Game
A Shapian's Tale
2 years ago

CURRENT BUILD/DEMO: AST Build 1.1.3


CONTROLS:

Move: WASD | Left stick analog

Jump: Spacebar | A/X button Sprint:

Shift key | Left stick button

Sneak: Control key | Right stick button

Interact: X key | X/Square button

Attack: Left Mouse button | RT/R2

Block: Right Mouse button | LT/L2

Lock-On: C Key | D-Pad Up

Shape-Switch: Q or E key | LB/L1 or RB/R1

Restart: Esc key | Start button

Debug view: Tab key | Select button

FEATURES:

Path-based 2.5D Movement: Top-down style X, Y movement on a flat plane with simple friction and inertia. Z movement based on variable jump value + y coord of object that moves along a pre-defined curved path. Z value is added to Y value when rendering to achieve 2.5D effect.

Paper Thin Collision: Pixel perfect collision in a 2.5D space. Objects collide down to the pixel while also preserving depth when colliding with structures from behind or in front. Buffers are possible and built in for purposes of giving objects 'thickness' but it is only to be used for non-rendered logic as the paper-style effect is apart of the game theme.

Moveable obstacles: Drag mechanic initiated by collision and pressing of the interact button (toggle). Obstacle slides toward player until centered and can be moved around via the player's movement mechanics. Objects to assert weight over the player slowing them down respectively.

Basic Combat Collison: Independent collision system from combat interactions. Multi-frame collisions based on custom shaped hitboxes and variable hit-frame range of attack animation. Blocking using the same collision system but with a hold option.

Axial Combat Collision: This system helps determine hits based on the axes said attack covers. This system both helps create a more reasonable hit registry by accounting for the fake 3D nature of the game ( i.e. overhands only hit targets close to the same Y position), while also creating variety in the ways to evade or block maneuvers based on the attack used due to axes not affected by said attack.



5 comments

Loading...

Next up

Took a break from AST to work on a rougelike match 3 game, pet named "SwapQuest."

Hello everyone!

I have recently taken a step back into game dev this past summer and I have decided to resurrect a old game from the early days of Game Maker and the YYG community (some of you might have been apart of); A Shapian's Tale.

I believe I have gotten the Axial Layer completed! On top of this the debug viewer has also been optimized visually to show more accurate info. Its so strange how different the underlying code is from the final render #gamedev #rpg #combat #sidecroller

Just as Pecaminosa's musicians #improvise this rendition of #LittleSunflower 🌻, so do we improvise with this post you're reading. 😂

What's coming out of your own improvs? 🤔

#Pecaminosa | #IndieDev | #OST | #Jazz

Fan art for Foolish I'm feeling kinda better so I drew this

In the quest for accessibility, I'm adding Resurrection Shrines for players on the 'novice' end of the platforming spectrum.

In order to unlock the power of a Shrine, you must collect 3 'Souls' from your dead corpses! (the floating blue orbs)

Demonstration of the spells and their effects :)!

Alone Together....

I mostly build 3D First Person Shooter game mechanics in Unity, and in this I'm just showing C4 mechanics I made for a little side project I am working on! :)

Here's a Fredbear sprite i made in Aseprite! I'm pretty proud of this!

(Btw, sorry for the double post! I'll try to post less)