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 Post subject: Production Blog Entry #5
PostPosted: Sat Jun 11, 2011 8:18 pm 
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The game has come along way since the last production blog.
There are now 14 levels in the game each varied and dynamic. 4 enemy classes now exist that will each challenge the player is different and interesting ways.
Culmination will be short, but offers a ton of replay value. The game play constantly evolving. You will continue to find new ways to play.
This is thanks to the leveling. I Culmination, your hero will constantly level up and down. Attacks and combos wise fill up your level, giving you newer and more powerful attacks. However, powerful attacks reduce the level meter. You need to keep the action high to have access to all attacks.

I'm currently working on the final boss. This is an interesting battle to make, there is a lot of back end stuff that I need to code up for this part.
Almost all the enemies are in.
The 2nd player is being worked on.
There is currently no sound in Culmination.

There is still a lot to do, but i'm working as fast as I possibly can to get this game out.

For now, enjoy this trailer!


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 Post subject: Re: Production Blog Entry #5
PostPosted: Sat Jun 11, 2011 8:53 pm 
Core Nova
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I look forward to it! I love the beautiful environments. and all those little touches, like the way the combo list enters and fades away, really make it look nice.


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 Post subject: Re: Production Blog Entry #5
PostPosted: Sat Jun 11, 2011 10:19 pm 
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Ooh,
New powers: check

Badass sword moves: check

New game mechanics: check

Double jump: check

Crazily fluid: check

Atmosphere: check

cool enemies: why do I even need a checklist this is going to be AMAZING!

Also, nice constant vagueness about the "second character" as that's all you've ever referred to him/her as.

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 Post subject: Re: Production Blog Entry #5
PostPosted: Sat Jun 11, 2011 11:58 pm 
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Words cannot describe Culmination...

I've never seen such fluid and unique game mechanics in a game before. The atmosphere and animations are beautiful, and the abilities you can use are just beyond awesome!

I really want to press the W Key now... :twisted: 8-) :twisted:

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 Post subject: Re: Production Blog Entry #5
PostPosted: Sun Jun 12, 2011 1:44 am 
Horse Nebula
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Is there any chance to play the game? like a game demo or beta testing? (Cmon guys join me so we can play the epicness early) the gameplay and graphics looks very satisfying but the enemy looks easy to beat.

Cmon daniel make the enemies more difficult to kill like in red moon.

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 Post subject: Re: Production Blog Entry #5
PostPosted: Sun Jun 12, 2011 4:03 am 
Black Mist
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Omar wrote:
Is there any chance to play the game? like a game demo or beta testing? (Cmon guys join me so we can play the epicness early) the gameplay and graphics looks very satisfying but the enemy looks easy to beat.

Cmon daniel make the enemies more difficult to kill like in red moon.

The enemies in this game are HARD...

Trust me, I alpha-tested Culmination when Daniel gave us a link during one of his live streams...

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 Post subject: Re: Production Blog Entry #5
PostPosted: Sun Jun 12, 2011 5:54 am 
Nebula
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Omar wrote:
Is there any chance to play the game? like a game demo or beta testing? (Cmon guys join me so we can play the epicness early) the gameplay and graphics looks very satisfying but the enemy looks easy to beat.

Cmon daniel make the enemies more difficult to kill like in red moon.


^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Has obviously never played AwW 2 on hard.

Edit: no offense but did you even TOUCH AwW 1? That shit was crazy difficult.

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 Post subject: Re: Production Blog Entry #5
PostPosted: Sun Jun 12, 2011 8:11 am 
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man those combos and moves are sooo badass :twisted:

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 Post subject: Re: Production Blog Entry #5
PostPosted: Sun Jun 12, 2011 10:26 am 
Black Mist
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umm....where is the cutscene?
umm....where is the wall jump?

Wow....anyway...Lone Warrior is a master swordmenship!!!

