Project GOS


Demo Build 1

Build 1 only contains 1 level without sound. Lighting and sprites will continue to improve over time. Dialog between player and NPCs are available. Dialog choices are available, however for the tutorial level, will remain relatively limited. Only 1 character. (More are done and ready, I just need to make a character select menu). Interactable environment. (Including bushes, boulders and torches.) Short Quests! Quests are in the game and ready! However, short quests will not show up in the player quest log, so for Demo 1, the quest log is irrelevant. Short Quests NPCs appear on certain maps outside of the base town map. Accepting their quest will reveal their quest progress above their head, as opposed to within your quest log. This is because regular quest log quests will be placed here, while short quests reset upon leaving the level. Inventory system with consuming items and discarding items. Consuming items currently has no effect, but will be enabled in future builds. For now, I didn't want to overload players with information with a game that is only 10-20 minutes or so long. Cooking! You can cook food in the demo! I've worked 3 days straight implementing this feature. This one is fun. Spell selection. You may not be able to select your characters just yet, but you CAN select the spells you use. All available spells will be unlocked in Demo 1. There may be a few more I missed, but this covers the main portion of the demo.

So what's coming in the near future? Storage System! - A very important feature. Currently working on its UI. Character Select - Obviously also very important. Should be done by the next build. In Battle Spell Descriptions - While in battle, an image displaying the casted spells information should be revealed. This has already been added, but is temporarily shut off due to a lot of UI changes that made it look out of place. The Town. Also already done; some NPCs just need to be given their functionality. More Spells! Relics. (Items that give characters a secondary passive effect) More levels. (Level Select UI is complete. More levels coming soon!)

What's coming Later

PVP. (Soooo cool news! I actually have player v player working. The UI needs to be tidied up, and the timers between games need to be slightly better synced, otherwise this may be a feature I add sooner rather than later.) Mining and Fishing. (Sprites done, just need coding) DailyEvents.

Anywaysss, I'm thinking about posting an update every other week or so; maybe a new build a month, leading up to the game's release? Not sure yet. Making this game has been a fun challenge. From the coding, to the artwork(The Indie staple, Pixel Art of course), to the sound, animations, story and dialog... I do it all baby! For now this game will be PC only, but overtime, if reception is well, I may port it over to phones.

Finally, for those looking to play the game, simply run the 'Build1.1' installer located within the builds folder. Once the game starts, click, 'Begin', input a username at the top(At least 3 letters), click Enter and enjoy!

Before I go, let's briefly discuss the battle mechanics. While inside a battle, the game plays similarly to Rock-Paper-Scissors. Each spell has a type associated with that 'Style', (Rock-Paper-Scissors). You battle opponents, and those who cast a spell that that beats another (I.E. Rock > Scissors), will deal a bonus effect. You and your opponent will keep battling until someones Health falls below 0. Simple right? The goal was to make a simplistic battle system, intricate and deep 'deck building'. Easy to learn, hard to master sort of thing. Of course this is just a surface level explanation of the spells. There are spells that summon allies, recover health, grant armor, boost damage, poison, burn, bleed etc. Within the demo, there are spells that grant armor,heal, deal damage, bleed and poison, grant bonus damage, and summon allies! (Burn will be introduced later). Furthermore, there are two ways to win a round; through Style Wins or Block Breaks. Each spell has a win type of one or the other(sometime both). Style win effects only trigger when you beat an opponent who used a spell type (Paper > Rock). Block break win effects only trigger against an opponent who blocks. Players can hold (must hold) 2 spells from each category. Lastly, there are the characters. Characters(Stylists) each hold their own unique passive, separating them apart from each other. Stylist 1, Mikhael, the one available in the demo, will gain a stack of 'The Creeping Pack' whenever you Style Win/Block Break. Every 2 stacks, Mikhael will summon a wolf ally who attacks and deals 5 damage, while bleeding x1 each round. Stlylist 3 for instance, instead recovers health and gains a large damage boost whenever you successfully block. Each Stylist is different, promoting different build/play patterns, while driving the desire to unlock them all! muahaha

Anyways, if anyone wants to reach me with any questions, advice, feedback, or perhaps you found a bug (I know of a few), don't be afraid to email me at - Assante.waldron@gmail.com Other socials coming soon. See you next Update!

Files

ProjectGos1.2Install.exe 20 MB
Mar 31, 2022

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