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A game about a castle and a knight and such

Discussion in 'Works In Progress - Archive' started by EricTheCoolDude, Feb 12, 2012.

  1. EricTheCoolDude

    EricTheCoolDude

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    Posts:
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    A Game About a Castle and A Knight



    This game is a tower-defense survival game with a variety of weapons in order to keep it fun and new. Enemies will differ greatly throughout the game, including mongols and even sweaty englishmen! This game is currently a huge WIP, and being developed by 2 people, we're working our hardest to get more and more content added daily, with nightly builds being the norm for us. As for the test build, cheat codes are enabled in order for you to test the weapons without having to actually play!



    A Game About a Castle and a Knight, once completed, will contain a very large variety of weapons, from bow to crossbow, sword to scimitar, throwing axe to halberds, this game will offer a nice variety for all your tower-defense survival game needs. The current weapons in the game are:

    Knight's Sword -



    Your basic sword. You start off with this sword.

    Scimitar -



    Very nice golden-touched sword. Powerful, but slower than the knight's sword.

    Katana -



    A time warp opened up and set it in the merchant's lap, there a problem here? Faster than the knight's sword, not as powerful. Causes bleeding.

    Bow -


    Tied it myself.

    Battle Axe



    This thing will screw up your face. Slowest weapon thus far, but also the most powerful. Can send fridges flying!

    Mace -


    It's a mace. Plain and simple. Sorry if I'm blunt.


    Throwing Axe -



    Be just like a huscarl with this EXCITING new weapon!


    If you thought that's all we're ever gonna add, you're so horribly wrong you might as well KILL YOURSELF, we've got a huge list of weapons to add, not to mention the weapons that are already done and just aren't show here!



    This game will feature a bunch of things (some of these are future features and some current, most are future which we're going to implement) :

    -A leveling system for your knight

    - Buildings all throughout the castle that you can buy, and then they sell things (usually) relevant to the shop. (i.e. A Specialist's Store will have imported goods like guns, and special weapons like fist weapons among other things.)

    - Deployable units, send a knight to attack with you, or an archer to help you from the walls, all units gather after the wave in the tavern (where you can upgrade them)

    - Infinite waves of (currently) boxy enemies!

    - And much much MUUUUCH more!







    Pre-Alpha 13

    Webplayer:
    http://dl.dropbox.com/u/679615/KnightGame/PreAlpha13/knightgame.html

    Windows:
    http://www.mediafire.com/?41vb988ckplam8m

    Mac:
    coming soon, busta


    Pre-Alpha 12

    Webplayer:
    http://dl.dropbox.com/u/679615/KnightGame/PreAlpha12/knightgame.html

    Windows build:
    http://www.mediafire.com/?cyxqys129yty9oy

    Mac build:
    http://www.mediafire.com/?l4lm6qaak4vzo35


    Pre-Alpha 11

    Web build? Yes!
    http://dl.dropbox.com/u/679615/KnightGame/PreAlpha11/knightgame.html

    If you prefer your games with high-res textures, AA and your screen res, here's a PC build!
    http://www.mediafire.com/?k2vg0vk8sm84cuk

    And if you prefer computers with a slightly sour taste of apple, here's an OSX build!
    http://www.mediafire.com/?iq4qmk1ev23tqz9


    Pre-alpha 10:

    Windows Build: http://www.mediafire.com/?6uhwajwdup6x2i7

    Mac Build: http://www.mediafire.com/?3hs14qzwu8a3g0b

    Webplayer: http://dl.dropbox.com/u/679615/KnightGame/PreAlpha10/knightgame.html


    Pre-alpha 9:

    Windows Build:
    http://www.mediafire.com/?1yr9dcrvsvcvasx

    Mac Build:
    http://www.mediafire.com/?4mb16f0i1gvfwrr

    Webplayer:
    http://dl.dropbox.com/u/679615/KnightGame/PreAlpha9/knightgame.html


    Pre-alpha 8:

    Windows Build:
    http://www.mediafire.com/?lb1t9vadl99ynw1

    Mac Build:
    http://www.mediafire.com/?296tskruu94qqdz

    Webplayer:
    http://dl.dropbox.com/u/679615/KnightGame/PreAlpha8/knightgame.html

    Older versions:

    Pre-alpha 7:
    http://dl.dropbox.com/u/679615/KnightGame/PreAlpha7/knightgame.html

    Pre-alpha 6:
    http://dl.dropbox.com/u/679615/KnightGame/knightgame.html

    OP by Eeshton, the co-developer

    Video of an old version of the game:
     
    Last edited: Mar 19, 2012
  2. DylanCPL

    DylanCPL

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    448. There should be more weapons there should be upgrades. Also, money should be given per kill, rather than the same amount every wave.
     