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 Post subject: Re: Production Blog Entry #5
PostPosted: Sun Jun 12, 2011 4:08 pm 
Nebula
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Alessa, with the amount of effort Dan's putting in to this game I don't think he's actually finished coding the lone warrior and I'm almost positive he hasn't even started cutscenes yet, have faith!

I am not 100% percent sure of anything I just said, these are just my assumptions.

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 Post subject: Re: Production Blog Entry #5
PostPosted: Sun Jun 12, 2011 7:16 pm 
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@alessa : your infatuated with lone warrior... and you should be cause he has changed his fighting style has matured greatly

@ omar: i also pre tested culmination with whats his face (lol qwerty )
the enemies are hard but lone warriors sword skill is also high so thi difference isnt all that big, but it does take quite a few hits to finish em off

also lone warrior seems to just speed through the freaking level.... i wish he was a bit slower (mabye he should be locked on walking, that would make him one bad ass mofo, walking through the levels killing as he pleases with ease, but theres also enemies me or qwerty have yet to destroy...

any who i kind of wish the enemies werent so easy as well so that more skill and precision would be required, like the enemy having equal or almost equal damage / combo / special abilities as lone warrior, but dont worry, if culmination doesnt satisfy your need for 'skill' im sure dan will make a game in the future specificly aimed at being hard as ****

@ nameless1: dan should bring back that 1st boss from aww1, i really want to kill that son of a blackmistbitch so bad....

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 Post subject: Re: Production Blog Entry #5
PostPosted: Sun Jun 12, 2011 7:51 pm 
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Sorry eli but, no running in a PLATFORMER!? That's one of the stupidest suggestions i've heard (sorry but I know people who flat out quit AwW 3 because they thought that Leo's run speed would never change) walking only is for pure fighting games. This game is and action platformer (note the platformer part, do YOU want to have jumping sections with the "walk only" function. No, you do not.

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 Post subject: Re: Production Blog Entry #5
PostPosted: Sun Jun 12, 2011 9:08 pm 
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^ Walking looks nice, but indeed running is better for playing :D (It would be funny to make walking option though, just to make badass scenes :P)

Looks pretty nice :) I don't like the idea of level bars so much now, but I will get used to that I guess :D It all depends on how levels look like.
It would be nice to play the demo :)

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 Post subject: Re: Production Blog Entry #5
PostPosted: Sun Jun 12, 2011 9:16 pm 
Black Mist
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Maybe we could have an interactive cut-scene with a walking character, like in the very first level of Armed with Wings 3.

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 Post subject: Re: Production Blog Entry #5
PostPosted: Mon Jun 13, 2011 9:25 am 
Black Mist
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3lijahG wrote:
@alessa : your infatuated with lone warrior... and you should be cause he has changed his fighting style has matured greatly

@ omar: i also pre tested culmination with whats his face (lol qwerty )
the enemies are hard but lone warriors sword skill is also high so thi difference isnt all that big, but it does take quite a few hits to finish em off

also lone warrior seems to just speed through the freaking level.... i wish he was a bit slower (mabye he should be locked on walking, that would make him one bad ass mofo, walking through the levels killing as he pleases with ease, but theres also enemies me or qwerty have yet to destroy...

any who i kind of wish the enemies werent so easy as well so that more skill and precision would be required, like the enemy having equal or almost equal damage / combo / special abilities as lone warrior, but dont worry, if culmination doesnt satisfy your need for 'skill' im sure dan will make a game in the future specificly aimed at being hard as ****

@ nameless1: dan should bring back that 1st boss from aww1, i really want to kill that son of a blackmistbitch so bad....


HA! You mean that freaking guy in stage 6 in AWW1? Oh man, I want to torture him so badly. :evil:

Besides, *sigh* i'm not infatuated with lone warrior. I just have high expectation on him...

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 Post subject: Re: Production Blog Entry #5
PostPosted: Wed Jun 15, 2011 9:55 am 
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Alessa Mason wrote:
HA! You mean that freaking guy in stage 6 in AWW1? Oh man, I want to torture him so badly. :evil:


HA! Me too! Because it killed me like 10 times.

