Month: January 2016

Weekly Goals – January 25, 2016

01/26/2016

After working on the new Dual Dagger animations for a while, I realized that the fact that we’re doing animations without any bone structure tool combined with Unity’s lack of a built in easy way to rotate around a point was taking up too much time. So I decided to create our own tool to add multiple pivot points to a game object. I’m hope to have it wrapped up this week and implemented into our main project.

So for this week, my main goal is to get this new system implemented.

We do have a tiny bit of eye candy for you though. Astraeos has been working on different ideas for our HUD for a while. This is what he’s come up with so far:

Player HUD


Posted by: Eluem on 01/26/2016

Weekly Goals – January 18, 2016

01/19/2016

Daggers

We have a lot more to do to get these working well enough to really start testing them.. and we’re very anxious to test them soon.

Force Field Wall

We didn’t get a chance to begin working on this, but we still really want to try something like this out soon. Just to get an idea of what allowing basic terrain modification will do to the gameplay.

Player HUD

Player HUD
We’re going to be doing some test with new ideas for how we want to represent the player HUD. We’re heavily considering the idea of showing fairly detailed info about the players above them.
This has the advantage of keeping the info close to your eyes, since you’ll be focusing on what’s going on around your player. We need to see how this feels though and make sure it doesn’t get in the way.

Fireball Charge

We still want to get the charge up mechanic in for the fireball to add a bit more depth to this ability.

 

 


Posted by: Eluem on 01/19/2016

Progress Update #1

01/19/2016

Some of the more technical system changes and additions took far longer than expected, so we didn’t get to finish all of what was planned. Such is the way of development.

Started Daggers

We started the work on implementing the daggers. We’re still trying to figure out exactly how we want the player to hold them so they look properly menacing.

We’re very excited to get these into a decently working order soon!

Dual Daggers

Working Shuriken

The shuriken throw ability is very fast paced compared to the fireball, and it’s quite fun. We still have to tune though, but we’re very happy about how the ability is turning out so far.

Here, the player throws 3 shuriken and then spends a portion of their mana pool to “reload” and spawn 3 more. The shuriken is the first ability in the game to rely on an ammo system.

Shurikens

Force Blast Projectile Reflection

This is a… blast! 😛 We still want to tune this ability to make it easier to pull off. Right now it requires some extreme baiting/predicting. A bit too much for the payout… but when you do pull it off, it’s really satisfying.

Force Blast Reflect

Updated Technical Items

  • Mana System
  • Ammo System
  • Improved poise system
  • Damage system refactoring

Posted by: Eluem on 01/19/2016

Weekly Goals – January 11, 2016

01/11/2016

New Weapon

We would like to introduce a new weapon to Helheim so that we can get a more well rounded concept of how to test the core game mechanics. So, the next weapon we’d like to test out is a set of dual daggers. It’s on the opposite end of the speed and size spectrum so we think this would be a great way to test the bounds of the game space, especially once we get the daggers pitted up against the massive great sword.

The daggers are going to feel a lot faster in general with a much larger emphasis on forcing the dagger use to pressure the enemy to secure
significant damage. They will also have a much harder time staggering the enemy.

New Abilities

We’d like to add some more abilities to the game to get a feel for how our unqiue loadout customization system will feel. In the current design, the player chooses a weapon and two abilities to make up their loadout. Right now we only have one weapon and two abilities, so there’s no choices to be had. To remedy this, we’re planning on adding the following abilities:

Force Field Wall Ability: This ability will generate a tangible wall in front of the user, at the cost of some mana. This wall will act like any normal low wall, blocking player movement and attacks… and then will disapear after a short period of time.

Shuriken Throw Ability: This will be our first ability to take advantage of our ability specific ammunition system. You’ll start with 3 shuriken and after using all of them, attempting to use it again will spend some mana to generate 3 more.

Spice Up Current Abilities

We feel that the two abilities in Helheim right now, Fireball and Force Pulse are a bit lacking, so we’re making the following changes to help them out:

Fireball: Adding a charge up mechanic to it, allowing the player to fire it at the current speed for the same effect as before, or they can charge it up and release a larger fireball with a more impressive explosion at the cost of additional mana.

Force Pulse: This ability is going to have the additional effect of being able to reflect most projectiles. We’re also going to tweak this ability so that it can be pulled off a bit more easily (most likely by casting faster, but we still need to do some testing).

Technical stuff

  • Implement Mana System
  • Add an ammo system for abilities (so that individual abilities, such as the shuriken can rely on their own internal ammo)
  • Improve poise system (allow actions such as attacks to grant additional poise)
  • Refactor some damage system things

Posted by: Eluem on 01/11/2016

Helheim Pre-Alpha Gameplay Trailer

01/10/2016

Watch our first pre-alpha gameplay trailer!

Helheim is a top down 2d PvP focused game with deep combat mechanics and a significant emphasis on counter play and balance.

This is our first pre-alpha footage, there is still much to polish and many more features to add. We will be working on additional combat mechanics, customizable loadouts, many more weapons and abilities, maps.

Though this video is just showing of our first basic game mode (1vs1 duels), we plan to develop many more game modes such as 4vs4 ctf, capture point, tdm, ect… We’re also planning to build a new interesting game mode that we haven’t found a name for yet. It will include many objectives and a map that changes as players interact with it and turn on/destroy/disable different objects and obstacles around the map for strategic and tactical advantages.


Posted by: Eluem on 01/10/2016