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Author Topic: Open Source top-down game - Warlock's Gauntlet  (Read 17776 times)

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inlinevoid

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Open Source top-down game - Warlock's Gauntlet
« Reply #15 on: October 14, 2010, 04:10:10 am »
I've noticed the music is ripped from Lugaru.

Nice work though, it's extremely polished and pretty fun to play.  I'm a HUGE Diablo fan so I definitely enjoyed this.

Liosan

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Open Source top-down game - Warlock's Gauntlet
« Reply #16 on: October 25, 2010, 12:29:02 pm »
A new version is available, with the following improvements:
- difficulty levels and "arcade mode"
- improvements to save system
- loading screen between maps
- bestiary
- some new graphics and UI changes
- numerous bugfixes and balancing issues, including keybindings

Also, there is a video available on our indiedb site.

Thanks for all the feedback so far :)

Quote from: "bobasaurus"
I would also add some visual indicator on the character when low on health, reminding you to heal.  Right now it's easy to forget checking and die when careless.

Good idea, but how would you see that? A flashing health bar? Audio indication?

Quote from: "Nexus"

Elemental revenge is pretty strong, yet consumes no mana? Is this a bug?
I had problems casting some of the lightnings (I guess it was mainly Transfuse), nothing happened. I even died once because of that ;)

Huh? I couldn't reproduce those. If someone sees them, could you post game.save file around here somewhere?

Quote from: "inlinevoid"
I've noticed the music is ripped from Lugaru.

I prefer the term "borrowed" ;) Since Lugaru went open source and CC, we decided to use some of their audio assets. Some fist-hitted noises are from there, too. I wish our musicians where more productive, but they tend to quit after a week... :(

Liosan

inlinevoid

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Open Source top-down game - Warlock's Gauntlet
« Reply #17 on: October 25, 2010, 01:12:17 pm »
Quick question: Are you using SFML/OpenGL or SFML by itself?

Liosan

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Open Source top-down game - Warlock's Gauntlet
« Reply #18 on: October 25, 2010, 01:40:26 pm »
We are using SFML/OpenGL.

To be more specific, we are using SFML 1.4 for window creation, input handling and OpenGL context setup. A few months ago we switched from the basic SFML glBegin-/glEnd-based rendering method over to a custom vertex array rendering method, to get a slight efficiency edge together with the possibility to add custom per-sprite shaders.

The shaders didn't work out :) We didn't have time to finish it off. But the change wasn't very intrusive - we simply overloaded sf::Sprite. We could set the change back, and the game would work as before, albeit a bit slower.

Liosan

Zweistein

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Open Source top-down game - Warlock's Gauntlet
« Reply #19 on: October 26, 2010, 01:46:04 pm »
Amazing Mainmenu Background!