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AppGameKit/AppGameKit Studio Showcase / [WIP] Rush to Adventure

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Digital Awakening
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Posted: 4th Aug 2016 09:45 Edited at: 4th Aug 2016 09:46
First look at one of the new bosses. What do you think?

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Digital Awakening
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Posted: 5th Aug 2016 07:50
Man, I have worked for hours on this game every day for two weeks and today I feel spent. I need some time off. One more week still remains of my vacation but will travel back home tomorrow.
Funnell7
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Posted: 5th Aug 2016 09:49 Edited at: 5th Aug 2016 09:50
You're doing amazingly well DA! This is really coming along now. Both the map and the new bosses look great

Referring back to the map, how many of those screens would you say are now complete?

I'm still planning to give this a play-through, just haven't had the chance as yet
Using AppGameKit V2 Tier 1
Digital Awakening
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Posted: 5th Aug 2016 10:19
Thanks Funnell7

The beta is 12 levels and 2 golems. The new map so far has 24 levels and 5 golems. The northern part are missing most of its levels and there are some late game levels missing on the rest of the map. Less than half of the levels and all of the bosses are missing.

The beta takes about an hour to play through. You should play it before I remove it.
PSY
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Posted: 11th Aug 2016 19:17
Hey,

I've been on vacation until today, so I didn't read the forum.
That's some very nice progress you made there
I like the new boss, he reminds me of the knight in Bruce Lee on the old 8bit home computers

I'll check out the beta today if it's still up.


Cheers,
PSY
Digital Awakening
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Posted: 12th Aug 2016 09:57
PSY:
Thanks. Welcome home I've only tried the Bruce Lee game a little when I was a kid. So I don't know what the knight looks like. Beta is still up for a bit.
Digital Awakening
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Posted: 12th Aug 2016 10:39
Been working on new levels this week. I have a lot of other things to do now that I am home. And many distractions too.

I've counted the levels on the map now and it turned out to be 42. And that's just a coincidence

Did I mention earlier that I added in what exactly happens when you collect all the gems? I might have included that as part of the end game content being made.

I have made an updated version of the trailer. I wanted to include the score screen since this is something that makes RTA stand out from other adventure games. So I removed one of the text screens and put this in instead. I've also updated the inventory to show more stuff in the bottom. You can see that it now has slots for 6 items.

Clonkex
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Posted: 12th Aug 2016 14:25
Carharttguy
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Posted: 12th Aug 2016 14:31
The game looks very nice! Also nice sounds, really sucks the player in a 8 bit experience
Digital Awakening
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Posted: 12th Aug 2016 14:39
Thanks guys
Digital Awakening
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Posted: 14th Aug 2016 09:25
Working on an elaborate tower level. This will be the last tower of the game. After this it's only 9 levels to go. It's really exhausting making the levels different from each other when there are so many of them. I'm way off my predictions for this summer. Everything takes longer then I estimate. I've always been a time optimistic. Well, isn't it the industry standard to double or triple the time you estimate? I've got a ton of ideas for my next game so I really need to get this one done so I can start on that.
Digital Awakening
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Posted: 26th Aug 2016 11:20
I got a weekend all to myself now. Let's see what I can get done!

Actually recounted the levels to 43. 9 levels to go. I don't think level design is my strongest side. Bigger and more complex levels are kind of a struggle for me.

I think I finally have everything left to do in the game written down on my todo list. More things might pop up and some things, like the bosses, can be broken down into multiple steps. But it's a welcome though that once I'm done with all of this the game should be done.



