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Project: Twisted Tower - Chapter 1
Project Started: 19th December, 2010 Last Update: 5th March, 2017
Project Owner: HitmanN Project Members:
Project Type: Dungeon Crawler Platformer Project Progress:

Alive
Posted 25th May 11, by HitmanN  
Slow progress is slow.

Some new stuff though.

Shrines of Life
The statue I showed in last update is now a Shrine of Life. It does what you'd expect it to do. Restores HP. These shrines are fairly rare though, so finding one can be quite droolworthy. I'm thinking about making Shrine of Spirit (or similar) as well, to restore MP.

Small Chests
To accompany the Big Chests in the game so far, there are now also small ones. They have lesser contents, but are more common. It's not unusual to even find two of them near each other every once in a while.

Escape Tunnels
Sometimes you might find a room which has an Escape Tunnel. These tunnels are one-way doors that lead to lower floors of the tower, up to 5 floors down. These may or may not be beneficial, depending on your goals. If you're trying to progress in the story or to get to a higher level checkpoint, you'll want to ignore these, but if you plan to level up, collect stuff, etc, you may want to use these to step back a few floors to replay a few levels.

Interactable Object Window
Doors, chests, save points, etc now show a small window above Arina, displaying the name of the item, so you know there's something interactable there, and what it is. All of these items are now interacted with by pressing [UP] in front of them, if it wasn't so before.

Music
Strife has started to work on some music for Twisted Tower, so the next teaser trailer might have some background tunes to showcase as well.
Preview

Preview

Preview


Posted by ILIKESCIFI Games 25th May, 2011

cool!
 
Posted by Shiru 25th May, 2011

Excellent news ! I'm glad that you keep the Shrine of Life idea .

Maybe instead of making a Shrine of Spirit, you can recover 50% of maximum MP with the Shrine of Life (may give a new name in this case!) ?

For small chests, it's cool . Escape Tunnels are excellent ideas, like you said it will be less "boring" to grind stats/level up.

The new interface window suits the game very well and gives more tips for the game. It's also great because people can think that some objects (chests for example) can be some sort of background elements lol.


I can't wait to see the new trailer with a song from Strife-sama .

Good work !!!
 
Posted by Eternal Man [EE] 28th May, 2011

Very cool news!

About the interaction window, I think it's a phenomenal idea and really makes things a lot easier for the player, so .
My only concern is using a button that already has an integral function in the gameplay(forgive me if I'm wrong, but it's my impression that up is used for aiming upwards). In certain circumstances when a lot of action is going on - say battling a bunch of flying monstrosities - one risks to unintentionally do things you didn't want to. Like, escaping through a tunnel when you were just about to kill the giant magic warlock or something.

If we look at how a multi-purpose button is used in for example Cave Story - which is also a platformer, and makes good use of a stable multi-purpose button - we see that the down button is used for interaction. That choice was a genious one!
Up and down are both used for aiming, but when standing on the ground aiming down is disabled, and when in the air interaction is disabled. So the two conditions compliment each other, leading to no circumstances under which one unintentionally exits through a door or the like.

Had the up button been used for interaction in CS, all kinds of frustrations would've been common due to it.

So as I said, I love the multi-purpose button, but it's wise to think through which button to use for it.

//EE
 
Posted by HitmanN 28th May, 2011

Eternal Man:
True. That is something that will need to be tested.

In early versions it was a common issue to accidentally enter the exit door when fighting in front of it. Since that version I've changed the requirements, and I haven't had it happen in ages. Basically, entering doors requires the player to exclusively press [UP], and player can't be performing pretty much any other function at the same time, and player character can't be in fast motion either. So, in order to use doors, open chests, etc, you must only be pressing [UP], while almost at a standstill.

Aside from doors and other passageways, most of the other interactable things so far don't cause anything crucial to happen. Even if you do accidentally open a chest during battle, so what. You were gonna do it soon anyways.

But like stated already, this is something that needs to be tested. So far I find everything to function quite well.
 
Posted by Eternal Man [EE] 28th May, 2011

Ok! I didn't know of the requirements for interaction, but it sounds like they should eliminate most problems.

I can't remember if TT sports a weapon drawn/sheated(spelling?) function, but if it does, a weapon sheated(?) requirement would render almost all battlerelated mishaps impossible.

Like the new screens btw!
//EE
 


 



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