#also pls check out our convention tumblr
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🪽🎀 angel, baby~🎀🪽
this was just meant to be a cool down doodle, but here we are XD angel dust has taken over my life💗💞🌸
also pls check out @hellbentcon if you haven't already👀🙏
#angel dust#hazbin hotel#hazbin hotel angel dust#angel dust hazbin hotel#hazbin angel dust#yes i love angel's chest fluff#so floofy#he totally suits corsets#this started out as a doodle#but i got carried away#lol#maybe i should make this available as a print👀#this would look so fun as holographic#oooh or maybe as gold foil#ill have to see#also pls check out our convention tumblr#and fill out our interest check#it would mean the world to me🥺🙏#tysm#♡♡♡♡♡♡#shitty#(< that's my art tag)
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Anuchard: devlog ~02 - changes
Happy New Year 2018!
a new year, and a second devlog! it’s been a while, but i wanted to do this more often actually so i don’t have to summarize so much stuff.
short brief if you’re feelin’ lazy to browse the first one, it’s a roguelike dungeon crawling + boss-feeding game + action combat. (???)
“so this is a dungeon crawling action game, and you have beat monsters in the room to proceed, usually we got the boss to kill in the end of the floor, but in Anuchard, we feed the boss to win. yes the boss need to be FED”.
pls click “Keep reading” to continue! (just had to shorten posts so it doesn’t flood tumblr’s dashboard/ reblogs)
those lines were used to describe our project to people playing our demo at conventions.
on last year’s showcase, we could only provide the combat part of the game (which has no procedural system yet), people said they’re mostly interested in... grass cleaning orz. and lot of people said the movement’s too heavy or rigid. well it was our first intention to make the weapon feels heavy, but i realized it was not intuitive enough to understand our vision (the frame count is low, the weapon doesn’t look heavy). lot of them even asked if the MC’s weapon is a broom, haha.
youtube
^this was a raw footage video we had submitted to Bitsummit5, didn’t get selected tho^ it has been exactly one year.
we then thought about how our project doesn’t have any unique selling point. then Rico, had inspired by clea’s interest on making non-violent or non-competitive games, finally proposed the idea of Boss feeding. we cook for the Boss to win them, that’s it!
the time we mentioned about planting, cooking and feeding the boss to our random audience (and one senpai in Bitsummit5) i noticed a slight smile of curiousity and interest. i think “oh! this might be our key gimmick.”
the feeding mechanic’s not tested yet so... let’s wait a bit more.
we’ve been on and off, and some burnouts, scheduling, design, financial problems and stuff.
our team is still the same from the start; 3 persons. Me (Laz) on graphic, Rico on code and clea on audio. we were trying to pull this off with smaller team than the usual. also were trying to make it quick, but turns out rather impossible because we’re inexperienced to deliver some new things we never make (bad pre-production phase, duh).
Discarded or Suspended Features
overall we’ve been progressing and through numerous design changes, some interesting stuff are deleted too.
here are some review worthy list of canceled or suspended features:
Bad Ailments
youtube
there was an enemy that leaves trails that slow player. it was implemented, and had planned to make poison too. but we decided to store that, and instead, we put more types of enemy. speaking of enemy types, here are the current list:
but i’ll cover about enemies next time.
Seed and Dungeon Planting
youtube
if you have watched the first video, there was a moment when the player is able to plant a temporary assisting “obstacle” inside the Dungeon, you get Seed and plant it right away-- or we save it later for planting in the Orchard (hometown).
discarded for now along with the Seed system, since we need to simplify things.
Obstacle: Bomb
youtube
was actually a great tool, but for a tight battle, the control is still too complicated. we might reuse the bomb mechanic for enemy tho.
Garen Charge Attack (OP)
youtube
(League player anyone?) this was most satisfying OP move. most of the players on showcase day were overusing this move to clear the levels. discarded because we need to nerf MC’s base ability, because we need to implement food buff.
Phonecall Food Ordering
order food from the Orchard. this might be the latest thing got discarded. (tumblr can’t accept more video so i got GIF for ya)
discarded because now we’ll bring the foods to Dungeon ourselves.
extra: fun phonecall sprites XD
that’s all for now. please do wish me discipline and prosperity to write blogs more regularly.
check out other posts about Anuchard!
useful links:
dev hashtag on twitter: #anuchard
twitter: @stellarnull
tumblr blog: @stellar-0
Rico’s twitter: @ricolemba
clea’s twitter: @clealeshlick
my twitter: @lazcht
Ciao!
~ @lazcht
#gamedev#indiegamedev#pixel art#pixelart#game development#game developers#インディーゲーム#Anuchard#ドット絵#dotpict#ドットピクト#devlog
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