Posts tagged: Doomed Looters

Doomed Looters: now also on AppStore!

Foto 15-03-16 07 06 28

And few lines also to tell than, since yesterday night, Doomed Looters is available for free download also for iOS devices :-) – you can get it from here – enjoy.

Doomed Looters: now on Google Play

Foto 15-03-16 07 06 28Just a quick note to tell you than now you can play Doomed Looters even on your Android mobile device. You can get it from Play Store – free (but with a banner once you die).
As usual, Android version is created&checked by Andrea Capitani, who also added some sounds to the game (before that the game just had background music).

Doomed Looters (#7DRL) – spritesheets now on OpenGameArt

doomedlooters-preview
As planned from the start, now the four main characters of Doomed Looters are available (as spritesheets) here – released under CC 3.0 BY licence – that means you can adapt and use them for your projects (even commercial) – just crediting me.

Doomed Looters (#7DRL) – mobile porting

Foto 15-03-16 07 06 28
Ok, 7DRL 2016 is closed, so there’s no time for updates, but that doesn’t mean I can keep on working of this game (outside of the competition, I mean). First thing to add is mobile porting. I’ve added a virtual pad, taken from Down There assets, and yup, in less than one hour I have Doomed Looters running on my old iPhone 4. I also shipped main source code to Andrea Capitani, and he did the same magic to build an Android APK.

Foto 15-03-16 07 06 47

That’s good? Almost, but not. UI has too small buttons in dialogs, and there are few things to add to make the game usable in a correct way on a mobile device. We want also to add remote Leaderboard and Achievements (this idea was there from the start, of course). And, well, we got an unexpected framerate problem – dued to the global shadow effect I guess. Nothing I cannot solve, but, well, I need to do that. It’s a small game, it should run fine on every device.
And, well, it’s time also to add some sound FX (I was able to “mount” just a soundtrack) so to have something more complete, to hit stores.
If we don’t get lost with other things I guess Android version should be on Google Play within the week (iOS time, well, it depends on Apple decision, as it’s by design)

Doomed Looters (#7DRL) – Post Mortem

dl-01
Ok, now that things are done, it’s time to write some words to introduce you my 7DRL 2016 entry: Doomed Looters. A 2D action roguelike game that tries to improve my 2015 experience, not expanding Down There, but “recreating” it from scratch, with new specifically-made graphic (at least, most of it), and above all with new game mechanisms. This time you’ll be able to play with four different heroes: a Thief (average, able to use defensive magic, and to easily unlock chests), a Knight (strong enough), a Wizard (weak, but able to use magic for attack and defense, and able to magically unlock chests, doors and gates) and a Barbarian (stronger, even if less protected than the Knight). Different players, for an endless dungeon in which each level has a gate to the next one, locked. So, if you’re not playing with a Wizard, you’ll have to find a Golden Key to open it. A key hidden inside some closed or locked loots, maybe placed behind locked doors. Yes, you can open doors with silver keys you’ll find around, but you can also open them smashing them with your sword. Problem is that the place is filled with enemies (spiders, snakes and other creatures) and wasting time opening items and doors won’t be good all the time. So, who you decide to be, will force you to play in a different way – or at least this is my idea. Did I succeed in making all this fuss, fun? It’s up to you to decide that, if you want to give it a try .-). If you’re curious, well you can download the game here. (Windows executable only, at least so far – game will be played inside a fixed size windows, not need to install anything – it just write config and scores files in the executable folder).
Quick instructions: use arrow to move around, space to attack with sword. If you got mana you can use X and V to attack/defend yourself with magic.

What can I add? well, I loved to made it. And proud of  lot of things in this game (even about some of the spritesheets – even if I can clearly see errors and limits) but I would like to add more elements in game, and I’ve coded till the end, adding and changing things so my main doubt is to have everything not well balanced.  Even this time I didn’t plan well enough – I worked a lot of night hours and I’m aware I could have decided to do A instead of B and I guess now I’d have a better game. Or not.

