. Carved Flesh
  • Damage: 40
  • Healing: 50 HP
  • Cooldown: 20 sec
The Hunter slices a monster with his knife damaging the enemy while healing himself.

     2. Bear Trap
  • Damage: 100
  • Stun: 2 sec
  • Cooldown: 8 sec
The hunter lays down a trap that springs when a monster gets close dealing massive damage and stunning them for a long time. Max 3 at the time

     3. Hunters Fury
  • Damage: 0
  • Attack speed increase: 200%
  • Movement speed increase: 100%
  • Attack speed increase for: 5 sec
  • Cooldown: 10 sec
The Hunter massively increases his attack speed and movement speed for a short duration. 

     4. Hunting Game
  • Damage: 200
  • Cooldown: Refreshes all ability Cooldowns
  • Cooldown: 30 sec
The Hunter brings his A game refreshing all cooldowns as well as putting down a barrel trap exploding for massive damage in a small area. 

Hunter Art

​First of all of his front and back animations are complete.
Picture
Secondly i created the art and animation for the bear trap ability.
Picture
And i managed to finish up the barrel exploding animation, something i was rather pleased with.
Picture

​Closing words

Thats pretty much it for this weeks update. I did manage to add the last sprites needed in the Warrior of Light Spritesheet hopefully allowing us to get something playable soon. Until then, see you next week for another dev blog update.
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The Warrior of Light and updating the ability bar

22/1/2016

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​Finishing up the scorched golem

The Schorched Golem is more or less done now. Still might give it some polish later on, but outside of that its done.
Picture

Updating the skill bar

The interface as a whole have really needed an update since our early demo build and i started work on that this week. The ability bar looked very unpolished and just out of place(To be honest it was a very early version) so i started with that as my first piece of interface to improve on.

​Here is a comparison.
The new one mirrors the look of the arena you are fighting on and has a much higher level of polish and detail compared to the old one. Another thing we are toying with at the moment is to have the bars go down while on cooldown for even more clarity making it easier to keep tabs on your abilities, when you can and cant use them.

Warrior of the Light

A small sneakpeak on the Warrior of Light was given in our previous blog , here is an updated Spritesheet.
Picture
The character is almost fully animated now only lacking a broad swing ability animation. This will hopefully be done sometime early next week. 

​Closing words

It was a very art heavy week this week with little news on the gameplay front, but we still have more work to do on that front before we are ready to shed any light on it. Especially enemies like the Crystalos who have advanced attack patterns are taking longer than ideal to get functioning properly. Regardless, we hope you enjoyed this weeks dev blog and hope you look forward to another one next friday!
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Moving forward, new monster , the spawning system and character ideas

15/1/2016

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Another friday another dev blog! Time to take a look at what we have been doing here at Twin Creation Games this past week.

Implementing the wave based spawn system and new classes

This past week Niklas finally got the time to implement the basics of our new wave based spawn system where monsters are grouped into tiers and each wave contains a set amount of units from X tiers. This system was made to solve 3 problems
  1. Prevent an unlimited amount of enemies piling up by spawning them in waves.(The waves are instant after the last enemy is destroyed)
  2. Create a new gameplay experience every time you play.
  3. Create a variety of endless waves(Max difficulty, hardest possible waves in the game at the end)
In the coming weeks we hope to add and experiment with different difficulty curves to see how it feels like to play the game in its current state.

Another thing we have been working on is the ideas for the other classes, how they play and their stats. Remember, this is a VERY early preview, but here are some of the class/character ideas.

Mage
HP: 60
Attack damage: 30 (Ranged)

Abilities
  1. Restorative Barrier
  • Healing: 50 HP
  • Halve damage: 3 sec
  • Cooldown: 20 sec
The mage heals himself 50 HP and takes half the normal damage for 3 sec. 

     2. Inferno
  • Initial Damage: 50
  • Over time: 15/s 3sec
  • Cooldown: 8 sec
The mage creates an inferno damaging everyone in a large area burning them.

     3. Ice Cage
  • Damage: 30
  • Damage bonus: 25%
  • Cooldown: 10 sec
The mage creates a ice cage stunning all enemies in a small area and making them take more damage.

