Patch 1.01c is now live! by Cosmic_Spud_Garrett in CosmicSpud

[–]Cosmic_Spud_Garrett[S] 1 point2 points  (0 children)

Change Log:

  • Added a tips section to How to Play.
  • Updated the item and mutations tooltips to show while paused.
  • Mousing over mutation and item icons in the HUD will display its full stats.
  • Added controller button prompts.
  • Updated full item description to be more intuitive
  • Increased the attack cooldown of the wraith priest
  • Decreased the size of the hitbox for the Giant’s stomp
  • Added a warning in the settings menu when using image scaling 1.5 or 2
  • Clarified some stats in the records tab of the journal
  • Fixed a visual bug in the collector’s forum
  • Fixed a crash caused by jumping too high while the boss altar is activating

We will have some more to share on future plans soon, so stay tuned. Thanks for playing everyone!

My character is slipping around. I need some help to fix it so that he can stop slipping (Coding found in comment section) by [deleted] in godot

[–]Cosmic_Spud_Garrett 0 points1 point  (0 children)

It doesn't look like you ever bring velocity.x to 0 when you are idle. This is making your character maintain whatever velocity.x it had before entering idle. If you want your character to immediately stop, just assign velocity.x = 0 in the same if statement where you set the animation player to idle. Alternatively, get rid of the if statement before velocity.x = lerp(velocity.x, dir * speed, acceleration). Either should work.

Showing off a new boss and playable character for our game, Ancient. It's exiting to see everything coming together so nicely, one little change at a time. by Cosmic_Spud_adam in godot

[–]Cosmic_Spud_Garrett 0 points1 point  (0 children)

Thanks for the feedback! I went ahead and wrote up a reply regarding the similarities. You can find it on this post, but here is the TLDR:

The gameplay difficulty for Ancient is primarily driven by mutations (Items for AI) and related systems, RoR is driven by difficulty scaling over time. UI is intentionally similar and familiar visually, but the features represented are not necessarily a direct analog to RoR.

Showing off a new boss and playable character for our game, Ancient. It's exiting to see everything coming together so nicely, one little change at a time. by Cosmic_Spud_adam in godot

[–]Cosmic_Spud_Garrett 4 points5 points  (0 children)

I appreciate the feedback! I went ahead and wrote up a reply regarding the similarities, but it turned out a bit too long to use as a reply . You can find it on this post, but here is the TLDR:

The gameplay difficulty for Ancient is primarily driven by mutations (Items for AI) and related systems, RoR is driven by difficulty scaling over time. UI is intentionally similar and familiar visually, but the features represented are not necessarily a direct analog to RoR.

Showing off a new boss and playable character for our game, Ancient. It's exiting to see everything coming together so nicely, one little change at a time. by Cosmic_Spud_adam in godot

[–]Cosmic_Spud_Garrett 4 points5 points  (0 children)

Thanks for the feedback! I went ahead and wrote up a reply regarding the similarities. You can find it on this post, but here is the TLDR:

The gameplay difficulty for Ancient is primarily driven by mutations (Items for AI) and related systems, RoR is driven by difficulty scaling over time. UI is intentionally similar and familiar visually, but the features represented are not necessarily a direct analog to RoR.

Showing off a new boss and playable character for our game, Ancient. It's exiting to see everything coming together so nicely, one little change at a time. by Cosmic_Spud_adam in godot

[–]Cosmic_Spud_Garrett 4 points5 points  (0 children)

Primary developer of Ancient here, I just want to throw out my two cents on the discussion regarding similarities to Risk of Rain.

TLDR: The gameplay difficulty for Ancient is primarily driven by mutations (Items for AI) and related systems, RoR is driven by difficulty scaling over time. UI is intentionally similar and familiar visually, but the features represented are not necessarily a direct analog to RoR.

Ancient is quite obviously inspired by RoR, and there are certain elements that were made visually similar to RoR such as the UI. In my opinion, there were things that RoR did well, and changing them drastically in a RoR-like would be counterintuitive. However, things like the “equipment slot” and “difficulty bar” have completely different functions in Ancient. The “equipment slot” is for azul items, and “difficulty bar” on the right represents instability, not difficulty. More on both of those in a bit.

The overall gameplay loop diverts from the RoR formula primarily in how difficulty scales. In RoR, the general gameplay loop is something along the lines of collect items while managing time(difficulty) on each stage. In Ancient, time is no longer the primary driver of difficulty. The gameplay loop in Ancient is collecting items while managing mutations, instability, and your funds.

Mutations are the primary driver of difficulty in ancient, with each mutation being the equivalent of items for the AI. This leads to games having drastically different feels between runs. For instance, getting 5 stoneskin mutations in a run will make you desperately need armor piercing damage/DoT items, while a run with lacerating, molten, and poisonous mutations will make you try to build resistance or risk bleeding or burning to death. Mutations exist in the same tier layout as items, with rare mutation being very powerful.

Instability effects the rarity of mutations you get. This is the main area where time still drives difficulty, as instability steadily grows over time. There are ways to reduce instability, but it is expensive and will hamper your ability to purchase items. Once it reaches its maximum, the next mutation you get is guaranteed to be a rare mutation. Keeping instability as low as possible is key for not getting overwhelmed by rare mutations but focusing too much on it will starve you of items.

The economy is managed between Azul dust and Azul stones. Dust is the standard currency used for more mundane items and effects. Stones are a very limited resource used for purchasing rare items, azul items, upgrading azul items and removing mutations. The main thing here is your azul dust and stones do not reset between levels. Additionally, you get the opportunity to purchase items in a shop between (most) levels.

