When Hammlet’s wife Prascilla goes missing, Reynard immediately grabs his high-tech gauntlet and goes on an adventure. In order to rescue Prascilla from becoming “Goulash” and his home island Foen from an invasion, he has to defeat many vicious creatures and villains.
Gameplay
Reynard is a mixture of procedurally generated action RPG and a Tower Defense genre with roguelike elements. It has been influenced by classics such as Legend of Zelda and an indie classic – Binding of Isaac. It contains features such as:Countlessproceduraly generated dungeons, TD maps and runes!
More than 200 different items!
Fast paced action against challenging enemies and bosses!
Progression through perk and blueprint system!
Simple yet cool crafting system!
Lovely story and companions!
Minimum Requirements
Gamepad is extremely recommended, but keyboard also works.
In previous devlog I showed you some progress on dungeons and today I can show you the basic minimap and some other cool stuff!
Feature update
Because we’re not that hardcore that we would leave our Reynard to wander around the dungeons without a minimap, we have decided to add it. Current version of the minimap is basic and it shows the locations of various rooms (locked, treasure and boss rooms). It also colors the room where the player is located with an orange color. We’re still discussing if the minimap should be an obtainable item, a perk or included by default. My personal opinion is that it would be cool if player had to put some effort to unlock it. What is your opinion?
I’ve updated the HUD which now displays melee and ranged weapons. If you check out the video, you can see that there is a third slot, which is reserved for special items. In the future we’ll be adding bombs and other items. Health and stamina bars have also been updated. They were improved with “normal” colors and numbers. Numbers will help the player to accurately plan his next moves.
We were thinking about how we could inform the player if he can interact with something. In the end we decided to go with a classic bulb bubble.
While play testing the game I really got tired of shurikens… that’s what drove me to create a boomerang. I still can’t believe how such a simple item can boost developers motivation to keep on developing the game. It is quite basic, but fun.
Next thing we added were flammable objects! Flammable objects loose health over time and the fire can spread easily between them.
Under the hood, I was working on resolution and canvas scalers and some other “black box” systems.
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In previous Reynard devlog, Boštjan revealed that we’re planning to add a world map and in this post I want to write about the dungeons.
Challenges
Before the development of the game, we’ve set some ground rules. One of those rules was that we want to increase the replayability of the game. That’s the reason we included randomly generated dungeons.
Writing a dungeon generator is fun, but it can be time consuming.
For an example. When I was designing a basic prototype of a dungeon generator questions kept popping up.
Couple of examples are:
What roles can a room have (locked, treasure room, starting room…).
Which dimensions of a room can appear.
How many types of specific rooms can appear.
When a room can appear? At the beginning, middle or the edge of the dungeon?
How the monsters will spawn in the room.
How will transition between rooms work.
And many many many more…
The problem was that we had an idea where we want to go with the whole dungeon generation, but not the most “detailed” idea. That is probably the main reason I’ve spent so much time on creating a generator. Figuring out what we want the player to experience and how to keep him challenged was one of those details. Another thing that kept me busy was designing a generator which is designer friendly.
Check out the video to have a glimpse of early dungeon prototypes and other added features.
PS:
When I was making a dungeon generator more “user / designer friendly” I used Odin Inspector and Serializer plugin. It saved me many hours of work on inspector customization and serialization. So if you’re developing in Unity3D check it out, I think that you will find it very useful.
If you’re interested in dungeon generation and procedural level design, I’d recommend you to listen this cool GDC talk from the creator of Eldritch.
Hello, my name is Boštjan and i think it’s my first time writing here about Reynard.
Unity and 2D tiles
So lets talk a little bit about Unity and 2D tiles. When we started developing reynard we decided to use Super Tilemap Editor, because we figured out that it is simply better than tools that came with Unity. After deciding what tools to use and searching for tilesets there was annoying problem with Unity. Anybody that uses unity for making 2D games with tiles has faced that – random rendering vertical or horizontal lines when playing the game between tiles. I admit it we made few mistakes while figuring out how to fix it. If you use same tile editor as us is really simple to fix this. You must just extrude 1px with tile atlas editor. Other solution is that you add 1px to you tile. I was doing that with program called Pyxel. You just resize tile to desired size and center it. In our case new tile size was 18×18 because we use 16×16 tiles and then you just copy the edge pixel in all directions around tile. After that you just set size of your boxes in unity sprite editor to 16×6 and your problem should be fixed.
Pyxel Edit
Reynard World map
Now to our world map. I wont tell you how much islands or areas there will be, but you can see in video that for now we have prototyped 4 islands in 3 different biomes. Using Super Tilemap Editor for doing that is really easy and it’s just like painting in Microsoft Paint. I have a quicklapse of doing that so if anybody is interested in that video let me know in comments bellow. When Reynard comes into the vicinity of selected buildings you will see big exclamation mark. This indicated that there you can do something. For now I only log to Unity console some strings if you press attack button but in next week there should be dialogue system instead of me just logging stuff. For Reynard i use sprites that Filip drawed and showed to you in previous Devlog.