I am pondering about wether or not to include 0.1 seconds on the score screen. Currently each second is worth 10 points. I have a feeling that from a speed runner's perspective it might be cool to have smaller increments. Something I've been thinking about for a long time. What is everyone's thoughts on this?
Ortu
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Posted: 26th Aug 2016 17:51
0.1 granularity is good I think


A single player RPG featuring a branching, player driven storyline of meaningful choices and multiple endings alongside challenging active combat and intelligent AI.
Digital Awakening
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Posted: 27th Aug 2016 08:44 Edited at: 27th Aug 2016 08:45
I think it is. I went with the current 1.0 scoring to make it more relaxed. But if you are in that mindset to get a high score, it feels like you want to chase those 0.1.
Ortu
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Posted: 27th Aug 2016 15:18
Agreed


A single player RPG featuring a branching, player driven storyline of meaningful choices and multiple endings alongside challenging active combat and intelligent AI.
Clonkex
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Posted: 27th Aug 2016 23:58
Almost forgot, I played the beta (or whatever it was you linked me) for a fair while one night and noticed 2 things.

1) One 'f' in afraid:



2) I could not figure out how to kill the first boss I found. I couldn't damage him no matter what I did.
Digital Awakening
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Posted: 28th Aug 2016 06:57
Clonkex:
Thanks

You have to jump and hit his body. Not his legs.
Digital Awakening
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Posted: 28th Aug 2016 10:47
Just made a really really hard graveyard level. I know I it can be done without taking damage. But I haven't managed that yet. This level is completely optional, you don't have to play it through to complete the game.

I want to do one more level today. It's the one that unlocks the last sword. Then I'm going to ask if a developer friend of mine have time to play through the entire game. He's really into level design and gives a lot of good feedback. That leaves the final 4 levels, the final 4 bosses and some other stuff I want to do.
Clonkex
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Posted: 2nd Sep 2016 14:07
Nice, you've put so much effort into this game that I really want it to succeed!
Digital Awakening
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Posted: 2nd Sep 2016 14:11
Thanks Clonkex
CJB
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Posted: 2nd Sep 2016 15:54
Oh man! " That leaves the final 4 levels, the final 4 bosses and some other stuff I want to do." So close!!! Can't wait to see this go official public release! Have been following progress for what seems like years... wait, it actually IS years! I'll definitely be hitting "like" and "share" wherever I can.

V2 T1 (Mostly)
Phone Tap!
Uzmadesign
Digital Awakening
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Posted: 2nd Sep 2016 16:07
Thanks CJB Yeah, closing in on 4½ years now. Definitely not going to pass 5 years.

Finally finished the sword cave yesterday. It turned out pretty awesome. I have now added the s-rank scores to all levels I've made so far. As well as 4 of the golems. The blue and the gray ones are really hard. The special purple one is super hard unless you have the last sword and the last armor.

My contact hopefully has a deal coming up. It's not a big one, but it could be a start. I think the new trailer caught their attention more than what he has shown them in the past.
Digital Awakening
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Posted: 25th Sep 2016 17:02 Edited at: 25th Sep 2016 17:02
Just finished making an animated end screen. Here you see % completed, overall rank and current title achieved.

I have also done various other stuff including: An animation for collecting all 3 pieces of the keystone and you can now rebind the controller buttons for the special abilities.

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Digital Awakening
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Posted: 30th Sep 2016 13:32
Making a post since I am not home and have nothing to do right now.

I am getting really close to finishing the game now. Almost done with the 3 temples and then it's only the last level remaining. Still have to make all four of the bosses. So far I have only started on the artwork for one of them. I will add in support for 4 save files, except for mobile. The game needs a spell check for all the text. And finally more playtesting and perhaps some tweaks.

I will have a meeting with my contact next week to discuss a possible publishing deal on a specific platform. He is also looking into funding for my next game. Not sure how that goes or if he has some news.
Ortu
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Posted: 30th Sep 2016 15:52 Edited at: 30th Sep 2016 23:41
Home stretch now man, great work!


