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12/01/2013 10:55 am #1


[Adventuring Company] by Slothwerks (COMPLETED!)

ADVENTURING COMPANY 

http://i.imgur.com/IrZT6NM.png
  

Current version: 1.0

Adventuring Company is a roguelike-lite.  You've heard tales that a Red Dragon posseses immeasureable wealth and you're interesting in getting a piece.  Accompanied by a motley crew of mercenaries, you must delve into the depths of the Red Dragon's lair.  As your adventuring company descends into the depths, you'll battle goblins, centaurs, liches and even the willpower of your crew, as your gold supplies dwindle -- mercenaries don't work for free, afterall.  Can you claim the treasure of the Red Dragon?  Or will you serve as morbid warning to future thieves?

play

Browser version
http://slothwerks.itch.io/adventuring-company

Google Play
https://play.google.com/store/apps/details?id=com.slothwerks.adventure&hl=en

Android .apk
Note: You don't really need this if you have a Google Play account, but I'll leave it up anyway, since I submitted it for my original contest entry.
https://www.mediafire.com/?q9wba04vijvyjz1


follow

Developer Twitter
https://twitter.com/slothwerks

Developer Devlog
http://slothwerks.tumblr.com/


screenshots

http://i.imgur.com/xAHGcWT.png?1

http://i.imgur.com/7QDEUTL.png?1

 

Last edited by slothwerks (12/27/2013 1:12 pm)

 

12/06/2013 12:53 am #2


Re: [Adventuring Company] by Slothwerks (COMPLETED!)

Scrapped my original concept after it started to spiral out of control in complexity.  Reimagining as a more simplified, mobile friendly rogue-lite.  Currently just at mock-up stage.

http://i.imgur.com/vHJf9XCl.png

 

Last edited by slothwerks (12/06/2013 12:54 am)

     Thread Starter
 

12/09/2013 12:47 am #3


Re: [Adventuring Company] by Slothwerks (COMPLETED!)

Made a little progress this weekend.  Not really "playable" yet, but it's starting to come together.  At least, it's no longer a mock-up.  

You're trying to assemble a team of ragtag mercenaries that can manage to get to the bottom of the dungeon to steal a legendary treasure.  Unfortunately, these mercenaries are more at home in the pub than on the battlefield, so keeping them in in line will be quite a challenge!

Each mercenary has a different ability.  Since mercenaries are assigned randomly, the mixture of powers you have to work with at any given time will be different.  You'll also have to manage limited gold supplies -- gold is required to hire new mercenaries, as well as to explore.  

I'm pretty excited about this idea.  I mocked it up on index cards, and it was pretty fun to play.

Here's how it looks so far:
http://i.imgur.com/1wb9znll.png

 

Last edited by slothwerks (12/09/2013 12:47 am)

     Thread Starter
 

12/09/2013 6:39 am #4


Re: [Adventuring Company] by Slothwerks (COMPLETED!)

Push forward! :)

I like that brown and gray palette, very NES'sie

 

12/09/2013 5:06 pm #5


Re: [Adventuring Company] by Slothwerks (COMPLETED!)

I like the premise, sounds fun.

 

12/10/2013 12:44 am #6


Re: [Adventuring Company] by Slothwerks (COMPLETED!)

Made some great progress today!  Still need to get more work done on the core gameplay and not get so distracted with graphics & sound, but I'm pretty happy with how things are shaping up.

http://i.imgur.com/8EuFdkl.png

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12/10/2013 11:53 pm #7


Re: [Adventuring Company] by Slothwerks (COMPLETED!)

Not too much new visually, but the game is now 'playable' (in a sense of the word).  Tomorrow I plan to hook up the defeat, victory, and title screens, so that even in the worst case, the game will be 100% playable for the contest.

I've yet to implement any of the character 'powers' but I did implement the ability to go to town and visit the tavern.  Going to the tavern costs 100 gold, but accomplishes two things 1) it heals all the heroes in your party and b) hires 4 new random heroes to join your current Adventuring Company.