  3. Ben-Massey

    Ben-Massey

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    I really like the idea of this game!
    Il give some feedback though...
    Kills need to be more rewarding, like give you money or something instead of every round
    Make the ai spawn further away, its rather hard.
    And most importantly tweak with your wave settings, its quite hard to run back and forth trying to kill them all.

    But i really like it, cant wait to see some models in action!
     
  4. nomnomnomplant

    nomnomnomplant

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    Jan 3, 2012
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    I really like it :D
    Very nice concept +2


    But I failed to see any bacon so -1
     
  5. EricTheCoolDude

    EricTheCoolDude

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    Well, that's kind of the point. It's supposed to be difficult.
     
  6. Zhosay

    Zhosay

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    Kills get booring. Implement an experience system with level up maybe easy select one skill out of 3.

    oxo
    xoo
    xoo

    Like the diablo 3 merc skill system its easy but adds more fun. Or people will stop playing your game after 3 waves when they had all weapons. But they idea is good and can lead to a nice game if the graphics get sweet =).
     
  7. Orkze

    Orkze

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    Feb 3, 2012
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    I really like where this is going!

    Although I'm not sure what excatly your future plans are. Is it going to be some kind of Tower Defense, where you place catapults/balistas/archers on the walls?
    Or is the player completely on his own?
    It's a good start, but I would not go to much into detail (xp system, skills, more items...) just yet. Try working on the basic gameplay some more. Experiment!

    Some questions to help you going:
    Why is the castle so huge if the player is mainly in front of it and the only reason to enter is to buy new equipment?
    How can the combat be spiced up/diversified? Do I need some kind of reward for each kill?
    How important is player-skill for gameplay and to what level is it affected by equipment solely?
    Is breaching the wall the only goal of the enemy or do they want something from inside? Are there different spawn locations?
    ...
     
  8. EricTheCoolDude

    EricTheCoolDude

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    I have plans for that. In the future I plan to add people there to interact with and more items/upgrades.

    That's my main problem at the moment. I might add stuff like blocking, kill moves, stabs and such.

    Well, at the moment if you have the skills you can get to around wave eight-nine with the regular longsword. That's about the time when you'll be able to afford the bow, and that makes it much easier. I've gotten to wave twenty-one with that. The scimitar will last you to around wave twelve-thirteen and the katana might get you to wave 17-18. However, many of my friends have played this and it's definitely about skill because most of them haven't gotten past wave five-six. So it's definitely skill-based.

    Well, they want to invade your castle. That's all the story I have at the moment. They also spawn from I think about seven different points.
     
  9. jsipich

    jsipich

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    Ok... fighting refrigerators with a sword... RELEASE THIS GAME NOW!
     
  10. Zogg

    Zogg

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    One of the more expensive updates could be a horse, so you can move faster mow down enemies from horseback (à la Mount and Blade).
     
  11. EricTheCoolDude

    EricTheCoolDude

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    Hello again! I now have a co-developer who is doing the models and coming up with ideas. Here's a new weapon - the powder keg! He has also remade all of the weapon models and the wall models. I do the textures. I updated the original post with one he made for Facepunch!

     
  12. EricTheCoolDude

    EricTheCoolDude

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  13. virror

    virror

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    Wery cool game! Love the music : )
     
  14. Swearsoft

    Swearsoft

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    Very nice. Love the progress and the feedback from the weapons. Will you try changing the enemies to have ragdolls?
     
  15. EricTheCoolDude

    EricTheCoolDude

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    Definitely as soon as we have the character models in. Thanks!
     
  16. EricTheCoolDude

    EricTheCoolDude

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    Update time!

    Here's what we've done:

    + Added an early WIP title screen:



    + Added placeable contraptions (only a Ballista at the moment, probably going to have cannons tomorrow, use B to spawn it, F to place it and E to enter it. The rest of the control are displayed onscreen.)



    + Added Crossbow with tinted colors (by no means final, we just didn't have time to texture it, it is UV'd though)



    + Added Musket (No UV, or colors, everything about this is not final except the model)



    + Fixed powder kegs not exploding

    + On the musket, crossbow, and ballista, you can zoom in by rightclicking.

