- Fixed name/token input bug - now you can login regardless of dashes (-) or other symbols in your username.
- Added Weapon: Spear (stone-tipped) - large range, can be thrown for extra damage or swung for medium damage.
- Added Weapon: Spear (metal-tipped) - Tier two crafting required. Like an upgrade to the stone-tipped spear.
- Added enemies: now have enemy scouts which, when they sight you, will alert the enemies to your presence. Enemy Demolishers will then spawn and attack your base.
- Added new upgrades to the upgrade tree.
- Modified stats - changed a LOT of things about levelling up and upgrades to make the bonus strength gives to attack damage less good.
- New graphics - for falling trees, etc.
- Autosave / Autoload - however it is very buggy and works about 1% of the time at the moment. I will hopefully have it fixed soon.
Description:
PlanIt is a work in progress game with a unique style, combiningAdventure, RPG and Strategy elements.
The current version plays as follows:
Spoiler
> You begin in the centre of a procedurally generated 'planet' whichcontains creatures, scenery and items. You start next to your base, and thefurther away you travel, the more dangerous the world becomes. You must use anyitems you find, from wooden planks to animal bones, in order to fend offaggressive creatures as you gather materials and store them in your base.
> Inside the base, you can craft items from the materials you havegathered: make tools such as pickaxes or cages in which to trap the creaturesroaming the land. You can then use these to perform new actions and find newmaterials – mine rocks for gold or capture creatures to help you on your side.
> As you gain EXP for killing creatures, felling trees and mining, youwill level up, awarding you with STAT points which can be used inside the baseto increase your character's HP, movement speed or strength (used for wieldingmore powerful items).
>Because the planet generation is random, each planet will be differentand everybody will have a unique experience!
There is now a full tutorial in-game
Detailed Help and Description:
Spoiler
The Game:
The game begins by procedurally (randomly) generating a planet. This iswhere your game will take place.
You must then level up and collect materials in order to (rebuild yourspaceship [coming soon]).
Materials:
Materials range from wood, to bone, to gold. You can find basicmaterials lying about on the planet. However, some are harder
to find. These can be obtained by killing enemies, chopping trees or bymining.
Items:
Items range from weapons to tools and rocks. They can be wielded andused to attack creatures, or kept and stored for their materials.
An item's material type and quantity is displayed when you pick it up.
You can deposit items in you inventory (right side of the screen) bypressing 'E' while wielding it. The item can then be: dropped (left-click theitem); wielded (right-click the item); or deposited in the base (drop whilenear the base).
Pressing 'Q' simply drops the item where you are.
Experience:
Experience (Exp) can be gained by killing creatures, mining or choppingtrees. It is displayed in the top left of the screen.
When enough Exp is collected, a Level Up occurs. This means your levelincreases by one, the Exp resets to zero and more exp is
needed for the next Level Up. Skill Points are also acquired. These canbe spent on stats by pressing 'I' or entering the base.
Hit Points determine the damage you can take; Speed determines movementspeed and Strength determines the weight of items you can lift.
Crafting:
Crafting is the creation of tools and weapons inside the base usingcollected materials. To craft an item:
Enter the base.
Click 'Craft'.
If the desired item is grey,you cannot craft it.
Collect the necessarymaterials and deposit them in the base.
Check the desired item'sstats.
Make sure your strength ishigh enough.
Click on the item to craftit.
It will be deposited in your inventory.
Tools and More...
Tools work in the same way as weapons.
Swing a pickaxe at a rock full of ore to mine it. Swing a wood axe at atree to chop it.
Wooden items can be set alight in the fires scattered about.
Controls:
Spoiler
Basic Controls:
WASD - move about
Mouse - character face direction / aim weapon
Left Click - pick up weapon (when near enough) / swing wielded weapon /enter base / click to drop/deposit inventory item
Right Click - click to wield inventory item (if no item currently held)
- Click and hold to use Kinesis (on animals)
E - deposit current item in inventory
Q - drop current item
Additional Controls:
I - open materials list and stats. Click on stats to upgrade them (after you level up).
C - display compass leading you back to your base.
H - show/hide HUD.
F - alternate button to left click for weapon swinging
A game with obvious Minecraft influence. Especially the day/night cycle and music....
I was impressed. I was not impressed by the mechanics - many things about it just didn't feel right: movement was too slow, some of the details with collecting, wielding, depositing, and leveling up did not work properly. What I WAS impressed with was that, despite all of these early WIP problems, the game was still very compelling. I went out there and collected materials and made a tool. I was then told I didn't have the strength to wield it. So then I marched around the land determined to find a way to wield that tool. Unfortunately the game seemed broken in this regard because there was no way to level it up, or at least there was nothing of that sort that I could find.
On another note, when refining this game in the future (a) get your own original music, because the two songs you have for exploring and fighting don't fit together: one sounds like Minecraft and the other sounds like Mass Effect. And ( have the transition between moods - combat and exploration - be smoother. Build up tension as you venture forward instead of have such an abrupt shift from happy-tinkling piano to angry techno.
In regards to graphics... I'm going to go on a limb here and say these are placeholders. Nothing really seems to fit together, the terrain is lackluster and unmemorable (need to work on your random-terrain generator) and the menus are messy and confusing. That said, I'm not judging you for this because I assume you know this and will replace these graphics in the future. (On a personal note, I do believe that day time is too dark: there needs to be more of a contrast between day and night.)
Good luck with this game, sir! I believe premise holds promise! (See what I did there?)
@Faisaloo - I can add most of those features soon - thank you. @IKSB - thank you for your feedback.
