Update Hi, Long time no see.=) We're mostly update progress in twitter. Anyway, please take a look on new UI approach and initial work on dungeons. Any feedback appreciated as usual.
Looks nice, I like the lighting effects. And got some questions: 1) Do you support pinch in/out to zoom in/out? Or is the zoom level fixed? 2) Those 4 "stars in circle" , what are they? Indicators of some kind, or active buttons (e.g. for skills) ? If the latter, can players arrange them freely on the screen?
Hi, Nullzone Thank you for the questions 1) Currently we don't support zoom in / out. But it's a point for consideration. In any case zoom will be not very significant because of optimizations. 2) Yeah those are buttons. Free arrangement of controls will be implemented if we can. For now we try different layouts in play tests.
Update Hi , Its been a while sience we update this thread. All this time weve been developing the Exorcism game slow but steady. During this time there were several changes in game design. The game still will be dual-stick shooter, but we want incorporate more RPG elements and add some NPC to be able provide story in more interesting way. The most major design decision is this game will be a premium game without additional payments. This decision affects some systems a lot. So here is a game outline: As we mentioned before: the main character is a member of Exorcist orden. So all actions between battles will be performed in a village which is exorcists HQ. In this village player will be able perform next activities * Reequip for battle * Shop * Skills training * Additional quests * Weapon crafting and upgrade (yeah you have to create your weapon by yourself) * Alchemy for more powerful elixirs * Gardening to provide ingredients for alchemy * Forge of protecting and enhancing runes (there are no armors, but protecting runes) * And probably more Important part of it there is a flow of time. So some activity like alchemy or skill training will require entire day to complete. But in the same time monsters activity will increase. Regarding monster activity and battles: We want to implement two types of missions: * Usual missions Its basically a survival mission: Character goes to mission location and starts Exorcism spell. The spell requires time to completely purify this location. So player should keep this location free of monster during this spell time. But if you not apply for this mission for several days your fellow exorcists will fix it for you. Youre not alone Plain and simple its a dual-stick shooter after all.) * Deep dungeon mission (Bosses) But during lifetime there will appear big locations: dungeons in other dimensions. Consider them as bases of aliens in XCOM. These missions will provide more exploration and loot. So its complicated dungeon which consists of several levels and on bottom of this dungeon will be boss enemy. Player be able leave the dungeon anytime itll not disappear before boss is defeated. But if there are three such dungeons appear your game is over. As its a RPG with a bit of story there will be NPCs to talk to. But well explain them later. In conclusion: This design is bigger than before initially we wanted to create just a simple twin-stick shooter with some RPG elements. So itll require additional efforts and we dont expect release it before next spring. Well keep your informed. All feedback is appriciated.
This sure sounds good! Should you need any beta testers at some point, feel free to give me a beep. Your new plans also make the scope a good chunk more ambitious. Did you consider releasing it as "shooter only" (without the RPG elements) first, say as "Exorcism Prelude", and the full-fledged Shooter-RPG as "main version" down the road?
Thank you for your feedback! Regarding "only shooting part" - we have such thoughts, but have to think it through =)
I think you can have missions such as finding a key item, and the classic trope of "This door is locked, find the key", as well as dialougue quest lines where you go about the village doing diplomacy, deliveries, and etc. That would be neat diversity. I'm liking the way this looks so far.
No prob. I mean, look at "Action Man Operation Extreme" on PS1 and it's first puzzle. You had to find three keys , and then match them to the right lock, then press the locks in the right order to open the door. It was a neat way to make a good puzzle.