     4. Might of the Earth
Minion stats
  • HP: 250
  • Damage: 30
  • Cooldown: 45 sec
The Mage calls upon a mighty Earth Golem to aid him.

Hunter
HP: 70
Attack damage: 30 (Ranged)

Abilities
  1. Carved Flesh
  • Damage: 40
  • Healing: 50 HP
  • Cooldown: 20 sec
The Hunter slices a monster with his knife damaging the enemy while healing himself.

     2. Bear Trap
  • Damage: 100
  • Stun: 2 sec
  • Cooldown: 8 sec
The hunter lays down a trap that springs when a monster gets close dealing massive damage and stunning them for a long time. Max 3 at the time

     3. Hunters Fury
  • Damage: 0
  • Attack speed increase: 200%
  • Movement speed increase: 100%
  • Attack speed increase for: 5 sec
  • Cooldown: 10 sec
The Hunter massively increases his attack speed and movement speed for a short duration. 

     4. Hunting Game
  • Damage: 200
  • Cooldown: Refreshes all ability Cooldowns
  • Cooldown: 30 sec
The Hunter brings his A game refreshing all cooldowns as well as putting down a barrel trap exploding for massive damage in a small area. 

Warrior of Light
HP: 100
Attack damage: 40

Abilities
  1. Holy Light
  • Damage: 0
  • Healing: 50 HP
  • Cooldown: 20 sec
The Warrior of Light call upon the Holy Light to heal himself and weaken the enemies around him halving their damage for 5 seconds.

     2. Broad Sweep
  • Damage: 50
  • Stun: 0.5 sec
  • Cooldown: 8 sec
The Warrior of Light swings his sword in a broad arc damaging enemies in front of him as well as knocking them back and stunning them for 0.5 seconds.

     3. Holy Smite
  • Damage: 150
  • Stun: 0.5 sec
  • Cooldown: 10 sec
The Warrior of Light calls upon the light to smite the foe in front of him. Deals massive damage to a single target.

     4. Ascendence
Hero Bonus
  • HP: 50
  • Damage: 30
  • Cooldown reduction: Double the speed
  • Cooldown: 40 sec
The Warrior of Light ascends becoming a divine being for 10 seconds increasing his power.

The warrior of light is the one that is currently closest to being playable as he has couple of basic animations and a sprite, for the rest its pure theory/design at this point.
Picture

Storm Giant and Scorching Golem

The Storm Giant spritesheet that i began last week is more or less done at this point.
Picture
In addition i began on another enemy this week, the Scorched Golem, another A tier monster.

Some facts
  • Will have large HP for an A tier.
  • Will drop patches of Lava that does damage.
  • Powerfull, but slow melee attack.

The Scorched Golem have some basic movement animations ready, other that still requires a lot of work.
Picture
Before i wrap this all up i also want to say that i am hoping we can put together a demo in the near future. This way we can produce a teaser and maybe even some demo vidoes to give you all a better look at what the final product might turn out like.

​Closing words

That is it for this weeks update! As usual we will be back next friday with more juicy stuff to share. See you then!
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Back to Work and latest update on Arena Warriors

8/1/2016

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After a long holiday break filled with relaxing activities we are back again with renewed energy. Here is the latest update on Arena Warriors. 

​Storm Giant

In order to test the new spawn system that we have been devising(Discussed in this post) we would ideally have atleast one monster of each tier to test with. Thus this week we have started on the creation of the Storm Giant, a S class monster. 
Picture
Some small facts about the Storm Giant.
  • High HP(Slightly above average for S class)
  • Slow
  • Slow, but powerful attack

In addition the Storm Giant will create dangerous tornadoes around him that will quickly deplete the players health if he gets to close.
Picture
The exact details of how the powerfull attack will work and look is still in the works, but is something that will hopefully be done early next week.

​Closing words

Not the biggest update this week, but we hope you appreciated it none the less. We hope you have a good weekend and look forward our next blog!
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    Markus Løtveit

    Designer, artist and head of marketing for Twin Creation Games. Loves all thing games.

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