Author Topic: Tower of the Moon  (Read 9705 times)

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Erichermit

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Tower of the Moon
« on: August 30, 2014, 03:47:47 PM »


The Setting
This game takes place in a world where the sun has suddenly failed to rise for six days. The situation is urgent and the world is in panic, four brave heroes travel to the mystical Tower of the Moon in the hopes of solving this disaster. To do this, one must travel through a moonlit, enchanted forest, scale a mountain, and then ascend the interior of the tower itself.
image



Game Goal
It will play as an extremely streamlined turn-based RPG. The idea is to make a jrpg that can be played in under two hours, but usually result's in the player getting a Game Over. So basically it's a JRPG roguelike.
I was feeling upset that so many turn based rpgs seem to rely on grinding to play. While many do allow for strategy, the general solution to a problem is just to go earn more money to buy better equipment or to level up. Furthermore, the actual act of leveling up seldom requires much build-thought, are is usually just an improvement to all your character's stats. Most of the game is spent in minor battles which mostly act as nothing more than a distraction, causing most of the real thought to occur only in boss fights.
I want to make a game that has scarce resources, no grinding, and requires thought and strategy even in minor battles while also being artistically beautiful. I believe that Tower of the Moon can achieve this.
image



Gameplay
Your party will be taken through progressively more difficult areas. Each area will consist of at least three minor battles and a single boss fight. Effects from previous battles will carry over, so if a minor battle caused you to take wounds, become inflicted with a status effect, or use a limited resource, you might regret not being more careful when the boss fight comes. It is probably unlikely that you will wipe to minor fights, but in this way they still will demand to be taken seriously. Finally, magic users will have limited casts on each of their spells, their uses of which carry over between fights. Any characters who die stay dead essentially forever, save the use of rare and expensive resurrection magic.
Upon defeating the boss, the party receives an amount of currency and is refreshed from the chance for a respite. Characters will gain a level, in which the most important decision will be a new ability to learn. Spells and health are restored, and the party visits a shop. Decisions on what to buy will be difficult but crucial, as the party will never have enough money to buy everything that they want.

Game progress can be tracked from the devlog (http://towerofthemoon.tumblr.com/) and feel free to come say hi at my Twitter: https://twitter.com/Erichermit.

Dev J Chand

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Re: Tower of the Moon
« Reply #1 on: August 30, 2014, 08:23:39 PM »
I haven't played any of your games, but I must say that you have a good sense of aesthetics. Keep up the good work!

Erichermit

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Re: Tower of the Moon
« Reply #2 on: September 04, 2014, 11:48:52 AM »
Thanks Dev! Aesthetics is something I am paying a lot of attention to and something that I feel confident that I can do well!









I've spent a lot of time lately obsessing about how I want the UI to work / look. I think I finally feel comfortable! A lot of this is still very much placeholder stuff (such as the healthbar.) If you want to read a long stream of my thoughts on the matter, I've written them here: http://towerofthemoon.tumblr.com/post/96496897881/devlog-2-ui-scramble But I figure most people will be more interested in just seeing a few progress gifs!

Kyo

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Re: Tower of the Moon
« Reply #3 on: September 04, 2014, 01:18:52 PM »
Looking good. It somehow reminds me of Sword & Sworcery, design-wise, though the stylistics is totally different.

I also like how the parts of interface are floating chasing the cursor.

All in all, the game - judging by the gifs and what you've told us about it - seems really interesting.

Spoiler: show
Stylistics is or are, that is the question. Looks plural to me...

Roxaszu

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Re: Tower of the Moon
« Reply #4 on: September 04, 2014, 10:06:10 PM »
I don't know why every time This name Pop-up, I read it "Tower To The Moon"

Anyway,
It's looking good though ;)

SinnyVic

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Re: Tower of the Moon
« Reply #5 on: September 04, 2014, 10:24:16 PM »
10/10 Would sell my kitchen to buy.

Erichermit

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Re: Tower of the Moon
« Reply #6 on: September 06, 2014, 08:16:44 PM »
Thank you for the kind words you two!

Currently having a hell of a time trying to determine between three composers.

(Examples from each)
https://soundcloud.com/chillback-resistance

https://soundcloud.com/brandon-l-abley/sets/usg-a-new-beginning

https://v-axys.bandcamp.com/album/black-ice-level-one


I also have this:







Healing items in Tower of the Moon will be Glowflies. When crushed, the flies release a magic liquid that can close wounds.

Erichermit

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Re: Tower of the Moon
« Reply #7 on: September 10, 2014, 01:26:49 PM »
Hello! Today I have some progress gifs as I slowly implement more crucial mechanics






Erichermit

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Re: Tower of the Moon
« Reply #8 on: September 23, 2014, 04:20:46 PM »
I hope I'm not being too spammy here! I made some more progress today.



The skills are placeholders (a lot of stuff still is!) but here is a working skill system!
It reuses a lot of the code for Attacking / using an Item except that targeting is dynamic. Skills also keep track of their uses, have a cost in gold to use, that sort of thing.
Looking forward to when the stuff I show off here doesnít reuse the exact same Monster - Character Sprite - Background, but Iím still getting basic functionality down!

Unimaginative Username

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Re: Tower of the Moon
« Reply #9 on: September 23, 2014, 04:45:27 PM »
I really, really like the UI style - especially how everything folds out. I could stare at these gifs for hours.

Erichermit

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Re: Tower of the Moon
« Reply #10 on: October 02, 2014, 01:51:00 PM »
Ah, Thank you very much PurpleOrange! :)

Today I have a progress update!



Things continue moving along! Today marks the day that Tower of the Moon actually has the first semblance of playability. I can now take turns with an enemy, who will attack me during its turn, and can even be defeated!

I plan on giving monsters the ability to use skills (involve some AI tricks which Iíll start off as pretty simple) and extending this functionality to actually allow a full party (and multiple monsters!)

Eventually Iím going to add in animations and such so it isnít just random numbers popping up from seemingly no source, but I have that at a lower priority than other, more integral, functionalities.


Also for your enjoyment: This Glitch

Merlandese

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Re: Tower of the Moon
« Reply #11 on: October 03, 2014, 03:26:35 AM »

Also for your enjoyment: This Glitch

Glitch? Or function!? Eh?

Erichermit

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Re: Tower of the Moon
« Reply #12 on: October 07, 2014, 02:46:36 PM »
It certainly does convey a good feeling of getting whalloped. If I can think of a way to have that glitch also look.. intended it might be neat for critical hits or something.

Also.. animated backgrounds!


Erichermit

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Re: Tower of the Moon
« Reply #13 on: October 16, 2014, 06:14:10 PM »


Oh hey! Check it out! An actual full party turn! Now to add some character variety.

Merlandese

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Re: Tower of the Moon
« Reply #14 on: October 16, 2014, 07:45:31 PM »
It certainly does convey a good feeling of getting whalloped. If I can think of a way to have that glitch also look.. intended it might be neat for critical hits or something.

Actually, you could do that. I think it's a great and somewhat simple idea to illustrate crits.

And the full party in action is looking really cool, man.