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- Julius Dragonslayer - Updated June 2! - V.0.12 -


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#1 TheUltimate

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Posted 30 January 2012 - 04:42 AM

 

The IMProved Ultimate Wakeskater Studio proudly presents
JULIUS DRAGONSLAYER

Screenies.gif

<DOWNLOAD IT HERE!>
~ Jam postDevelopment blog -

File size: 11.7MB

 

 

(I'm putting this in bold, otherwise it won't be seen)

It would be greatly appreciated if you could try both version 0.9 AND version 0.12, and post which version you prefer and why, so I have a better idea which direction to take this game.

 

I’d specifically like feedback on the new player physics, the level design, and how the gameplay is explained.

 

 

What is this?
It's a platformer with a huge world to explore and lots of new powers to find!
Current length of game: ~30 minutes

You are Julius Dragonslayer, and you have discovered that you are the product of a playwright's imagination, a mere pawn in the facade of a play. Armed with a magic pen that creates whatever is written with it, you must survive in a world which has turned against you, and find a way out. Explore the land, travel through towns, and upgrade your abilities to face off against a ferocious dragon and change the end of your Story!

Complete Intro Story

Spoiler


Development-related stuff: Changlogs, known bugs, and FAQ (Updated June 2, 2013)
Spoiler

 

If you're curious and have five minutes and 2.5 MB to spare,
CLICK FOR A PREVIEW OF AZURE CAVERNS
aka the ice caves, aka the new level that's not even out yet
It uses a different game engine than the actual game, but the level in its essence will be the same.
Azure_Caverns.gif

 

Instructions: (Also explained during gameplay, so feel free to skip this)

Spoiler


Jam 5:
We got 25th place and an awesome game idea to build on!
Spoiler

 

 
We're proud to announce that EVERYTHING in the original version was created within the 72 hours of the Jam!
As well, every subsequent version contains 100% originality, not from concentrate! There are no ripped sprites or music!

Credits
Ideas, story, awesomeness, level design, and other stuff: IceMetalPunk, Wakeskater_X, and TheUltimate
Music: Half by IceMetalPunk, half by TheUltimate. See if you can guess who did what.
Level graphics: TheUltimate
Enemy graphics: wakeskater_X
Programming: wakeskater_X and IceMetalPunk

 

Shameless Plug: Like JD? Check out some of our other games!

Sophia's Spirits by IceMetalPunk and TheUltimate

Neonite 2 by IceMetalPunk

WHAT THE @#&% ?! and Origami by TheUltimate

SBX and SBX2 by wakeskater_X

 

Support our game! Put this in your signature!
bannerhp.png  image.png

Spoiler


Enjoy!


Edited by TheUltimate, 08 June 2013 - 06:09 AM.

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#2 wakeskater_X

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Posted 30 January 2012 - 05:16 AM

FIRST!

But seriously you can see our development log here:
http://gmc.yoyogames...pic=530276&st=0

In the games topic on the first page.


And you can also see our progress in my blog:
http://spaceblasterx.blogspot.com/

Have fun and enjoy the game!

~WakeskaterX~
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#3 Mow

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Posted 30 January 2012 - 06:58 AM

Great, now I have to try this game,
my name's Julius.
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#4 wakeskater_X

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Posted 30 January 2012 - 07:07 AM

Haha, are you a dragon slayer?

Well let us know what you think!

EDIT: If anyone can get to the Fireball Script (note: Fireball, not flare) you have beaten the content ;D

Edited by wakeskater_X, 30 January 2012 - 10:31 PM.

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#5 IceMetalPunk

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Posted 30 January 2012 - 10:12 PM

Just thought I'd give a little update. We're down to the final two hours of the Jam now, and we're just polishing things up. It might be helpful to you to know that pressing ESC will close the notebook without choosing a word. Also, that red-ink words are one-time use while black-ink words can be reused (though some words, like double-jump, are learned abilities that never need to be used more than once).

Polish, polish, polish. Fancy, fancy, fancy.

