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Project: CastleForge
Project Started: 27th November, 2011 Last Update: 13th April, 2013
Project Owner: AugustoAD Project Members:
Project Type: Sandbox/Building/Platformer/Castle Defense Project Progress:

Project Overview  
Preview CastleForge is a game about building a castle/fortress, defending your jewel at night, and destroying enemy's jewels. It's a pretty addictive game, and will probably keep you in your computer for a few hours. It's still in early development, but the progress is being really fast and there is already a lot of things to show. It's being REALLY funny to do this game, to show it off to my friends, and, even in it's early development state, to play it is pretty funny too (bugs are included). I got mostly inspired by the old videogames design to do it, and I'm simply liking it so far. I hope you can enjoy it too.

So far, here's what's been done:
*Block placing/destroying system
*Basic AI implemented
*Turns/ saving system working properly
*Gender Selection & character customization
*Game Setup/Config
*7 monsters with different behaviors
*Boss Fights

And here's what to be included in the future:
*Bugfixing and tweaking (absolutely)
*Campaign mode
*More boss fights
*New songs
*New particle effects


Here is some gameplay footage from 0.5b2/2:

Project Forums Topics Posts Last Post
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1 7 Looks nice.
By: AugustoAD
On: 4th May 12, 04/05/2012 16:50:05
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0 0 No Access

Project Halted.
Posted 13th Apr 13, by AugustoAD 5 Comments
It may seem obvious, but CastleForge has halted. That has many reasons, tho the main one is because I came to a creative block. The game wasn't going as I expected it to, gameplay was kinda boring and I didn't know what to include anymore. It was being massively tiring for me. As for that, my first intention by making this game was to have fun myself, and that was not happening. All that I kept in my mind was "I gotta finish the game", but I had no idea of what would I add next, and random features would make the game seem unfinished as a full release, and that would suck a lot.

Also, I kinda promised myself not to make another game before I taught myself to really code in real languages. MMF2 felt buggy and clunky as I made the game (It's a good tool, perhaps I wasn't good enough with MMF2, and in no way it has let me down, but the game was clunky and buggy sometimes and I couldn't find where were my mistakes). I'm planning to remake this game and release it as a full game when I've done so.

And time. Oh, time. I got to my final year at school, and it's being massive. I've been having really short time to all the things I like to do and have been mainly focusing on studying.

Anyway, enough excuses. I'm sorry if I let you guys down, I really am, but it was being massive to me and I really couldn't progress.

Thanks for all the support, guys! The alpha and beta versions I released will all be kept on the internet so you can download and play with what I got to do. I really appreciate that you guys helped me getting so far.

Also, I'm thinking of releasing the .mfa for the game here. How would you like to mod the game and, perhaps, finish it bu yourself? Personally, I'd love to see that happening.

Leave any thoughts or comments below, please. It's really important to me.

And, one more time, thank you all!
New title screen.
Posted 6th Oct 12, by AugustoAD 3 Comments
Tell me what you think. Does it looks better this way? was the older TS better? Preview

Late Progress.
Posted 28th Sep 12, by AugustoAD Post A Comment
Preview

Preview

Preview

Preview

Hey there! I came back with some news.

I'm working on the new game mode - it's gonna be a kind of Campaign mode. Instead of enemy castles, there will be enemy machines that lauch enemies. Once they are completely damaged, the enemy boss (which is likely to be random, but I'm not sure about this yet) will fall from the machine, and swallow the jewel, and they say something, like "If you want the jewel you've got to defeat me first!", and once you defeat it, it'll explode and the jewel will fall to the ground, and then you get to destroy it.

(some machine concepts are in the screenshots; sorry for the quality and for the finger in the picture, I'm really in a hurry)

Also, the campaign mode will have a world map, so you know how much of the game is left until you finish it for good
(until you reach Cthulhu). It's also in the screenshots. For every stage you complete, the ambient will change. You'll start off in a beach, then go to the forest, then to the desert, plains, and finally, mountain. I'm actually not pretty sure as for keeping the mountain as the last level for Cthulhu raises from the ocean in the original story, so the final stage might actually be in a boat, in the middle of the sea.

I plan on making new soundtracks for each stage as well. You'll have news pretty soon, guys, so keep visiting my devlog. Also, your favourite is REALLY importante to me; if you don't mind it, I'd ask you to favourite this project so more people get to know about it. Thanks for the support! ;D
I'm back!
Posted 31st Aug 12, by AugustoAD 2 Comments
Hey there! Due to my computer being broken, I had a HUGE delay in CF. But I'm back now and development will be continued. I'll post news as soon as possible, so keep visiting this devlog.

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