Cursed Knight Demo

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Cursed Knight Demo

Postby jimmynewguy » Sun Jul 01, 2012 6:12 am

Hello all.

This is a demo for a game I've been working on recently, Cursed Knight (name will most likely change).

You play as a knight character who is cursed (obviously) and you are trying to remove that curse by doing what you're best at. Killing. Sword slash your way through dangerous enemies and defend yourself from evil with your trusty shield!

This demo is pretty small consisting of a couple enemies and a boss fight. You start off wearing your bronze armor but I highly recommend equipping the other gear you have in your inventory since this is a further-ish point in the game. (I kind of just wanted to show the gear switching thing). Directions are in the picture explaining how the game works.

Windowed and fullscreen version for linux and windows. I recommend fullscreen since you will be using the mouse.

Feedback or any comment on anything is welcome!

Enjoy :)

http://www.filedropper.com/cursedknighdemowindows

http://www.filedropper.com/cursedknightdemolinux

I have only tested on vista and xp. I don't own linux.

Super special thanks to DST for being awesome and allowing me to exploit his musical skills so I don't have to pretend I have some!

~ Notes, things to add
1) Finish saving
2) Finish backgrounds for locations
3) More enemies and better enemy interaction for teamwork
4) Boss' final designs
5) Make more enemies and have them unique (abilities, personalities)
6) Balancing
7) Mouse over stats for items
Attachments
directions.PNG
How to play!
screen.PNG
Cool mockups, the grass areas are in-game screen shots!
Working on a probably too ambitious project! Wild-west-adventure-RPG-shooter-thing.
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Re: Cursed Knight Demo

Postby Jagmaster » Mon Jul 02, 2012 5:08 pm

Epic! Although I played with a trackpad on my laptop, which was not too effective against the goblins. I died pretty quickly :lol:
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Re: Cursed Knight Demo

Postby skydereign » Mon Jul 02, 2012 9:56 pm

I can see this game being pretty awesome. It's got a very nice feel to it. One thing though is the enemy ai can only detect the player in one direction. So, if you manage to run past the enemies, you can then run back to them and attack them without them reacting.
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Re: Cursed Knight Demo

Postby jimmynewguy » Tue Jul 03, 2012 4:20 am

Jagmaster wrote:Epic! Although I played with a trackpad on my laptop, which was not too effective against the goblins. I died pretty quickly :lol:

Thanks! The game's sort of hard to begin with depending. I couldn't imagine a trackpad, I hate them.

skydereign wrote:I can see this game being pretty awesome. It's got a very nice feel to it. One thing though is the enemy ai can only detect the player in one direction. So, if you manage to run past the enemies, you can then run back to them and attack them without them reacting.

Thanks! But I'm not sure about that bug. I couldn't recreate it. The enemies attack me when I go behind them and when the go in front of me. Maybe it's a linux or an exported bug? I used the distance function to see how far the player is and direction = player.x > x; to see what direction the enemy should face. I do think that there is a glitch somewhere in the AI where they think they are still in attack mode with no animation playing. I'll have to look over it. Glad you think it has a good feel to it though!
Working on a probably too ambitious project! Wild-west-adventure-RPG-shooter-thing.
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Re: Cursed Knight Demo

Postby skydereign » Tue Jul 03, 2012 5:17 am

jimmynewguy wrote:I'm not sure about that bug. I couldn't recreate it. The enemies attack me when I go behind them and when the go in front of me. Maybe it's a linux or an exported bug? I used the distance function to see how far the player is and direction = player.x > x; to see what direction the enemy should face. I do think that there is a glitch somewhere in the AI where they think they are still in attack mode with no animation playing.

It actually exists in both versions. All I do is run past them until they stop chasing me. Then I can run up behind them (as long as I don't get too close [when I am only a few pixels away they would start attacking again]) and from there I can attack them until they die. I can do it pretty consistently following these directions.

Go to the top of the screen and move forward until the enemy spots you. Run back and start running down. Eventually the enemy should no longer detect you. Move around it (large enough distance not to detect you). It should face you but it won't move or attack. From there you can attack it without any threat.
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Re: Cursed Knight Demo

Postby jimmynewguy » Tue Jul 03, 2012 3:11 pm

Ohh I see now. Well I deleted the enemy and completely redid the AI so it would be easier to have more types of enemies. There's about half the code and it seems to work a lot better. Kinda makes me want to redo everything to see how much more efficient it could be. But then again, it kinda doesn't.. :lol:
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Re: Cursed Knight Demo

Postby Bee-Ant » Tue Jul 03, 2012 3:21 pm

Is this still same with the demo you PMed me?
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Re: Cursed Knight Demo

Postby jimmynewguy » Tue Jul 03, 2012 5:09 pm

It just has a boss and some updated scripts. But essentially, yes, it is the same.
Working on a probably too ambitious project! Wild-west-adventure-RPG-shooter-thing.
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Re: Cursed Knight Demo

Postby Bee-Ant » Tue Jul 03, 2012 5:27 pm

jimmynewguy wrote:But essentially, yes, it is the same.

In that case, I won't bother myself to retest it again :P
Haaa no no no... but well, it does seem that sky already gave you a bunch of works to do.
Will look forward to it, and don't forget to PM me again once you have added more stuffs :)
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Re: Cursed Knight Demo

Postby jimmynewguy » Wed Jul 04, 2012 2:59 pm

Bee-Ant wrote:Will look forward to it, and don't forget to PM me again once you have added more stuffs :)

I will. I've finished the smarter AI and now it doesn't glitch, and is a lot easier to add enemies.
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