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Posted: Fri 18 Jul, 2008 9:26 pm
by DigiTan
This entrance stage really sets the pace for rest of the game. Since J.F. has a military theme, there's constantly something to keep you moving. The deeper sections take on a slightly different theme to really mix things up!

Posted: Mon 21 Jul, 2008 7:24 am
by kv83
Featured. Gratz!

Posted: Wed 23 Jul, 2008 8:38 am
by chickendude
Wow! There's so much going on at once and it all runs so smooth and fast... this is seriously the most exciting project in a loong time! Looks absolutely amazing :)

Posted: Mon 28 Jul, 2008 5:19 am
by DigiTan
Thanks for the featuring. There's still a lot of surprises in store for the community in this project. 8)


Here's the improved "reeling" state for the main character. When you get hit by an enemy or some other hazard, it looks like this:

Image
Edgar looses 1HP by being hit, and one more by colliding with a tree.

Reeling back is fun the first time, but it has its disadvantages:
  • Can't control where you go
  • Directional controls become useless until you land
  • Can't control shooting direction
And if you hit a hard object while sideways, you'll take an additional 1HP damage. Unlike battle damage --which is a matter of chance--this kind of damage is guaranteed. To be fair, your enemies can also reel just like you.

Another thing about reeling... It's scaled by how strong your DEFENSE is versus your opponent's ATTACK. The weaker your stats, the higher and farther you fly. So if you ever find yourself getting knocked around like a pinball, it's a strong sign that you should backtrack and level up a few more times.

Posted: Mon 28 Jul, 2008 7:33 am
by tr1p1ea
Its attention to detail like this that makes this game very professional, great stuff :).

Posted: Fri 08 Aug, 2008 5:50 am
by DigiTan
Here's something from the archives. It's a rough draft of the Quick-Start Manual taken for early this year. All the basic rules are there, but the real cornerstone is the conquest cycle. This is the feature that give RW2 battle a real paper-rock-scissors feel.

Image

Posted: Fri 08 Aug, 2008 6:16 am
by tr1p1ea
Are you sure you're not getting paid to make this game? Its so damn professional!

Posted: Fri 08 Aug, 2008 10:05 am
by benryves
Renaming a .bmp file as .gif isn't, though. ;) (I kid!)

Agreed, though, this really is an extremely well-polished game. I'm looking forwards to it!

Re: [Featured][Dev]Robot War 2: Official Announcement

Posted: Wed 03 Sep, 2008 4:55 pm
by NanoWar
I hate your HUB :D

Re: [Featured][Dev]Robot War 2: Official Announcement

Posted: Tue 09 Sep, 2008 4:30 pm
by DigiTan
Heh heh. Here's a new feature that was added to the *unfinished* factory wing of JET Fortress. The fun thing about the crane is it can pick up virtually anything that moves. Just walk up to any computer. To reach the inner fortress, you'll have to drag and drop these objects in a way that lets you blow up a special marker. Your crane only has 3 Hit Points, so hang on to a barrel too long, and you've gotta start all over!

The controls are pretty simple: 4 directions + 2ND to lift + ALPHA to quit.
Image

Re: [Featured][Dev]Robot War 2: Official Announcement

Posted: Tue 09 Sep, 2008 5:08 pm
by tr1p1ea
Looks fantastic and really smooth even with all that action. Its really clever how dynamic all your puzzles and objects can be.

Hehehe barrel craziness!

Re: [Featured][Dev]Robot War 2: Official Announcement

Posted: Wed 10 Sep, 2008 8:26 am
by DigiTan
Yep. The crane idea is sort of a throwback to the Little Dude 2 games on 82/83 where you could control a remote bot in some missions. And a hint of Laser Mayhem. Of course, the puzzles here are a little different because you'll have to use the unique skills of this stage's enemies to reach the marker. Especially when barrels come in a limited supply in the harder areas. So far I think they're gonna involve...

* Barrels
* Auto-Guns
* Tanks
* Other cranes

Re: [Featured][Dev]Robot War 2: Official Announcement

Posted: Wed 10 Sep, 2008 10:06 am
by NanoWar
So can you actually kill the explosion since the fire has one life? :drifter:

Re: [Featured][Dev]Robot War 2: Official Announcement

Posted: Wed 10 Sep, 2008 11:53 am
by benryves
Looking better and better each time. :-) Ace!

Re: [Featured][Dev]Robot War 2: Official Announcement

Posted: Wed 10 Sep, 2008 4:57 pm
by DigiTan
Oh yeah. The explosion have a fire attack that I haven't updated in a while. So they don't yet have flags to hide the HP pips. The barrels also show pips just before they explode, but that might be a good thing. You can also count the smoke clouds they belch out and kind of use that as a countdown.

In normal mode, it is possible to kill incoming explosions, bullets, and other projectiles with your own attacks. Even the basic "slash" will stop up to 1 projectile at a time. Right now, the explosion pattern is random, but I'll probably update it to a ring of 8 fire objects to make them a bit more dependable. And they won't go through walls.