In answer to what you said: > I have never played minecraft, I actually took most of the influence from Pikmin, but I have been told by others that it is similar. > You level up when you kill enemies, chop trees or mine rocks. Press I upon levelUp or return to the base to upgrade your strength stat. > There is a [rare] glitch with wielding, but which aspects did you find were missing? Purely graphical? > The music is original, but the way it's currently used is nowhere near final - I plan on using the 'battle' music for bosses and the normal music just with an 'overlay' to make it more energetic when near enemies. (Like in Zelda or Pikmin) > Yes - I'm changing the music as I said and the 'danger' gradient will be different once there are more enemies, etc.. > Yes - the graphics are nearly all placeholders. I still havent' found a graphics team or artist willing to help full-time with this, but hopefully I will soon. Many of the graphics are poor quality due to this - sorry.. > I will try to work on the random terrain - I can easily add formations like rock structures, lakes and more once I have more graphics. > The menus are confusing and for that I apologise. I will try to make them less so.
> I can hopefully add a tutorial soon - either in temporary video form or in-game. I feel this would be very beneficial as the game 'aim' seems to be confusing for many, and the instructions take a LONG time to read through.
Thank you for the help and suggestions - please follow the game if you like it! JUN
Edit: Uploaded new Version (0.051). Has a couple of bugfixes. Depositing items now works by clicking them in the inventory when within the base's range.
Yes - however the previous topic was locked and closed due to my team member leaving. I was therefore allowed to start this new topic (because my team member had been in charge of the main post, and therefore would not be updating).
Yes - however the previous topic was locked and closed due to my team member leaving. I was therefore allowed to start this new topic (because my team member had been in charge of the main post, and therefore would not be updating).
- Quick (but major) BugFixes - Deposit items by clicking on them when near the base, not by pressing Q.
Please try out the game if you like how it looks. I'll try to get an in-game tutorial or 'start tasks' done some time. Thank you for your interest, JUN
I played this for a couple minutes, and I gotta say, it's pretty cool. There's not much to say that hasn't been said by IKSB already, but I like the little details, like how you lose your weapon if you run into something while holding it. One thing I'd suggest is to be able to use the mouse to attack too. Your player swings around when you move the mouse, and it seems to me like it'd be a pretty useful ability.
@TheUltimate - thank you for trying the game and leaving feedback
I will experiment with using the mouse to attack but I think it might cause problems as a weapon's attack speed would be kind of nullified. I'll try it out, though. It may work with some weapons.
I may also Add alternate attacks for the weapons, like a stab or spin attack.
I'll add a damage stat for the player, too, which you would upgrade on levelling up to increase the damage caused by weapons.
I'm mostly working on big fixes and prevention as well as a few other procedural generation optimisation issues.
Bump. New version coming soon. I'm replacing graphics right now - if you're good with graphics then please check the forum here: http://gmc.yoyogames...howtopic=539195
Version 0.09 - Character speed increased - Now move faster, but removed sprinting (shift no longer does anything). - Major Fix - Nests now work again. They had been broken for the last version, but now they spawn the relevant number of creatures, etc. - Added Weapon: Tusk - Dropped instead of a bone when a Tuskus is killed. Like a more powerful, heavier bone. Gives bone.
- Added Scenery: Fire. They release smoke and light up the area at night. - Wooden items / weapons / tools can now be set on fire. Doing so currently does nothing, but soon will do.
- Replaced a lot of graphics thanks to PWL. Rocks, mining rocks (with ore) and tree stumps have been replaced so far. - Optimisation with generation and FPS. - Added Load Progress Screen - numbers and bar used to tell you how far through the generation process the game is. - Modified Mining System - Rocks now smash when mined too much, releasing lots of spoils. - Added Weapon: Jewel (can be mined). More common and lighter than Gold, less so than rocks. Worth 1 Gold. - Gold now worth 3 Gold and much rarer.
- Updated loading screen - now shows planet being generated and zooms in towards base as it progresses. - Added Help and Options - the menus now work fully.
It's coming along nicely. Here are a couple more suggestions:
=== The graphics need a little more colour. Right now everything looks dark and dismal, like it's cloudy and about to rain all the time. If it's daytime, everything should be bright and sunny. In fact, if you can make a weather system, it would definitely add to the game. Sometimes it's a nice, sunny day and all the animals are out, and other times there's a torrential downpour, and afterwards you might find a sinkhole with lots of exposed ore in it. That kind of thing.
=== You know what else would be really cool? One of those RTS-style minimaps, where terrain is revealed as you explore new areas.
=== A "drop everything you're holding" button for leaving items in your base would save a lot of time and clicking
=== Save files so you can start a new game while retaining all the stats you've accumulated?
=== Some kind of projectile attack, like throwing the bricks or something so you don't have to go right up to everything to hit it.
Thanks for the feedback.
> I'll see if I can make the day time brighter - I'm trying to get new graphics right now (in the graphics forum). Also, I'll try to make day time last longer - it's rarely at its 'maximum brightness'
> A weather system sounds cool - I'll look into it.
> A minimap like that is an awesome idea. I'll see if I can get one made but it may be tricky.
> I'll add a 'drop everything' button soon, but it may cause problems, so I may make it only active near the base.
> Save files - I can add them but they will need to be encrypted and at this stage it may not be worth spending time on that.
> Projectiles are a good idea - I'll add 'throwing current weapon' instead of 'drop' when you press Q.
@HelpMyFellowPeople
I know - I'm working on a system to allow the save file to work between versions so that players could level up in a beta version and use their level in the final version. This would allow for updates even after the final release.