-IMP
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#6 ash47

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Posted 31 January 2012 - 03:33 PM

I didn't really like it, I got bored with the dialog and ended out skipping it, I couldn't work the notepad out till the end, where I managed to equip a sword somehow, those rock throwing people just seemed impossible to dodgy, and I kept falling off (the first time I went down on purpose because I couldn't find anywhere to go) >_> Atleast the graphics are reasonable :P Good luck in the contest :P
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#7 IceMetalPunk

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Posted 31 January 2012 - 05:33 PM

I didn't really like it, I got bored with the dialog and ended out skipping it, I couldn't work the notepad out till the end, where I managed to equip a sword somehow, those rock throwing people just seemed impossible to dodgy, and I kept falling off (the first time I went down on purpose because I couldn't find anywhere to go) >_> Atleast the graphics are reasonable :P Good luck in the contest :P

Um...not only did we include the controls in this topic AND the F1 info, but there's an "Instructions" button on the main menu that also shows the controls. So maybe you want to look at the controls and try again before blaming the game? :P

-IMP
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#8 AhmedElyamani

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Posted 31 January 2012 - 05:46 PM

This is the first time i don't like a game IMP and The Ultimate made , although the graphics are good, the game itself is kinda boring :(.
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#9 wakeskater_X

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Posted 01 February 2012 - 02:43 AM

Well... we DID get a nice review from rusty:


Rusty:

I told you so! I told you so and you so and you! And you in the corner! With the hat! I told you so!

Time for a quote:
"Not quite top pick but this kid is good, keep eyes out for him at Jam #5, hopefully he'll be there I've got big hopes for this one." - Rusty, GMC Jam #4

Now that kid I predicted so much for as teamed up with TheUltimate and IceMetalPunk for some real Jam-ass kicking gaming. As you can guess, I enjoyed Julius Dragonslay, I didn't think i would but I did, it was creative, colourful, well humoured, increbily well executed and just very impressive. I didn't like the way it took forever to kill things and the healthbar looked a bit low tech but that aside it was brilliant.

You didn't make it last time but you got there in the end wake, for you two, IMP and Ultimate, welcome back, this is where you belong. Must Play. Damn, I love being right!


Thanks again to IMP and TheUlt ;) you guys did a really great job.

Edited by wakeskater_X, 01 February 2012 - 02:45 AM.

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#10 ash47

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Posted 01 February 2012 - 09:48 AM


I didn't really like it, I got bored with the dialog and ended out skipping it, I couldn't work the notepad out till the end, where I managed to equip a sword somehow, those rock throwing people just seemed impossible to dodgy, and I kept falling off (the first time I went down on purpose because I couldn't find anywhere to go) >_> Atleast the graphics are reasonable :P Good luck in the contest :P

Um...not only did we include the controls in this topic AND the F1 info, but there's an "Instructions" button on the main menu that also shows the controls. So maybe you want to look at the controls and try again before blaming the game? :P

-IMP

I did read it, arrows + ZXC or WADS + JKL, The trouble is, I couldn't really work out what they did, I worked out that Z does the notebook, and C attacks, and the arrow keys move, but what does X do?!? I got to a wall, and that was it, I had no idea where to go, I tried jumping over etc, no luck, and I couldn't work out the notebook for the life of me >_>
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#11 wakeskater_X

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Posted 01 February 2012 - 11:35 AM

X is used to interact with objects. For now all you can do is read signs. The sign at the beginning gives you a hint as where to go. After you grab the sword and the vial of red ink, create the sword and go back to cut the vines down and head back to the left. There are 2 screens that way and then you can go back to the beginning and explore the first level again. There are quite a bit of things to find ;D
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#12 TheUltimate

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Posted 05 February 2012 - 11:20 PM

Figured I may as well paste what I wrote into this topic too.

We've already started with the post-Jam version. Since most of the criticism stems from it being too hard to fight enemies, that was pretty much the first thing that was changed. Everything has half the health they used to, and enemies get knocked back so they're easier to fight. We're going to add the rest of the areas and put more of the story in too. (I actually don't know how far most people have gotten in the game, though, so it's kind of hard to tell what everyone thinks of the story) Oh, and there's an animated intro cutscene now too.

We're planning on making Julius Dragonslayer a full game, so keep an eye on our WIP topic if you wanna follow progress. :D


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#13 Terrified Virus

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Posted 09 February 2012 - 03:39 PM

This game is cool. The graphics are really nice also!
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#14 wakeskater_X

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Posted 09 February 2012 - 06:51 PM

Nice, well the game play will be more fun as well in the next patch.

We'll release a gameplay update after the Jam Voting is closed, but here is a blog post to some insight on the changes that are being made to JD:

http://spaceblasterx...5-revision.html

The game will be a lot easier and should be a little clearer about what to do.