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 Post subject: Re: Production Blog Entry #5
PostPosted: Wed Jun 15, 2011 6:01 pm 
Nebula
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I was never actually killed by him, I was killed by the damn spikes some fifteen times though

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 Post subject: Re: Production Blog Entry #5
PostPosted: Sat Jun 18, 2011 10:55 am 
Black Hole
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Okay then 2 times by the monster 13 times by the spikes.
And then I was fighting it for half an hour because I didn't know what to do.

-- Sat Jun 18, 2011 11:18 am --

Okay, I don't know Dan if you' ve already got the Soundtrack for the game, but Every Contributor to the Your Art/ Flash Games Original Soundtrack thread (3 guys including myself) would be really happy if you would only check it out.

THX.

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 Post subject: Re: Production Blog Entry #5
PostPosted: Sat Jul 02, 2011 4:55 pm 
Black Mist
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Wait a moment, Lone warrior runs too fast.
I afraid I can't control well and eventually fall into pit of darkness instead of being killed by enemies.

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 Post subject: Re: Production Blog Entry #5
PostPosted: Sun Jul 03, 2011 9:02 am 
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I will slow down the movement speed. Game is looking fuck'n crazy. I'd be silly if I didn't add different difficulties. I think I will.
What say you guys about a timer for each level?

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 Post subject: Re: Production Blog Entry #5
PostPosted: Sun Jul 03, 2011 1:42 pm 
Black Mist
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Daniel Sun wrote:
I will slow down the movement speed. Game is looking fuck'n crazy. I'd be silly if I didn't add different difficulties. I think I will.
What say you guys about a timer for each level?


Well, please do not add timer at ALL the level.
Just some of them will be fine.

By the way,
What will happen if the time is up and we cannot finish the level?

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 Post subject: Re: Production Blog Entry #5
PostPosted: Sun Jul 03, 2011 2:20 pm 
Black Mist
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Alessa Mason wrote:
Daniel Sun wrote:
I will slow down the movement speed. Game is looking fuck'n crazy. I'd be silly if I didn't add different difficulties. I think I will.
What say you guys about a timer for each level?


Well, please do not add timer at ALL the level.
Just some of them will be fine.

By the way,
What will happen if the time is up and we cannot finish the level?


you die :twisted: ...I hope you don't put a timmer

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 Post subject: Re: Production Blog Entry #5
PostPosted: Sun Jul 03, 2011 5:16 pm 
Black Mist
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Maybe you could add a timer for a few levels where you would have to chase Vandheer before he gets away, or you could add an option to the options menu where you could turn on the timer to unlock more optional achievements and stuff, like a speed-run difficulty...

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 Post subject: Re: Production Blog Entry #5
PostPosted: Sun Jul 03, 2011 6:03 pm 
Nebula
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hmm, I don't know if this is possible but the best implementation of timers in games in when the place your in collapses an you have to get out of wherever you are in time (I'm assuming you've already made all the levels though and I don't know if that would seem out of place in Culma or not)

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 Post subject: Re: Production Blog Entry #5
PostPosted: Sun Jul 03, 2011 7:15 pm 
Black Mist
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Nameless1 wrote:
hmm, I don't know if this is possible but the best implementation of timers in games in when the place your in collapses an you have to get out of wherever you are in time (I'm assuming you've already made all the levels though and I don't know if that would seem out of place in Culma or not)


a a volcanic level, like in ninja gaiden sigma (3) for ps3 !!!


@ qwerty: culmination bolt!!!!


@ dan: a timer... like a time trial mode where everyone competes for the best time.... depends on the complexity of the level in my opinion, there should be a LOT of obstructions, and things of the sort...

a time trial mode would require us to strike the enemys in a way to where we kill them the quickest, for optimal time....

what the heck go for it d-sun!

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