So what is next for world map. Working dialogue system, maybe some random spawning enemies, more diverse tilesets, some shaders for the water part and particle effects for islands, because as for now there is only snowing particle system and you can see clouds on grass island. We want to make game looking more interesting and not just bland few colors on ground. Shaders and Particle system will help with that.
So this is all from me for now. Stay tunned for new update next friday.
It’s Friday and I have a new progress report on Reynard! In this devlog, I’ve merged a couple of videos and thoughts from my archive.
Feature update
Because Reynard can move in multiple directions and we’re using only 4 directions to visually show where he’s going, it was really hard to aim with his ranged attack. That’s the reason why I’ve created an “aim assistance system”. I know… it sounds way cooler than a “pointing arrow”.
I’ve spent some time working on a weapon system… Weapons will be able to slow down, stun or knock back enemies. Each weapon will have different stats and will consume different amount of stamina.
Because there are no great RPGs without loot dropping pots, I’ve added loot drops. Now these “normal” pots can drop hearts that can heal Reynard.
Remember that in previous post I’ve mentioned that I was working on a stamina and health system? Well… they are now connected with UI and working. Currently they are displayed as pink and green bars. We still didn’t decide if we want to leave them like that. Maybe in the end we’ll use numbers instead.
I was working on treasure chests… Reynard can interact with them and swap weapons. The idea is that Reynard will only be able to carry a single melee and a single ranged weapon.
I’ve spent decent amount of time working on AI. You won’t see a huge progress in this video, but let’s say that we have a simple slime (bluegreenish) that randomly roams around the level. A slime (red) that can follow the player but if player hides behind an obstacle it just keeps on moving… and a slime (green) with pathfinding system.
Art update
I’ve gathered the courage to work on Reynard’s looks. So here he is… our first version of Reynard the fox:
I’m kind of satisfied with his side profile, but there’s something that bothers me on his front side. I’m always surprised how much time and effort has to go into pixel art… Specially in animations… Pixel art is something that I really want to get better at and this definitely isn’t the final version of him, so don’t be scared! Video time:
If you have any suggestions, comments or thoughts… Please let me know in the comments section down below.
“Pariah: Anton” is our next upcoming game. It is going to be a combination of tower defense game and a 2D sidescroller set in an apocalyptic cyberpunk world. The game will have a background story with as little text as possible (Yeah… I’m a fan of Hyper Light Drifter and Kingdom).
Game info
Player’s main mission will be to gather chips, upgrade his base, craft robots, assign them roles, upgrade them, destroy the spawns of hostile creatures (zombies, monsters and probably other god forsaken creatures.) and escape from planet. The game won’t focus as much on player’s main character as on building base and crafting robots. The crafting system will be as simple as possible, but still enjoyable. Each playthrough will be different because the map is always going to be randomly generated.
Release
We are aiming to release the game on a PC in September and when the time is going to be right, we’re gonna try our best to greenlight the game on a Steam market.
Progress
In the last couple of weeks I’ve been thinking about the architecture of the whole game, the player’s movement, which events will be tracked, AI for robots, zombies, monsters etc..
I still don’t have a lot to show you, but till now, I’ve imported a simple sprite (from the asset store) which represents the player (no complicated animations or any other fancy stuff because the main character is still in the drawing board), I’ve imported a sun and a moon drawn by Žiga. The ground is currently decorated with a tileset which will not be used in the final game – we’re aiming for cyberpunk style palette and a little bit simpler shapes.
Player controls
Because the game mainly focuses on the AI of robots and Enemies, the player controls are going to be quite simple. Player is going to be able to walk, dash and use an action button. In video you can see player walking, dashing and dropping chips (without animations :D).
Day and night
Night will stand for terror and will spawn waves of monsters. Day will serve for exploration. I’ll have to figure out which length of day and night will fit the game tempo. We really don’t want player to get bored. That’s why I’m thinking about adding special events which can occur anytime and will lure player to explore the unknown.
Biome generation
World’s will be made out of different “biomes”. Currently we have plan to create biomes for: Base, Grassfield, Forest, Junkyard, Factory. Base will always spawn in the middle of the world and will server as a starting point for our player. Player will be able to expand his base to other biomes. I’ll write more about biomes in the future devlogs. For now I have developed a world generation system which semi-randomly chooses and position biomes in the game.
In video you can see biomes colored for debugging purposes:
Base: cyan
Grassfield: yellow
Forest: green
Junkyard: magenta
Factory: red
We still have a long way to go to finish our “Pariah”. but then again:
The journey of a thousand miles begins with one step. – Lao Tzu
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Features
Compete with others, try to score as high as you can before you are defeated.
Range of number from 0-10, 0-100, 0-1000
Arrange your own group of mathematical equations
Easy level, max speed is locked, suitable for learning purposes
Medium and hard level, how fast can you calculate?
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