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In this release, I added 3 gamemodes, a new armor set, level selection (with only one level :( ), athletics, melee attacks, and an infinite amount of fixes and tweaks.
Griefhelm 0.4.1 - Trailer - Indie DB
It's been a while since my last update, but I finally made it to a point where the game is no longer a prototype but a fully functional game, which is just lacking in content right now! :)
In this release, I added 3 gamemodes, a new armor set, level selection (with only one level :( ), athletics, melee attacks, and an infinite amount of fixes and tweaks.
* For all the team-based gamemodes players will have colored plumes on their helms to identify their team.
There are now 4 armor sets. This was important since the game supports 4 players, therefore, having a minimum of 4 armor sets was a must!
To avoid making the combat system useless I had to reduce the speed and jump height of the players. This is because if players were too fast and jumped too much then blocking was pointless since dodging was so much easier. So the game has more of a classic Prince of Persia approach to sidescrolling: with semi-realistic speeds and jump heights. While this fixed the combat problem, it brought up a new one: platforming. In order to achieve a bit of vertical variation in the game's movement I had to add ledge climbing and ladders, and of course design levels according to how these design elements interact with each other.
Another thing I noticed was that players were constantly getting too close. Close to a point where their sword swings wouldn't hit. To fix this, I added the fact that when two players are up close whoever attacks first performs a kick to "reset the distances" and obviously giving a slight stun to the opponent.
All of the footage you see in the game is taken from the level Woods, which is the first complete level in the game. My goal is to have other 3 levels for version 0.5.
You actually read everything? :) That's awesome! Thank you so much! Make sure you download the game, try it out, and don't hesitate in giving me feedback. You could be of great influence to the outcome of this game!
'Till next time,
Johnny Dale Lonack
WARNING:
-At least 2 players will be necessary.
-You can also play keyboard + gamepad, to do so player 1 must join by clicking with the mouse!
-Expect bugs and all that :)
BRIEF DESCRIPTION:
The combat is directional, meaning that players will need to choose the direction of attack and to avoid getting hit, they'll need to block in the correct direction, or dodge the hit by simply moving (this won't always be an option though).
There are three attack directions (Up: Overhead Slash, Mid: Slash, Down: Thrust).
The directional blocking is done through a stance system. For example, if the player is in the stance with the sword up, he'll block incoming overhead slashes.
CONTROLS:
Walk/Run ________ Left Stick
Jump ____________ Left Shoulder/Bumper
Crouch __________ Left Trigger
Stance/Block_____ Right Stick
Attack*___________ Right Trigger (while in a stance)
*Right Stick Up + Right Trigger: Overhead Slash
Right Stick Left/Right + Right Trigger: Mid Slash
Right Stick Down + Right Trigger: Thrust
I would love to hear suggestions, criticism, feedback from all of you who try this, I really want to work together with the community to shape this game in this best way possible :)
Feel free to also think of what game modes would fit with this type of directional combat.
Cheers,
Johnny Dale Lonack