One of my favorite aspects of roguelikes is the resource management.  How do I manage my limited potion, scroll, and food resources?  In Adventuring Company, the only way to heal is to visit town.  But visiting town also means you don't know which heroes you'll get when you re-enter the dungeon.  I like the idea of having to manage your gold resources and deciding between going to down too often or allowing some heroes to die.

http://i.imgur.com/EGRMumV.png

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12/13/2013 5:07 pm #8


Re: [Adventuring Company] by Slothwerks (COMPLETED!)

Finally moving into the content creation phase.  Need to add all the abilities with are where most of the tactics come in.  Along with that comes balance, which is usually the hardest part of game development for me ("Okay, it mostly works, why isn't it fun yet?")

Hoping to have a test build up in a week or so to get some feedback!

Today's screenshot shows off some different types of enemies, and a slightly different "unit portrait" layout to make the information presentation more clear.

http://i.imgur.com/Z9Jhga8.png

Last edited by slothwerks (12/13/2013 5:13 pm)

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12/17/2013 1:49 am #9


Re: [Adventuring Company] by Slothwerks (COMPLETED!)

Got a little distracted today; content creation is hard work, and I wanted to make things prettier.  Experimented with some shadows and colors, and was pretty happy with how things turned out.

Balance is also a bit further along, but is still kind of wonky until I get all the powers in.

UPDATED: Added an animated .gif showing off some of the gameplay.

http://i.imgur.com/d8J3plH.gif

Last edited by slothwerks (12/18/2013 12:27 am)

     Thread Starter
 

12/17/2013 10:08 pm #10


Re: [Adventuring Company] by Slothwerks (COMPLETED!)

looking good so far, really like the color choices.


@goodmorningcmdr
 

12/19/2013 2:44 pm #11


Re: [Adventuring Company] by Slothwerks (COMPLETED!)

The game looks great. I love how slick it seems, the color choices lool really good, and the UI usage lag is well timed (Converse to mine which might react too quickly to input).

I have yet to anything more than play with unity, but since it has CLR based languages for its scripting, have you thought about adding an internal LUA scripting system for content creation? It's a super easy language to intergrate into .Net and you can use tables and function pointers to make quick work of generation, while just having to design events to be thrown into your random generation.

Just a thought, either way, your game looks great so far!

 

12/19/2013 4:04 pm #12


Re: [Adventuring Company] by Slothwerks (COMPLETED!)

I haven't tried LUA yet, but I WOULD like to continue development on this after the contest, so maybe I'll look into it.  I've seen the cool stuff that happens when you let users mod your games, and it would be pretty cool to see if anyone decided to mod this one (if I made it possible).

Most of the abilities in the game (which I currently just implemented as classes) just raise dictionary-based events that are interpreted by the game engine, so it would probably be easy to externalize those in a LUA script.

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12/19/2013 4:57 pm #13


Re: [Adventuring Company] by Slothwerks (COMPLETED!)

slothwerks wrote:

I haven't tried LUA yet, but I WOULD like to continue development on this after the contest, so maybe I'll look into it.  I've seen the cool stuff that happens when you let users mod your games, and it would be pretty cool to see if anyone decided to mod this one (if I made it possible).

Most of the abilities in the game (which I currently just implemented as classes) just raise dictionary-based events that are interpreted by the game engine, so it would probably be easy to externalize those in a LUA script.

Nice! I had the same idea, create an easy way for the system to read new graphical assets (by way of adding subfolders) and type values, while making framework scritping easy. 

I found it interesting that you went with raise dictionary. I originally went with that, but changed to a series of classes that would pull various sets of values from a table/List set, and generate a 'scene' for each instance based on that classes properties. Since your game seems like it will be a mobile game, I can see not wanting to eat the extra overhead that a class system would use.

I am excited to see how your project turns out by next week!

 

12/20/2013 1:44 am #14


Re: [Adventuring Company] by Slothwerks (COMPLETED!)

Thanks Verser!  Looking forward to yours too.

Got items in today; I probably won't get to everything I wanted to do, but I think it's in a pretty good place now for the contest.  Mainly focusing on polish and finish at this point.

Been playing around with some animations (which I think help a lot!) and added some text/flavor throughout the game.

http://i.imgur.com/aMQMTvK.gif

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12/20/2013 3:27 am #15


Re: [Adventuring Company] by Slothwerks (COMPLETED!)

How does the game work? What is happening with the circular pings?

 
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