The story line will also change to give a better sense of what is needed to be done as well.
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#15 IKSB

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Posted 09 February 2012 - 08:02 PM

This shows some good initial ideas (reminds me of scribblenauts....) but it feels like you didn't think through some things.

Example if not thinking through: in one professionally made, Xbox 360 game, every single time the player died, you had to watch an angle slowly descend from heaven and lift you into the sky. The mini cutscene took forever and you had to watch it every time you died, which was frequent. Nobody wants to die, let alone watch a dumb cutscene as punishment every time. Somebody didn't think that through: your game could use similar iteration and thought.

I know it's early in development, but there are many very simple things that could be done to improve the game instantly:

- Clear, in-game instructions. People don't want to read a manual before the can play: many games achieve this by having characters tell them how to play (Legend of Zelda) or by including in game objects that give instructions (Dead Space) Sort of like a tutorial section of the game. Anything that explains the gameplay: if you just leave it up to the players to figure out how to play, people will get bored and quit before they discover all of the hard work you put into it.

- Higher framerate. This is a personal taste one for me. Right now your game feels sluggish, and my computer is running it just fine. I think it's just that your frame rate is set WAY too low. 60 I think is a good MINIMUM, but I prefer working at 100. Everything feels smooth and it makes the player feel more in control. It also just increases visual appeal.

- No cheesey dialogue. One thing that bothers me about almost every single GM game ever made is that they all have bad writing. I think many people have an idea of what they want to write, and then just make up words as they input it into the game. Bad writing is an IMMEDIATE turn-off for me. It may feel funny, witty, and original to you, but most of the time it comes across as childish. A game like Portal has funny, witty, and original writing, but the people who wrote that probably took a fair amount of time planning out the script, revising, and rewriting the lines time and time again before it was actually used in game. If you want people to take your game seriously, I would suggest doing the same. (I don't mean seriously as in the game must be serious, but if you want anyone to invest any time in your game, you have to convince them that it's worth their time. Cheap writing will convince them otherwise very quickly.)

- More involved combat. Right now you just press a button and stuff happens... the enemies aren't very interesting and there is no underlying "strategy" behind it, per se. For example, Trine 2 has a strategy in that each of the three heroes have their own unique way of fighting which changes how you respond and approach enemies. Even in a game as simple as Mario there is strategy: Jump on the koopa and you get a shell. Should you use it to kill the other enemy? You could, but it might bounce back at you, but that might be useful; or you can kill a dry bone, but it will come back to life, so you have to get past it quickly after killing it, or maybe not kill it at all and just run on by. (Simple strategy, but the player still has to make these decisions, even if subconsciously.)

- DON'T SEND THE PLAYER BACK TO THE MENU WHEN THEY DIE! Nobody wants to watch that angle slowly lift the corpse to heaven, and nobody wants to watch your logo every time they die. Fact. Just don't do it. Save points, beginning of the level, I don't care. But right now, your method seems like cruel and unusual punishment.




Don't take anything I've said too harshly: I usually don't even look in the WIP forum any more, much less download a game, and almost never reply to a topic, so I'm only writing this because I actually thought your game was decent. The art style is fine, and the character animation was decent. So just make sure you think through somethings in the game. I mean, we all play professional games and we think, "Well that was really dumb and annoying of them to put that in the game!" We're all pretty good at finding the problems with other people's games. I would be very critical of your own work: you be the harsh reviewer looking for the lousy parts, and then fix them. That's how great games are made.


Good job, and good luck!
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#16 wakeskater_X

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Posted 09 February 2012 - 08:15 PM

Yes yes, a lot of this is being worked on atm. I posted a blog link above about some of the things that are being fixed. Dying doesn't take you back to the menu, it now resets the game after the story and the game play is a lot easier and more fun.

The uniqueness of the combat is gathering words and using them to fight off enemies in different ways, for example: You get the word bomb, you use it, and it explodes severely damaging any enemies nearby. There is now a knock back factor too, so you can use moves that have better knock back and words that push them further away. Also you can summon various weapons depending on your playing preference, atm we have 3 swords and some throwing knives as weapons. Combat strategy will become way more involved as you have a giant list of words to summon from. Atm we have a few: Dagger Toss, Dagger Throw (an upwards dagger toss), Fireball, Flare, Ki Blast, Bomb, and a few others I think.

