The world of Shattered Star is full of villains and monsters. What good would a game like this be without a great cast of antagonists to defeat? Each game in the series will feature a whole lot of boss monsters to keep you busy.
Enter General Venetia, King Larost’s (we’ll learn more about him later) most trusted soldier. She has been loyal to Larost since long before he seized power. She was instrumental in defeating the true king’s private guard in order to dethrone him.
General Venetia wields a powerful ball and chain which she swings at her opponents. With this weapon she can crush boulders let alone her enemies’ heads. The trust Larost holds in Venetia led him to enchant her weapon to act as one of four keys needed to enter the most secure areas of Larost’s castle.
When you first meet Venetia, she takes you down and locks you in the dungeon. However, you soon get a second chance to take her on. Venetia’s armor makes fighting her difficult. While your sword is sufficient for the battle, something more precise would make thing go a whole lot easier.
Hello everyone. We are sorry to have been away for so long. We have been working, at least as much as we can. While things are slow going, we are planning some great things in the near future.
First off, We want to assure you that we are working on our our primary game and have finally decided on a name. Charnette will star as the heroine in Shattered Star. We really like this name and find that the title describes a core aspect of our game really well.
We would also like to announce that we are working on a prequel of sorts, more of a prelude really. Shattered Star: Prelude is the story of Charnette’s ancestor who defeated the evil wizard and shattered the original gem which gave the wizard his power. This shattered gem is what gives the evil demons of Charnette’s world their powers.
SS:P is going to be a simple game. It takes place in a single castle with 4 generals and the evil wizard king that the hero must defeat. We have been working on the design of this castle and some of the bosses and monsters recently. We thought we would show you the initial design and layout of the castle.
As you can see, there are three floors and a basement. There are also four towers. Each tower houses one of the four generals and the rest of the castle will have a number secrets to explore.
We have already started preliminary design of the castle. Each colored section is a separate level map. Below you can see the first area of the castle, the courtyard.
You can also see that this castle is going to be a lot larger than the map of DK Adventure. You can see that one below. The courtyard is over twice as large as the whole of DK Adventure.
As for what you can expect of us this month, we plan on getting the preliminary design of all rooms of the castle done by the end of the month. We will also strive to have one boss and a few monsters animated. If we can, we will try to get that boss and the player in the game and interacting.
We also plan on taking part in this month’s Game Boy Jam. This is a 10 day event to make a game styled after the old school Game Boy. Since SS:P is going to be done in the style of the Game Boy, We thought this would be a fun exercise.
So there you have it. Some news, some plans and some cool stuff coming your way. We will be keeping you posted. We will be posting more regular updates here, on Twitter, on Facebook and Google+. We will also have a screenshot every Saturday. So keep and eye out.
After a great showing at Super! BitCon, we have made a number of updates to ManlyBoy and have released ManlyBoy for download via Itch.io.
Among the updates we made are a number of bug fixes to DK Adventure, more story elements to the end of the game and boss fight, some edits to the opening story section, a method to skip the story, four new and larger mazes for Amazing Mazes, top ten score list for Amazing Mazes and Space Battles. There is also a method to alternate between full screen and windowed mode and exiting the game via the escape key. Lots of good stuff there.
This is the official release and we likely won’t add much if any content to it. If we get a lot of downloads, we may add some more content to support our fans, but we don’t have any plans for it at the moment.
We have also made our first build of our Super! BitCon game jam game available, Glug Cave. This is the early version of the game and is missing a lot of features we wanted to add. It also has a number of significant bugs but nothing that will break the game.
We will continue development on this game and let you know as we add updates to it. We would like to see this game completed and made available for everyone to enjoy. In the mean time, download what we have and try it out. Also, you can send us feedback on what you would like to see in the game.
The games are available to download for free for Windows and Linux. We will add Mac support as soon as we can get a Mac computer to build and test on. You can also pay for the games if you want. Itch.io has a great pay what you want system. If you want to see more and better games from us, sending a few bucks our way will go a long way toward helping us. Paying us some money will also help speed up development of Glug Cave. That would be great.
So there you go. Give our games a download and share the love with your friends and family.
Has it been a month already? The time has absolutely flown by. As this campaign comes ot a close, our hearts are filled with a variety of emotions. Happiness that so many people put faith in our work enough to back us, sadness to see that we did not reach our goal.
