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kevinandersson
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Quote kevinandersson Replybullet Topic: [WIP + Collaboration] TypeQuest: Hand of the Mice
    Posted: 15 November 2013 at 1:38pm
Hello everyone!
I've been a lurker forever, and I really enjoy everything that is posted on this site. I am a developer / designer, and I often use my spare time on coding projects. That out of the way - here's what I am currently working on.

The elevator pitch of my little game project TypeQuest is:
It's a old-school top-down RPG with a "type-to -do-command" game mechanic.

I am mainly focusing on the main engine which currently is currently at this stage, after 3 days of coding:

Main framework - Flixel
Tilemaps generated in Tiled (app) - which includes dynamic loading of external .tsx tiles
Tiled is also set up with terrains for easy wall / floor generation
Custom command system
Dynamic enemy generation, based on a base class system
Custom item properties, based on values defined in the .tsx files (Ie. health regeneration)
User determined targeting system
Awesome floaty attack-text-boxes
Custom Flixel dialog boxes, with color coding of specific words
Inventory management, references to keys etc.
XP system, including dynamic leveling
Pathfinding
Particle system
Automatic object targeting (Ie. If you write OPEN, the nearest door will be targeted if in range)
Dynamic enemy loot drops
Enemy range system
Enemy attack timers, including increasing the delay if out of range, attacking will also raise the delay

A lot more. I mean - lots of nice code!

I would love if any of you guys would like to join up – if only to see some of your awesome animated sprites in action.

Attached is a couple of links with screenshots, mostly with placeholder art:

Initial room, introducing the mechanic:


Dynamic object targeting

Epic enemy attacking, floaty text, dynamic enemy targeting, HP, enemy attack timers[URL/">

Tiled, editor view

Edited by kevinandersson - 15 November 2013 at 1:39pm
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kevinandersson
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Quote kevinandersson Replybullet Posted: 15 November 2013 at 3:44pm
I've been working a little on the stats bar:
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Geonjaha
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Quote Geonjaha Replybullet Posted: 16 November 2013 at 1:33pm
It's looking pretty good. I'd be happy to help out where I can if its alright. :D How much of the art have you gotten done so far?

Edited by Geonjaha - 16 November 2013 at 1:33pm
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kevinandersson
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Quote kevinandersson Replybullet Posted: 16 November 2013 at 1:52pm
Hey Geonjaha,
Not a lot of art has been done as of yet. I've been focusing on getting the system solid before I start creating assets - mostly so it will be easier to implement down the line. I've also been creating Photoshop templates for animation sprites (with animation preview through smart objects).

Have a look at these PSDs if you're interested in the setup.
http://cl.ly/27322i3E2y2F

I would love all the help I can get regarding asset creation though.
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skittle
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Quote skittle Replybullet Posted: 16 November 2013 at 3:21pm
Oi, this looks awsome! I would love to help out as much as I can (though animation isn't my strong point).
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kevinandersson
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Quote kevinandersson Replybullet Posted: 16 November 2013 at 3:39pm
AdrawingMan
That's great. Don't worry about animation - I am going to need a lot of different assets, some animated, but mostly not. I should also be able to animate the sprites, once a design is final.

Here's a list of stuff I am going to ned on the top of my head:
Enemies
Environmenst (walls, floors, traps)
Items (Weapons, food, potions, keys)
Furniture / Decal (Chests, paintings, chairs, statues)

Nothing is fully planned yet; but the code is coming together very nicely. I would love to get a writer on this as well, as English isn't my native language.
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kevinandersson
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Quote kevinandersson Replybullet Posted: 16 November 2013 at 3:41pm
A little update:

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AlexHW
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Quote AlexHW Replybullet Posted: 16 November 2013 at 3:42pm
why not collect letters instead of gold?
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kevinandersson
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Quote kevinandersson Replybullet Posted: 16 November 2013 at 3:59pm
Originally posted by AlexHW

why not collect letters instead of gold?


Love it :D
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Geonjaha
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Quote Geonjaha Replybullet Posted: 17 November 2013 at 2:56am
Originally posted by kevinandersson

AdrawingMan
That's great. Don't worry about animation - I am going to need a lot of different assets, some animated, but mostly not. I should also be able to animate the sprites, once a design is final.

Here's a list of stuff I am going to ned on the top of my head:
Enemies
Environmenst (walls, floors, traps)
Items (Weapons, food, potions, keys)
Furniture / Decal (Chests, paintings, chairs, statues)

Nothing is fully planned yet; but the code is coming together very nicely. I would love to get a writer on this as well, as English isn't my native language.


I'll see if I can come up with some of the art. I'd also be up for helping you with the writing if necessary. Just send me a message with what you'd need or the text you have so far and I'd be happy to check it for you. :)

Edited by Geonjaha - 17 November 2013 at 2:58am
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skittle
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Quote skittle Replybullet Posted: 19 November 2013 at 11:40am


Some cute slime enemies. I'm not sure if they fit the over all style of the game so feel free to edit whatever you need to.

Annnd the runner up for inspiration goes to.... http://finalbossblues.com/form-and-light/

I'm working on some swords at the moment. The art you have right now is pretty sweet!

Edited by ADrawingMan - 19 November 2013 at 11:50am
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skittle
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Quote skittle Replybullet Posted: 21 November 2013 at 11:23am
Some swords. Some are based off of a batch of swords I posted awhile ago. I'm not sure if you still need art but it was fun making these anyways ;)

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kevinandersson
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Quote kevinandersson Replybullet Posted: 22 November 2013 at 10:57am
Love them!
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