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Alpha- Purity of Blood (Forums : Pimpage & Posing : Alpha- Purity of Blood) Locked
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Dec 8 2017 Anchor


Welcome
Thanks for checking this project out and i hope to pique your interest! To get access to to the most recent version of the demo check out the discord link at the bottom. We appreciate any and all advice or criticism as we have quite a long journey ahead of us!

Overview
Purity of Blood is a 2D, Metroid-Vania, platformer with a heavy focus on compelling exploration and hack-and-slash style combat. It features a character driven story which takes place in a Victorian era and is populated by Transylvanian folklore creatures as well as eldritch Lovecraftian horrors.

The game largely takes place in a huge mysterious manor and the surrounding areas once inhabited by a grand society of vampires now brought to ruin by eldritch forces. The protagonist and her brother set off for the manor in search of their mysteriously disappeared father all the while learning about the true nature of the manor and the protagonists unnatural birth.

Manor Entrance Focus

The project so far
So far the project has ran rather smoothing and due to some recent coding overhauls, the rate at which we can add new content only goes up from here! The current demo showcases the core mechanics of combat, movement and enemy design with the following features:

  • Ground combo attacks with 3 distinct animations
  • Aerial combo with 3 distinct animations
  • Defensive actions like Blocking and dodging
  • Counterattack, Uppercut and 4 Directional attacks each with differing uses and properties (only first two are animated thus far)
  • Framework and partial implementation of projectile weapons, spells and abilities.
  • A functional arena which can actively tweak arena room, enemy type, enemy data, presence of platforms/grappling hook points and more.
  • 8 enemies of varying archetypes: fodder enemy, duelist, flying, huge and caster; each with varying attack sets, movement patterns, animations and AI.
  • A functional horde mode to test your combat abilities and (WiP, works but is somewhat unbalanced at the moment).
  • Basic implementation of graphical effects like dynamic rain, fog, parallax layers, dynamic lighting, bloodstains and particle systems.
  • And More!

At this stage, we wish to attract more talent, build a wider audience and develop channels for feedback.

bloodhound showcase


Future Game Features
The scope of the of the project is reasonably large and we hope to have a robust, mechanically tight game by the end of development. Many of the features below are core to the game, but still they naturally are subject to change and may scale with the development process as well as the games general scope:

  • Extensive combat
    • Combos
    • A form of "create your own combo” adaptability wherein the player can emphasize their preference of high damage and stagger vs high speed as well as other factors such as special effects and range.
    • The depth of this would be dictated by time, overall game cohesion and development cycle additional attacks becoming available as the player uses a particular weapon/progresses.
    • Blocking dodging and countering.
    • Varying enemy attack sets and strengths/weaknesses
    • Focus on timing/quick thinking as well as "right tool for the right problem".
    • multiple weapons (scalable with development progress/success)
  • Exploration focused expansive world
    • the working concept thus far is to have the game take place in a large mansion and the surrounding areas, the mansion being quite large and taking up around 60% of the playable world. The size of this world will scale with the success of the development process.
    • varying locales; the mansion itself with be host to various different areas below and above ground. Some of which quite ancient. Current areas that will be present outside of the mansion are a city and the forest.
    • a “base” featuring shops and NPCs of various purposes, more appearing as you progress throughout the game.
    • puzzles involving clever use of weapons/equipment
    • atmospheric victorian era aesthetic which become more and more eldritch as you progress throughout the game as well as return to previous areas.
  • Multi directional story line and Progression
    • Scales heavily with development pacing and game cohesion.
    • Choices the player makes determine how vampiric they become, influencing their powers and the world around them.
    • choices the player makes would potentially incur the scorn of other characters, introducing new story elements, encounters, boss fights and endings.

The Team
Robert Boehnke (Programming & Project Lead)

Jacob_V: Artwork and Animation
|| Portfolio ||

Niels Broekharst: Artwork and Animation
|| Twitter || Portfolio ||

Adam Jufer (warmsoda): Artwork and Animation
|| Twitter || Portfolio ||

Currently we are looking for additional programmers, but if you would like to get involved in some other fashion, let us know so we can keep you in mind! We will have need for composers and audio producers in the near future as well.

Contact us
To get in contact with us if you are interested in becoming part of the team or any general inquiries feel free to message in the forum, PM me or email me at robertjboehnke@gmail.com.

Discord
If you wanna come join the discord just to check the project out, talk about its features or access the demo just use the link below.

bloodtick explode

Thanks for checking us out!
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