First of all, I want to thank everyone who backed this project. You guys are great. We could never be sure on who would back us and we were surprised by the diversity of those who did back us. We knew some of you guys, but others are complete strangers to us. So it is great to see that there are people out there who like our work on its own merits as well as those who backed us because they believe in us as developers.
However, the campaign did not get off the ground. We held out hope til the end but it didn’t take off. We tried reaching out to various media outlets to spread the world, but we got no hits. I guess this project was just not interesting enough for it to rise above the tides.
So what is in the future for Demon’s Hex? We are not really sure. We would like to finish what we advertised here, but it seems that even if we did, we might not bring in the player base that would make it financially feasible. So we will have to adjust that vision.
Basically, this means that multiplayer is out of the question. Without the funds from the campaign, we won’t be able to run the servers needed to make it work.
For now, we are going to iron out the wrinkles of the battle system and possibly implement the story mode. But this will be a piece meal thing. We have decided that we are going to focus primarily on another game, so this one will not get the full attention we planned.
We have not decided on our next game. We are going to be meeting over the next few weeks to decide on that. We do have a few games that we want to work on, some that our One Game A Month challenge have helped prototype and a few that we have not yet developed a prototype for. Needless to say, the next game will be something we believe in.
Thank you again for your support, whether you backed us or just shared this campaign.
So we have less than a week left until this Kickstarter is done. As of now, things are not looking too hot, but miracles can happen.
We really want to get this game done for you guys and regardless of successful funding or not, we are going to get a good game out to you.
The fact of the matter is that if we are to bring you the game we describe, we will need to get the funding we are asking for. So we need you guys to share this campaign with everyone you know. It is really all down to the fans as to whether this game is a success.
So I got a headstart on my July One Game and boy did it make a difference. The past few months have pushed me to the last week of the month to even be able to start, but this month, I was able to start in the second week and I finished with plenty of time to spare.
So let me introduce you to my latest One Game, Amazing Mazes. Sorry for the bad pun, but I just couldn’t figure out a clever name. Amazing Mazes is simple. There are four mazes and you must navigate them. Find the flag at the end and win. Beat your best time. All that kind of stuff.
Amazing Mazes is designed to be a Gameboy style game. It only has 4 colors and fits a 160x144px screen. Those screenshots are full size. There are a couple of sounds, but not too many.
I decided to go with a Gameboy style this month because I want to participate in the Gameboy Game Jam first thing in August. So I needed to prep myself for that frame of mind.
I also had fun designing the mazes. I vaguely remember drawing mazes as a kid and I never really had fun solving them either. However, actually sitting down and making the mazes was a lot of fun. I only made four, but I could easily spend a few days making many more, but I have other work to do.
When I made the mazes, I would place the start and finish of the maze, then draw the “correct” path between them. Then I would put in all the deadends and false paths. As I made them, I think I got better because the last two I made I really got lost. My first test runs took me nearly 5 minutes to get through maze 4 compared to the 2 minutes to complete maze 1.
One thing that I am very proud of is that Amazing Maze is my second game that feels like a complete game. There is nothing about this game that I think could be done better or anything that is really missing. I think of the things that are missing they are relatively minor and easy to add in. These would be more mazes, included music, and maybe a few different characters. Like I said nothing major.
I still need to get on the ball and work on an online score keeping tool. I would love to see how quickly people are solving these mazes, but I still have not gotten around to doing that.
So that is it for this month. I really look forward to my August game as I will be knocking it out in the first week. This will give me plenty of time to work on other projects like my Kickstarter game and my September game.
Throughout the course of the story mode, players will earn experience that can be used to increase the strength of their default set of tokens through advancement. Think of it as a promotion for your token’s class.
There are two types of token classes that will be available at the beginning of the game, Squire and Acolyte. These two classes will determine what path that token will be on to advancement and better tokens. There are a total of 16 classes in each class structure.
The first class, Squire, is a physical class. These are your warriors and fighters. They advance in various forms of fighting and weaponry. For example, here is a branch showing the Squire advancing through to Paladin and dabbling as a Knight.
As you follow the arrows from one class to the next, that token will increase in attack, defense, as well as directional attacks.
Moving on to the Acolytes, they are masters of the metaphysical. They tap into the spiritual energies of their surroundings to defeat their foes and support their fellow warriors.
As Acolytes advance through the ranks, their path is set based on how they apply their magic. If they wish to use that magic for fighting or support, they will grow in knowledge and wisdom.