I've been thinking about adding in lives too, before taking you to a game over screen. That would make it so you can die a few times as well and not be punished too hard. The frame rate issue is well, most computers run at about 60, which is an average, i think ours is 30, which yea if you watch it real close makes it look a little glitchy, but that's something down the line that we could work on to make it more polished. It'd take a revamp of our system I think.


And as for in game instructions, we might add in a few little floating text things at the beginning, it's been something I had considered.

I appreciate the feedback and implore you to try again after a few patches once we have bosses and a lot more content.

Thanks!

~WakeskaterX~

Edited by wakeskater_X, 09 February 2012 - 08:17 PM.

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#17 TheUltimate

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Posted 10 February 2012 - 05:43 AM

This game is cool. The graphics are really nice also!

Thanks! Be sure to vote for us if you liked it!

I'm only writing this because I actually thought your game was decent. The art style is fine, and the character animation was decent. So just make sure you think through somethings in the game.

Whoa, thanks for the huge amount of feedback! Haha I see you've found some of the pitfalls of making a game from scratch in under 72 hours. Half of what we wanted to add and adjust by the Jam deadline never made it. But never fear, all that stuff you mentioned has been fixed since last week! We're simply waiting for the Jam voting to end before updating the game, just to be fair to everyone. But I do admit, I never noticed the framerate.

But I think there should be a better way to equip stuff instead of constantly going back into the notebook and typing stuff out. Or at least freeze everything when it's open. I've fallen down chasms more than once because I forget and try to use words in midair.
I'm thinking we should also change some of the sound effects for consistency. Julius sounds like three different people lol.

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#18 wakeskater_X

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Posted 10 February 2012 - 04:01 PM

I like the fact that you have to stop to use the notebook. It's a little more realistic ;) I mean, I can't write while jumping over chasms in a notebook, so I expect Julius can't either. We could work on an alternative equip source, but I think as you progress you'll have enough ink to equip the things you want.

I've been adding little things here and there so hopefully we can get a nice game play update after the voting.

Also I can't believe it! 87 plays before even our first update! That's pretty awesome, It'll be nice to add some content to make the game a little more fun.


EDIT: I have implemented lives into the game, now you can die a few times before it resets the levels, (later on this will be a game over screen, that will take you to the main menu (or a save point)).

We will also have to put in an actual save system as the game gets larger (perhaps, it depends how long we want to make the game, old school games didn't let you save so it's not a big issue if the game can be beaten in 30 min to an hour)

Edited by wakeskater_X, 11 February 2012 - 04:54 AM.

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#19 TheUltimate

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Posted 11 February 2012 - 01:15 AM

I mean, I can't write while jumping over chasms in a notebook, so I expect Julius can't either.

*GASP* You mean you haven't yet mastered the art of extreme multitasking? (Don't worry, neither have I :D)
Well then, I guess we should make that an unlockable ability. Or we could even go the more awesome route of adding slow motion when you do it in midair. But really, you can't freeze time when you're standing there writing stuff down irl, either, so what's so different about doing it while jumping around too?

Also I can't believe it! 87 plays before even our first update! That's pretty awesome, It'll be nice to add some content to make the game a little more fun.

And that's not including whoever downloaded the ZIP, either.
Edit: Whoa, it's 95 plays now! Awesome. :)

TheUltimate

Edited by TheUltimate, 11 February 2012 - 01:24 AM.

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#20 wakeskater_X

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Posted 13 February 2012 - 08:15 AM

OKAY, we finally have an update to Julius Dragonslayer!

Check out the details here:
http://spaceblasterx...ulius-town.html

But go check out the sandbox link, it should be updated.
Here:
http://sandbox.yoyog...us-dragonslayer

So many fixes, and changes if you haven't tried out JDragonslayer yet, now is a good time to test out the game play, and if you have and were a little confused or frustrated, then it should be a lot clearer on what to do.


If you can get the scripts: Jump Dash and Fireball, then you've finished what we have so far as content (at least you got all the main stuff). There are lots of hidden paths and secrets in these 4 levels too so try to find some and see what stuff you can get ;D


Enjoy! The game play is way better, dying is less frustrating and you have lives now! Cheers!

~WakeskaterX~

edit: wow 122 plays... almost as many as SBX a game I actually finished >_> This game will probably surpass that within the week XD

Edited by wakeskater_X, 13 February 2012 - 05:17 PM.

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