A single player RPG featuring a branching, player driven storyline of meaningful choices and multiple endings alongside challenging active combat and intelligent AI.
Digital Awakening
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Posted: 30th Sep 2016 16:55
Thanks Going to be awesome to finally complete it.
Van B
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Posted: 30th Sep 2016 17:19
Good to see your over that hump that kills too many cool projects. Looking forward to playing the finished product, good luck with the final sprint!
The code is dark and full of errors
Digital Awakening
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Posted: 30th Sep 2016 19:06
Thanks Van Been working too long on this game to drop it. It's also the best game I've made by far. I hope it will serve as a good spring board to set up a studio. No idea how well it will sell. But I have learned so much.
CJB
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Posted: 7th Oct 2016 11:44
Quote: "I hope it will serve as a good spring board to set up a studio"
I wonder how many here have the same ambitions. I know I do, but real-life keeps getting in the way! Haha. Good luck with the launch
V2 T1 (Mostly)
Phone Tap!
Uzmadesign
Digital Awakening
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Posted: 7th Oct 2016 14:19
Quote: "I wonder how many here have the same ambitions. I know I do, but real-life keeps getting in the way! Haha. Good luck with the launch"


Making RTA has meant quite a sacrifice. I work less, making less money and I miss out on opportunities. I spend weekends and vacations working on the game. I have less time for friends, video games and so on. And I would be happy if I get enough money out of it to quit my job or at least keep working 20h weeks. I am glad that a game lab formed nearby so I have some connections with the industry. Still no idea what the future holds but I have lots of plans for my next game. A game that should have a lot more potential, but I definitely need an artist for it. And maybe I can get funding or run a Kickstarter for it.
Ortu
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Posted: 7th Oct 2016 23:51
Quote: "Still no idea what the future holds but I have lots of plans for my next game. A game that should have a lot more potential, but I definitely need an artist for it."


Sums up the story of these whole forums I think.


A single player RPG featuring a branching, player driven storyline of meaningful choices and multiple endings alongside challenging active combat and intelligent AI.
Alex Deef
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Posted: 8th Oct 2016 11:08
Looks good... I guess it could bring you some green papers on the market if done right.
http://www.pishop.de/Cialis.html
http://www.achetermed.fr/Levitra.html
Alex Deef
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Posted: 8th Oct 2016 11:13
Looks good... I guess it could bring you some green papers on the market if done right.
http://www.pishop.de/Cialis.html
http://www.achetermed.fr/Levitra.html
Digital Awakening
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Posted: 8th Oct 2016 11:22 Edited at: 8th Oct 2016 11:23
Quote: "Sums up the story of these whole forums I think. "

Probably

Quote: "Looks good... I guess it could bring you some green papers on the market if done right."

Thanks Yeah, not only does the game has to be good. It's also a question of visibility. You need succeed in both to make money. According to Rami Ismail (Vlambeer), your first indie game will fail. And it's about surviving that.
Digital Awakening
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Posted: 8th Oct 2016 13:15
Finally finished off the 2nd to last level. Meant to do that last weekend but I got sick. Before the final level I am taking a break from that and I will do artwork for the other bosses.

Have also been tweaking up the difficulty on later enemies. The scaling was pretty bad, making the game feel the same. Might need to tweak this even more before release.
Digital Awakening
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Posted: 9th Oct 2016 20:12 Edited at: 9th Oct 2016 20:13
Hero and the three cursed warriors. You must defeat them all in order to unlock the last level and the final boss.

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Digital Awakening
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Posted: 29th Oct 2016 22:14 Edited at: 29th Oct 2016 22:14
First boss in action. He has an annoyingly long sword and a leap attack.

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Clonkex
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Posted: 30th Oct 2016 06:14
Digital Awakening
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Posted: 31st Oct 2016 07:45
Thanks Almost there now!
Digital Awakening
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Posted: 13th Nov 2016 09:33 Edited at: 13th Nov 2016 09:38
Here's the 2nd boss. He has a big shield, making it hard to hit him. When you are close he will hit you with his axe. When you keep your distance he can create shock waves with his shield. And like other blue enemies, you will get slowed when hit. While not as durable or hard hitting as the red boss, this one is annoying to deal with.