One final note: big part of the graphic is mine, but some specific elements are by Calciumtrice  (http://calciumtrice.tumblr.com/). This artist is surely a lot better than me, and released wonderful pixel art as CC-BY-3.0. From available art I just picked flags, loots (chest, sacks and barrels) and one frame of snake spritesheet. I changed colors a little in some cases, and I re-animated the snake. Soundtrack (Whoozer and DrumLoop_1_64BPM) has been written and produced by Ove Melaa (Omsofware@hotmail.com)

P.S. ah, one more note about gameplay – to restore health you’ll be able to use healing potions (once you found them) or food (that will be eaten when you stop for a while).

Doomed Looters (#7DRL) – night #5-6/day #7

dl-01
Ok, probabilmente domani sarò in grado di dare dettagli – ma al momento sono così stanco che proprio non riesco. Lavoro concluso, comunque, chiaro, ad un certo livello almeno. Trovate il gioco da provare (se siete curiosi) qui. Nello zip c’è (solo) la versione per Windows (due eseguibili, uno con l’audio – che richiede openAL – e uno senza).
dl-02
Queste sono alcune schermate del gioco. Domani racconterò un po’ dello stato di fine lavori, e della lavorazione. Read more »

Doomed Looters (#7DRL) – night #4

doomedA
Panico. Ieri sera sono riuscito a finire il set minimo di animazioni dei personaggi e di un primo nemico, ho sistemato alcuni bug, iniziato a sistemare la distribuzione degli oggetti nel dungeon, aggiunto un po’ di cose per aumentare la varietà grafica del labirinto e ho iniziato a vedere il gameplay. Quest’ultimo, non secondario, va migliorato e di molto – perché il gioco sia divertente – e, sorpassata la metà del tempo a disposizione, inizio ad andare un po’ in panico.
doomedB
La lista di cose da fare dopo ieri sera si è accorciata di poco e, per avere il gioco “chiuso” prima di domanica sera (ho un impegno, devo consegnare quindi prima), ho anche parecchie cosette di contorno da rifinire. Sarà dura.
Lezione NON imparata dalle volte precedenti: pianificare meglio, fare meno grafica (aggiungerla nel caso dopo), provare il gameplay prima possibile.
Incrociamo le dita.

Ah, la mappa lì rompe le scatole (in certi momenti copre l’azione – devo cambiare la funzione di center dell’area di gioco.

Doomed Looters (#7DRL) – night #3

doomed01Come previsto serata di coding leggermente più corta delle precedenti, ma che sono comunque riuscito a sfruttare per procedere ancora. Impostata la schermata di home, ritoccata leggermente l’interfaccia in-game e, soprattutto, fatti almeno un paio di fotogrammi (l’idle down) per le quattro tipologie di personaggio con cui l’utente potrà decidere di affrontare il dungeon.
doomed02

Il ladro (il primo personaggio disegnato, il più generico, magia solo di difesa), il guerriero/cavaliere (un po’ più lento, ma con un buon attacco e maggiore protezione, nessuna magia), il mago (molto più debole, ma con la possibilità di usare in modo più completo la magia per attacco e difesa) e il barbaro (molto più forte, ma senza nessuna magia). Queste caratteristiche andranno definite un attimo meglio, ma questa è l’idea sommaria. Dovrò predisporre almeno 4-5 magie diverse (di cui un paio di difesa, probabilmente invulnerabilità e blocco dei nemici)

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Doomed Looters (#7DRL) – day #2

Doomed-Looters

A parte che quel “day #2” vuole ovviamente dire “night #2” ieri sera ho fatto un altro salto in avanti: sistemato l’algoritmo di ceiling, iniziato a riempire il dungeon di elementi di contorno (torce e bandiere, al momento prese da opengameart, dal bellissimo asset di Calciumtrice), creato e attivato un primo nemico (che al momento si muove con un algoritmo base di seek, simile a quello di Down There, che va assolutamente affinato), iniziato a pianificare l’interfaccia (3 valori, health, mana e XP, più un minimo di inventario – manca ancora l’indicazione di livello e il denaro). Un milione di cose ancora da fare – e il tempo scorre – ma sto procedendo con il ritmo giusto. Questa sera avrò però poco tempo – vedremo se/cosa riesco a portare avanti.

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