The Daily Click ::. Projects ::. Twisted Tower - Chapter 1
 

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:

Tales from the cryp... err... catacombs!
Posted 13th Mar 11, by HitmanN  
First screenshots of the new Catacombs area. It's still missing all foreground decorations and such, and there are no area-specific new enemies yet either, but overall I like how the background with the fog looks already. The fog looks a bit boring in the screenshots though. It's much better in motion, with some of it parallaxing and some moving slowly and so forth.

The Catacombs area covers tower floors 11-20. The map sections are wider, and thus there are a lot more corridors and horizontal traveling, etc. Also of note are the occasional spike pits, the classic platformer hazard. I'm keeping the spike pit count low though. I still want this to be more RPG than a platformer, and thus hazards should not be a major concern, as they do not rely much on player stats, but rather their button-pressing and timing skills. Still, if not overdone, they can be fun as occasional hazards, and you can be sure that you'll need to jump over more than a few in the Catacombs.

Some of the new enemies in the catacombs area are going to have some special attributes, such as immunity to physical attacks, making spells and magic damage bonuses useful. A larger portion of the enemies is also going to be flying or floating.

Those are the initial plans for Catacombs content for now anyways.
Preview

Preview


Posted by Shiru 13th March, 2011

Yes, it looks like Catacombs. Good work with the fog effect . If the player falls in spike pit... will he be dead or he will lose Health ?


 
Posted by HitmanN 13th March, 2011

The spikes do some damage only, so you can still jump away if they don't kill you. Insta-kill traps would be annoying in an RPG. They're still pretty nasty though.
 
Posted by Shiru 14th March, 2011

Ok, that's good to hear that .
 
Posted by Eternal Man [EE] 14th March, 2011

Looking good Holmes!

How does the mist work? I realized that the mist is in front of the player in the top screen, but behind in the bottom one?

Btw I'm totally loving this!


 
Posted by HitmanN 14th March, 2011

Eternal Man:
The mist is on two layers, one is static, one moves. However, they're both in front of the player, so that's some optical illusion I must've pulled off in that second screenshot.

Well, it's probably because both fog layers happen to have a thin spot here and there. Makes it seem like there's no fog on top of the player.
 
Posted by Eternal Man [EE] 14th March, 2011

Ha ha!
 
Posted by Del Duio 17th March, 2011

If this were me- and it's not of course- well I'd throw real pain in the ass enemies in there like a Wight who could paralyze your character for X amount of seconds.

And then you could have some gear with a "Reduces paralysis by X seconds" mod.
Comment edited by Del Duio on 3/17/2011
 
Posted by HitmanN 17th March, 2011

I do have plans for an enemy that paralyzes on touch (or by some other means), but as for mods that reduce paralysis time, I don't plan to play with numbers that much. It'd probably be a simple chance to block, or outright immunity, either provided by armor or a spell.

So far there are two new enemies finished, and I have most of the others for catacombs planned out.
 


 



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