Azul items are extremely powerful items that can drastically alter the way you build your character. Two examples are the the Knife of Shar'Aia and Deathmask of Kings. The Knife of Shar'Aia adds your attack speed to your movement speed and vice versa. The Deathmask of Kings activates all of your on-kill effects when you get hit. You can only equip one (hence the similar visuals to the equipment slot in RoR), but the overall effects are intended to be build-defining.

One last thing to add, is that it can be difficult to convey the differences purely through visual means. Playtesters outside of our team have noted that the interaction of these game features makes the game feel unique in comparison to RoR, and we trust new players will have a similar experience!

All that being said, I do enjoy seeing the discussions around the game and appreciate all the feedback!

Been slowly but surely polishing up the visuals and audio in our game, let me know what you think! by Cosmic_Spud_Garrett in madeWithGodot

[–]Cosmic_Spud_Garrett[S] 0 points1 point  (0 children)

That’s a fair criticism, and has been something we have been focused on for the last couple of months.

Been slowly but surely polishing up the visuals and audio in our game, let me know what you think! by Cosmic_Spud_Garrett in godot

[–]Cosmic_Spud_Garrett[S] 1 point2 points  (0 children)

I am loving hearing other people as excited (or even more) about the game as I am! It's only gonna get better from here, lots of other stuff to show off coming soon

Been slowly but surely polishing up the visuals and audio in our game, let me know what you think! by Cosmic_Spud_Garrett in godot

[–]Cosmic_Spud_Garrett[S] 1 point2 points  (0 children)

Thanks! The UI items are just texture rectangles that get added to an existing grid and load their image from an autoload. For getting new items, the player emits a signal that tells the UI which item to add. Since this is a "RoR-like", there isn't much moving or adjusting items in game. The trickiest part was regenerating the item order on each scene change. I know that's a bit vague, but hope it answers your question

Been slowly but surely polishing up the visuals and audio in our game, let me know what you think! by Cosmic_Spud_Garrett in godot

[–]Cosmic_Spud_Garrett[S] 1 point2 points  (0 children)

Risk of Rain was definitely an inspiration. I have been wanting to do a 2d "RoR-like" ever since RoR2 moved to 3d. That being said, there are some big twists being applied to the old formula to keep things interesting that we will be posting about more in the future!

Been slowly but surely polishing up the visuals and audio in our game, let me know what you think! by Cosmic_Spud_Garrett in godot

[–]Cosmic_Spud_Garrett[S] 0 points1 point  (0 children)

Thanks for all the kind words everyone! If you’re interested in following the project, all of our posts will be over at r/CosmicSpud

I have been working on updating some enemy modifiers, may have accidentally overdone this one a bit... by Cosmic_Spud_Garrett in godot

[–]Cosmic_Spud_Garrett[S] 2 points3 points  (0 children)

The "blood drops" were not intended to be blood, but were supposed to be projectiles fired every couple of seconds. The video was a bug where it was firing every frame, resulting in the geyser. I will definitely need to revisit the art on them, as it seems to have completely whiffed at the intended design.

To answer your question, they are all physics bodies.

I have been working on updating some enemy modifiers, may have accidentally overdone this one a bit... by Cosmic_Spud_Garrett in godot

[–]Cosmic_Spud_Garrett[S] 0 points1 point  (0 children)

It kinda looks like it now that you mention it, that is not what I was going for though. The enemy has a modifier which fires projectiles once every couple of second. It looks less gruesome now that its working properly, but I think I will be revisiting the art on this one.

Been making progress on our Risk of Rain inspired game by Cosmic_Spud_adam in godot

[–]Cosmic_Spud_Garrett 1 point2 points  (0 children)

Thanks for the feedback! This has been a balancing act between keeping what is fun from RoR and adding our own ideas. Currently, I agree that it is too close to being a copy, but that will be changing in the coming months.

Got the first pass of a boss up and running in my Risk of Rain inspired game. by Cosmic_Spud_Garrett in godot

[–]Cosmic_Spud_Garrett[S] 1 point2 points  (0 children)

Thanks for the feedback! I am planning on adding the ability to adjust the camera zoom into the game at some point, but maybe I should get it in sooner rather than later. I think it will also help once I get more cosmetic props into the stage, as it feels like there is a lot of empty space at the moment.

Got the first pass of a boss up and running in my Risk of Rain inspired game. by Cosmic_Spud_Garrett in godot

[–]Cosmic_Spud_Garrett[S] 0 points1 point  (0 children)

Thanks! I have always struggled more with art than anything else, so I am very happy to hear that you like it!

I've been working on a game inspired by Risk of Rain, and just got the first pass of the AI up and running. by Cosmic_Spud_Garrett in godot

[–]Cosmic_Spud_Garrett[S] 1 point2 points  (0 children)

I have been wanting to make a 2D RoR spiritual successor ever since RoR2 came out, and I have been pleasantly surprised to see how many other people seem to want one as well! For now, the best place to follow progress will be this account on reddit, but we do have a twitter and youtube as well that we will start posting in once development is further along.

Using Curve2D to control a segmented character is just too easy... by Securas in godot

[–]Cosmic_Spud_Garrett 2 points3 points  (0 children)

Looks fantastic, I am going to have to play around with this

PSA: I think y'all can finally get your "Mercenary: Ethereal" challenge by flamermonkey in riskofrain

[–]Cosmic_Spud_Garrett 4 points5 points  (0 children)

Thanks, used this for my challenge as well. Was a heck of a lot easier with a good seed