I was invited to take part in a business startup accelerator program, together with 2 other game startups. Not only does this take up a full day but I also get homework to do. So it really cuts into dev time for RTA. I have done the artwork for the 3rd boss. My contact is planning on handing the game over to a company during a conference at the end of November. I'm really hoping that they like it. They have shown interest before. I hope to have all but the last level and boss done by then.

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Digital Awakening
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Posted: 19th Nov 2016 11:51 Edited at: 19th Nov 2016 11:51
I'm finally done with the green boss! Which means that all of the three "middle" bosses are complete. Like other green enemies this is the easiest boss. He shoots arrows at you and teleports between three platforms.

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GarBenjamin
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Posted: 7th Dec 2016 05:19
Awesome work! This is a "must buy" for me... hmm... it is for Steam I hope and not mobile?
TI/994a (BASIC) -> C64 (BASIC/PASCAL/ASM/Others) -> Amiga (AMOS/BLITZ/ASM/C/Gamesmith) -> DOS (C/C++/Allegro) -> Windows (C++/C#/Monkey X/GL Basic/Unity/Others)
Digital Awakening
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Posted: 7th Dec 2016 07:46
Thanks GarBenjamin

It will be out on a lot of platforms. And yes, it will be released on Steam. PC is my primary platform.
Digital Awakening
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Posted: 11th Dec 2016 10:23
I've made a new blog post talking about what I've done recently and the status of the game.

http://www.digitalawakening.se/2016/12/11/tying-it-all-together/
GarBenjamin
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Posted: 12th Dec 2016 14:32
What a long road it has been. I just checked back and looks from the time you started to the time you complete this for release 5 years will have passed. Congrats on sticking with it. That is a long time!
TI/994a (BASIC) -> C64 (BASIC/PASCAL/ASM/Others) -> Amiga (AMOS/BLITZ/ASM/C/Gamesmith) -> DOS (C/C++/Allegro) -> Windows (C++/C#/Monkey X/GL Basic/Unity/Others)
Digital Awakening
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Posted: 12th Dec 2016 18:42
Thanks GarBenjamin. Yeah, it's been a long and rough road. April 6th is when I started coding this project. It's a pretty cool game but the market looks very different now compared to when I started. I will be very happy the day I release it.
Digital Awakening
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Posted: 3rd Jan 2017 17:51
At last the final level has been completed! I might still give it a tweak later if I find it too easy. Getting it done has been on top of my list for a while now. While working on it I discovered and fixed some minor bugs.

I also made a new enemy because the later levels started to feel stale. It's an enemy that walks towards you and can take a lot of damage. Turned out to be really interesting.

And after adding the new enemy I decided to add another enemy attribute, resistance to stun. When enemies are hit they are stunned based on the weight of the sword. Only bosses had a 75% resistance to this. But this made enemies too easy to deal with in late game when your attack speed goes up. So now I have a new way to tweak enemies.

Still the last boss to do and some tweaking here and there.
Digital Awakening
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Posted: 15th Jan 2017 14:37
Final boss is now half done. Added a multiple attack feature to some enemies, altering their attack patterns to make things more interesting. The final boss and the wraiths now have targeting so they can shoot in multiple directions. Also done additional balancing tweaks and fixing minor issues.

Really looking forward to do proper playtests, watching people play through the entire game.

Probably going to run a greenlight campaign soon. Need to update my website and planning to set up a webshop to sell t-shirts etc. I have a registered company now.

BTW, I won't post any screenshots of the last level and the final boss. I think you should have at least some surprises left.
damothegreat
User Banned
Posted: 15th Jan 2017 22:34
More time and effort we make on our products - the more incentive to keep working on them to produce good quality apps

We shouldn't like rough and ready apps - we all like nice quality and style apps (that's the way forward for players out there)


Well done DigitalAwakening and hope everything works wonders

You will have my vote and purchase

Damo
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Digital Awakening
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Posted: 16th Jan 2017 07:50
I agree. Thanks Damo

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