In this release, I added 3 gamemodes, a new armor set, level selection (with only one level :( ), athletics, melee attacks, and an infinite amount of fixes and tweaks.
Griefhelm 0.4.1 - Trailer - Indie DB
It's been a while since my last update, but I finally made it to a point where the game is no longer a prototype but a fully functional game, which is just lacking in content right now! :)
In this release, I added 3 gamemodes, a new armor set, level selection (with only one level :( ), athletics, melee attacks, and an infinite amount of fixes and tweaks.
Gamemodes
- Tug-of-war: This is the core gamemode of Griefhelm. It works just like in Nidhogg, who gets the kill gets the lead and needs to run towards the goal. But that's not all, unlike Nidhogg, Griefhelm supports up to 4 players for this mode. The struggles to make this work were incredibly painful, especially handling the camera behavior and player respawn. Nevertheless, I am really happy with the results and need to hunt down any bugs you guys find ;)
- Free for all: Ignorance at its best, you are all thrown into the same screen starting a bloodbath and backstabbing your friends in their effort of blocking and strinking other opponents. Oh, a cool way of playing this is actually having one player fight another one while the others watch and whoever wins gets to fight next one. Once the match ends, the player who survived gets to start against the first one that died the match before.
- Team* skirmish: Two teams fight each other, and there is friendly fire so don't expect to thrust through your teammate to kill the opponent. However, I'll leave friendly fire as an option in the future.
* For all the team-based gamemodes players will have colored plumes on their helms to identify their team.
Full Plated Armor
There are now 4 armor sets. This was important since the game supports 4 players, therefore, having a minimum of 4 armor sets was a must!
Athletics and Melee
To avoid making the combat system useless I had to reduce the speed and jump height of the players. This is because if players were too fast and jumped too much then blocking was pointless since dodging was so much easier. So the game has more of a classic Prince of Persia approach to sidescrolling: with semi-realistic speeds and jump heights. While this fixed the combat problem, it brought up a new one: platforming. In order to achieve a bit of vertical variation in the game's movement I had to add ledge climbing and ladders, and of course design levels according to how these design elements interact with each other.
Another thing I noticed was that players were constantly getting too close. Close to a point where their sword swings wouldn't hit. To fix this, I added the fact that when two players are up close whoever attacks first performs a kick to "reset the distances" and obviously giving a slight stun to the opponent.
Level: Woods
All of the footage you see in the game is taken from the level Woods, which is the first complete level in the game. My goal is to have other 3 levels for version 0.5.
You actually read everything? :) That's awesome! Thank you so much! Make sure you download the game, try it out, and don't hesitate in giving me feedback. You could be of great influence to the outcome of this game!
'Till next time,
Johnny Dale Lonack
WARNING:
-At least 2 players will be necessary.
-You can also play keyboard + gamepad, to do so player 1 must join by clicking with the mouse!
-Expect bugs and all that :)
BRIEF DESCRIPTION:
The combat is directional, meaning that players will need to choose the direction of attack and to avoid getting hit, they'll need to block in the correct direction, or dodge the hit by simply moving (this won't always be an option though).
There are three attack directions (Up: Overhead Slash, Mid: Slash, Down: Thrust).
The directional blocking is done through a stance system. For example, if the player is in the stance with the sword up, he'll block incoming overhead slashes.
CONTROLS:
Walk/Run ________ Left Stick
Jump ____________ Left Shoulder/Bumper
Crouch __________ Left Trigger
Stance/Block_____ Right Stick
Attack*___________ Right Trigger (while in a stance)
*Right Stick Up + Right Trigger: Overhead Slash
Right Stick Left/Right + Right Trigger: Mid Slash
Right Stick Down + Right Trigger: Thrust
I would love to hear suggestions, criticism, feedback from all of you who try this, I really want to work together with the community to shape this game in this best way possible :)
Feel free to also think of what game modes would fit with this type of directional combat.
Cheers,
Johnny Dale Lonack
This update sounds very intriguing but, I still can't even open this game cause it's using a rar file. Can you please make a zip or exe file for this game, if it's even possible? Cause I really wanna try this out, this looks really cool.
Ohhhh you can't open rars, ok yeah I'll make a zip! :)
Alright! Re-uploaded with the .zip! Can't wait for you to try it out! I really want to hear your feedback! :)
Thanks! Sorry that I didn't tell you this any earlier.
One more thing, my laptop is pretty recent but I can just barely run UE4 on my laptop, so bummer for me.
But anyway, it works, and it's a pretty fun demo so far. Nice work!
Thanks :) with how many players did you try it? Did it run smoothly?
Yep, it ran surprising well, and I played alone.
Here's one suggestion, can you add sound effects for when you kick them? And also can you please make it where they don't spam attacks all the darn time? Cause that gets annoying fast lol. One more thing, we need more weapons. Awesome game bro.
AHhahahah AI didn't have to be in the game yet, it isn't nearly ready :D but it seems to be loading anyway oops!
Ok haha, glad to hear that then.
Love the improved athletics. Btw, why'd you remove the AI? Is the AI not ready yet? Cause it was pretty decent before, I just didn't like the fact that they kept spamming. Also, the settings and the tutorial don't work for some odd reason.
I removed the ai cause it is not ready at all :). The pathfollowing has serious bugs when following the player, and it doesnt block, it only spams... I am working on these days. If you want ill publish experimemtal builds with ai so you can test them as i develop
Sure! That sounds great man.
This is just like Nidhogg...And i thought it was gonna be an epic RPG. Well rip my expectations.
Literally says in the summary what it is
Thanks for pointing that out :)
Yeah an RPG would be A LOT of work since i am alone.
But things grow slowly, who knows, maybe in the future, if people like this combat system i could think of making another bigger more pretentious RPG game based on these mechanics.