This example shows an acolyte advancing to Sorcerer while dabbling a little as a Priest.
How Advancement Works
The way this works, is that as you fight story battles with a token of a certain class, let’s say Squire for this explanation, That token will gain experience in that class. Once it reaches a certain level, that experience can be cashed in to advance to the next class. In cases where a class branches off to two or more classes, you would have to play as the base class multiple times to unlock all classes that branch off.
To gain experience, you simply need to use the token in battle. The more the token interacts on the board, the more experience it gains. For example, you gain some experience by simply placing a token on the board. The token gains more experience if that token captures another token on the board. You also gain experience when the token successfully blocks a capture.
Not seen in these two paths are special classes that open up as you master certain branches. These classes only show as you experiment with each class and their branches.
The game will be structured in such a way that each of your default tokens will be able to advance through all the classes, if you wish. So you will not be lost if you decide you would rather become a priest and beyond rather than a wizard.
While the story mode limits you to only the starting 6 tokens and what ever class they are at for the story battles, every time you unlock a class, you gain one unique token of that class that is added to your collection that can be used in coliseum and multiplayer matches. So you have an opportunity to gain up to six copies of every token in these class trees for casual play. Story mode is the only way to earn these particular tokens.
It has been five days since we launched this campaign and we are really impressed with those who have supported us so far. You guys are awesome.
However, we did realize that our rewards weren’t explained at all really. We can’t believe that we let that slip our minds the way we did. So we have come to tell you what those special rewards are.
The Booster Packs
The booster packs will be pulled from the over 100 tokens we have planned for launch plus the many many more we will add as the game grows. Each token will be assigned a rarity value, common, uncommon, rare and legendary. This value will be based on the token strength relative to the rest. Each pack will contain 6 tokens, 1 rare or legendary, 2 uncommon, 3 common.
The booster packs you get can be redeemed at any time after the game launches. We will not force you to redeem them at the beginning. So if you want to save your packs until we have more tokens in the game, you will have that ability.
Additionally, if you would like to add booster packs to your pledge, you can do so quite easily. For every $1 you pledge above your reward tier, you will be eligible to get 1 extra booster. So if you pick the $5 reward tier and pay $8, you get the 2 boosters that come with the tier plus 3 extras for a total of 5 booster packs.
When we send out the surveys, you can let us know how many you want.
We have 5 embroidered patches that backers can get. These will be based on the corresponding tokens in the game. They won’t be exactly the same, as we have color limits, but they will be as close as we can make them. So here are all the badges we have coming to you.
We also have a t-shirt that you can earn through backing us at $75 or more. This shirt will be a royal blue with our game’s logo across the chest. Here is a mock up of what that shirt will look like.
There you have it. We have a lot more news and updates coming your way as this Kickstarter rolls on. So stay tuned.
We wanted to send a thank you to everyone who has backed Demon’s Hex so far. We really appreciate your support. We are working hard to make this a successful campaign and a successful game.
And to show you more about the direction we are planning on taking Demon’s Hex, we wanted to explore more about the single player RPG mode.
This is where much of a player’s time will be spent. It is in this mode that the players will advance in the story, level up their tokens and earn new tokens for play in the multiplayer portion of the game.
But right now, the story mode contained in the prototype is not much more than a map. So I wanted to provide you an idea of the direction that we will be going with it.
We have been taking part in a one game a month challenge this year. One reason is to better familiarize ourselves with the HaxeFlixel engine but also to expand on ideas we have for features in Demon’s Hex. In June, we explored two features, Tiled Map Editor support and the single player RPG mode. The resulting game is Alex’s Meadow RPG.
We hope this game gives you an idea of how we want to approach the single player interactions in Demon’s Hex. Each point on the map will feature either a story node or a battle node. In the story nodes, you will have your conversations with NPCs and open up new areas to explore. In the battle nodes, you will fight the evil that has cursed the land.
We really like the idea of allowing the player to walk around the map, but we understand that will not work well with touch screen devices. To that end, we are going to be adding in path finding AI into the game so that the player characters walk to where ever the player touches on the screen.
The portrait window will also see an update. We are going to be changing out that rectangle with a hexagon to be consistent with the game theme. We think that would be a nice touch.
So try out Alex’s Meadow RPG and let us know what you think. Also, please continue to share our Kickstarter campaign with everyone you know.