    The cheat code for musket is "30secondman"

    The cheat code for the crossbow is "bowofcross"

    Builds:

    Windows Build: http://www.mediafire.com/?6uhwajwdup6x2i7

    Mac Build: http://www.mediafire.com/?3hs14qzwu8a3g0b

    Webplayer: http://dl.dropbox.com/u/679615/KnightGame/PreAlpha10/knightgame.html

    Bug list (please tell us any you find):

    - Can't type any cheat code requiring you type "B" in it without spawning a ballista
     
  17. Obatztrara

    Obatztrara

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    I like it a lot!

    Heres what i expect from a TD though: The ability to be able to shape my sourroundings, in this case my castle. Id love to dig holes for those evil refrigerators to fall into, traps to walk on, even walls to control enemy paths would suffice.

    Also more depth regarding money management: I would have the player start with a really small castle. Leave room for a players creativity, let him build his own huge castle. Also you could let players "equip" their castel, with better shops, armories, training grounds etc. Those would partly be investments which dont reward the player right away (constructing a shop doesnt mean you get something right away). But thats fine! It requires player to evaluate their situation: Am I safe enough to invest right now? Or do I need to spend my money so things become easier right away?

    A lot of great TDs are based on that principle: Saving money (which is rewarding in the long run) vs. spending money (which makes things easier in the short run but harder in the long run).
     
  18. peakdap24

    peakdap24

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    The throwing ax is bad ass.
     
  19. brilliantgames

    brilliantgames

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  20. EricTheCoolDude

    EricTheCoolDude

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    Whoopadoop! It's time for a new update again! It's Pre-Alpha 11.

    The biggest new feature in this build is enemy variation! There are now three types of enemies. The green ones are fast and always die on a single hit, the purple ones are slow and slightly stronger than the white ones and the white ones are just like the enemies were before.


    Since you guys kept joking about the enemies looking like fridges I went the whole way and put fridges in as temporary enemies until we make actual enemy models.


    Another thing I put in is a work-in progress inn model by Eeshton that I've been testing ingame.


    Web build? Yes!
    http://dl.dropbox.com/u/679615/KnightGame/PreAlpha11/knightgame.html

    If you prefer your games with high-res textures, AA and your screen res, here's a PC build!
    http://www.mediafire.com/?k2vg0vk8sm84cuk

    And if you prefer computers with a slightly sour taste of apple, here's an OSX build!
    http://www.mediafire.com/?iq4qmk1ev23tqz9
     
  21. Ben-Massey

    Ben-Massey

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    That is HILARIOUS! I love it, you should keep them as fridges!
    You remind me of myself, everyone kept picking on my walk cycle, so i went and made an even worse one :)
     
  22. virror

    virror

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    I thing you should have a sprint button that have some kind of cooldown to be able to sprint for a few meters, would be very useful. Great update! Just a note, still says build 10 in-game : p
     
  23. EricTheCoolDude

    EricTheCoolDude

    Joined:
    Feb 21, 2011
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    Alright guys, it's the end of the week, I thought we'd make an update post that includes builds!

    Changes included in the transition from Pre-Alpha 12 to Pre-Alpha 13:

    + Fixed title screen saying "Knight Game" and has been corrected to "A Knight and His Castle"


    + Added a temporary Inn interior to display the possibilities of it


    + Added the Sweaty Englishmen! (He currently is near finalization) (aka SEM)


    + Added animation for the Sweaty Englishmen:
    Run - The SEM runs in a very silly matter :)V)
    Ram - The SEM rams the gate with his shoulder using force from his legs
    Attack - The SEM attacks the player (will be utilized when player health is added)
    Flinch - The SEM stumbles when attacked by the player
    Celebration - PUT YO HANDS IN DA AIR

    + Added Ragdolls! (On death, the SEM goes limp and ragdolls!)


    Video

    + Fixed bug that allowed the SEM/Fridge to climb walls when they attacked it


    + Tweaked animation for the SEM's celebration (should be less buggy)


    + Added new particles for the fuse of the powder keg


    + Added fridge mode! Use "chillout" to enter and "defrost" to turn it off

    Builds!

    Webplayer:
    http://dl.dropbox.com/u/679615/KnightGame/PreAlpha13/knightgame.html

    Windows:
    http://www.mediafire.com/?41vb988ckplam8m

    Mac:
    coming soon, busta