#doomscrollerdevlog
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xtekker · 4 months ago
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All posts about Doomscroller and its development will now be coming from @wyrmgate-studios
If you'd like to keep up with the development of the game, then please give us a follow! We'll be posting more in-depth devlogs and more frequently too, as we will soon be having another developer join us!
It'll all still be tagged as #doomscrollerdevlog over there
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xtekker · 4 months ago
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Devlog 02: Sup Dude? :)
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Over the past few months, we've been expanding our MDD (Master Design Document), which is basically what we plan to achieve with this project, its now well over 40 pages long, covering everything from boss and level ideas to fleshed out game mechanics like the Forge Master.
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We've also changed out art style! We felt that the old art style didn't depict the feel/vibe we were aiming to achieve and felt that the game would suffer if we kept using the old art style. so, we've settled on this, which has more detail and fits our needs and goals more accurately.
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More buildings, featured here are (In order from R to L): A Market stall, the main shop, Stables (we plan to use this as a fast travel) and the tavern (where youll get quests in world 1)
There's so much more to show you but for now, we shall leave it there.
Next Devlog will showcase the NPC's, Corrupted maps, fast travel and a secret level:
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This looks ominous...What is this....and why is there a statue staring at the enterance...
Until next time, Hero.
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xtekker · 7 months ago
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Devlog 01: The sun shines on a new beginning
Back in January, our world was absolutely rocked to its foundations by the loss of our father, we took some time away to deal with real life, and now its time to hop back in the pilots seat and so, we bring you our first Offical Devlog, the first in what will be a series of Devlogs that will tagged with #doomscrollerdevlog.
Okay, let's dive right in, shall we? We have a lot to get through:
Characters and Non-playable characters
Many of you may have met our Archer character and seen him around in some clips, but you may not know that he isn't alone! We have the Wizard and Swordsman, which you may have seen in some snippets, both have been set up with movement and attack capabilities, the Wizard now has 3 basic attacks/spells "Fireball, Ice Spear and Block", and the Swordsman has 2 "shield bash" and "Dash slash". I think the names of these attacks should be pretty obvious as to their function
we'll show some video clips a little later when we actually draw the animations for these attacks!
We also now have 4 total npc characters, 2 are friendly, and reside in the home level and 2 are hostile Mobs!
We've also finished creation of the Vitals system, which includes stats like Health, Stamina, Mana for the Wizard, Focus for the Archer, and Willpower for the Swordsman and more. Tied into this system is the "Player assignable stat points", this is a rough draft of this system as a proof of concept. "Is how I want to do this a viable method to achieve it?" And I'm glad to say that it does, a few minor bugs that occurred because I was 5 redbulls deep at 5am when I was coding it, but nothing a little rubber duck programing can't fix
Map & The Envrioment
This is an interesting update because while not much has taken place visually, a lot has been done in the background, for example, our last update showed you guys our day n night cycle and we've just got done with procedural map generation, which has fair amounts of jank to it at the moment, super rough draft of the generation, along with setting up pathfinding for Mobs. We're currently looking to refine and sharpen this section or maybe implement a new system all together.
Items, Weapons, and Armor
We've made significant progress in this category, with a "replace animation" system that will replace the animation based on what the player has equipped. It's pretty cool shit, if I do say so myself.
We've also created a database that will hold all the information associated with each piece of equipment, which allows for no noticeable delay or glitching when using the replace animation system.
Astoundingly, this system worked perfectly on its first test and has had no discoverable bugs...yet.
Miscellaneous
Other changes include refactoring the code base to improve performance and looking into ways to prevent cheating.
Drawing up plans for achievements and fleshing out the story of the game a little more.
We've also been looking into server hosting so we can get an idea of cost, what we can get for the pricing and so on.
We're currently on the lookout for a Pixel artist. This will be a paid gig, paid per image completed to specifications. We would prefer someone who can commit to this long term but we're also open to offers.
Ohhhhh it is goooooooood to be back baby!!
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xtekker · 4 months ago
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More progress. I'm loving how this is coming together.
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