The Guardian Legend

Sequel of The Game => Work => Topic started by: deepshock on December 09, 2014, 08:50:23 AM

Title: Steel Seraph- An original game inspired by The Guardian Legend
Post by: deepshock on December 09, 2014, 08:50:23 AM
In a distant future, a civilization on a planet orbiting Barnard's Star braces itself for a planetary invasion by an assortment of unidentified extraplanetary species. You play as Seraphine Letourneau, a test pilot performing a routine exercise for a major technological research and development company, testing an experimental personal flight device. When you encounter an armed scout ship and are forced to subdue it, you return to the planet, use your tools and combat expertise and set out on a quest to eradicate the threat once and for all.

"Seraphine Letourneau, Test Pilot R-1D79A. It is Day 234 of Cycle 100, April 17, 2299 of the Galactic Standard Calendar. I was on a training mission with an experimental device , which was interrupted by an invasion by an unknown alien force. After a battle with some of them that I managed to survive, I touched down to the city only to find out that they beat me to it. Now, the city itself is teeming with them and as one who can take the fight to them in a new way, with this new device, I seek to help restore the city, and the planet, as best I can before the invaders can do too much damage. End log."

---------Character Overview

Seraphine Letourneau- Your character, a test pilot for the tech company, Fauconvert. Trained in an assortment of weaponry and flight devices from her draft term in the Planetary Defense Force. Her capabilities will increase even more as she aids the fight to save her home planet of Hera.

Fauconvert- Your boss, who adopted the name of the company as his nickname and kept his regular name a secret. He controls one of the four main tech research companies in Hera, and one of the larger ones in the Federated Worlds. He provides most of your main missions, and provides navigation during challenges and descriptions of new upgrades acquired. In the Fidelity demo, he is in his headquarters right next to the Awareness Crisis Trigger. When your shield gauge is depleted, this equipment will heighten your reflexes enough to give the illusion that time is slowing down, for a duration of 10 seconds. It requires 10 Crisis Gauge (1000 shield units worth of item pickups, which won't be hard to come by) to fully activate.

Marc-Andre Printannier

He gives you the Surge Shot, a weapon that allows you to fire in any one of 8 directions, ignoring aiming constraints from air stages or strafing. It is essentially the Energy Ball from TGL with the serial numbers filed off.

Miriam Devora-Parker

She gives you the Drones, a companion item that fires with you whenever you fire the basic repeater. It has considerable, yet limited health.

Altair al-Fayed

He gives you the Tumble dodge tool. This doubles the distance of your dodge, but the extra distance is vulnerable.

In the demo, these last three NPCs stand stationary next to their equipment, in the southwestern area of District 12 (the current overworld).

-----Controls
(Default, can be remapped)
W, A, S, D or directionals: Move
Z: Fire Repeater

X, C, V: Fire special weapons
Q: Strafe
E: Dodge (While pressing a direction. You can also dodge by double tapping the intended direction. This dodge gives you a small period of invulnerability.)
Esc: Pause Menu
Ctrl: Map
1- Save
2- Load
3- Remap controls (will reload previous save at this time)

----NOTES
There will be a two part demo to the game, already six months in development.

Fidelity- This will be the first air and ground stages of the game. This demo ends when you fight and defeat the Shutendoji, an ogrelike invader guarding the entrance to District 13 of Hera City from District 12. This is the demo as shown in the six month transitional.

Intensity- This will be a central hub with entrances to two air stages and two ground stages. It is designed to show off the later weapons, equipment and concepts in the game without spoiling too much of the game itself. It is already in development, but none of it is in the current demo.

Most of the art is still in development, and this transitional demo will have a lot of placeholders and unfinished sprites. This will change as development of the demo (and the game at large) progresses. My current artist is doing his best right now, and is responsible for the equipment icons already present.

Link here (Dec 9 transitional). (http://jordan.realism.is/Steel%20Seraph%20Dec%209.zip)

Title: Re: Steel Seraph- An original game inspired by The Guardian Legend
Post by: arseniy on December 10, 2014, 05:48:03 AM
Add some screenshots maybe?
I'll try check later in Win8 cuz I work in WinXP and it not works under 32bit.
Title: Re: Steel Seraph- An original game inspired by The Guardian Legend
Post by: deepshock on December 10, 2014, 06:17:40 AM
It's good you mention that. I'll see if I can make it work under 32 bit/Win XP, in the meantime.

I'll also add some screenshots here:

http://imgur.com/a/sgquV (http://imgur.com/a/sgquV)  Three on Imgur and 4 in the attachment to this post. It'll look much better than this before long.
Title: Re: Steel Seraph- An original game inspired by The Guardian Legend
Post by: arseniy on December 10, 2014, 11:30:05 AM
It looks like platformer mode there? And no starship mode?
Title: Re: Steel Seraph- An original game inspired by The Guardian Legend
Post by: deepshock on December 10, 2014, 12:02:04 PM
We haven't completed those sprites yet. The screenshot labeled 2 is of an air stage with pickups, and the boss that has Samus' ship as a placeholder is an air stage boss. The sprite we're working with will be more 'armored' than she is now, in addition to this, and will be dealt with in a way that won't have that artifacting. Finally, the 'B' placeholder tiles will be replaced with more visually descriptive tiles.

With the visuals in an early state (much of the work's been on the gameplay and the interface), I'd do better to have a video up of me playing to the demo's end.

jordan.realism.is/SteelSeraphTestRecording.zip (http://jordan.realism.is/SteelSeraphTestRecording.zip) This is one of me playing it in its crude, intermediate state.
Title: Re: Steel Seraph- An original game inspired by The Guardian Legend
Post by: arseniy on December 17, 2014, 11:23:45 AM
BTW when you just update the post it doesn't add the mark on forum. So better to put a new answer sometime.
Why in walk area she shoots only upwards with special weapon?
Title: Re: Steel Seraph- An original game inspired by The Guardian Legend
Post by: deepshock on December 17, 2014, 11:49:25 AM
Something was wrong with a specific weapon aiming algorithm. I'm in the process of fixing it right now along with the music. I'll reupload when all of this is finished.
Title: Re: Steel Seraph- An original game inspired by The Guardian Legend
Post by: arseniy on December 17, 2014, 12:11:58 PM
That's fine then. I thought that mayb you wanted to make it fire only upwards, which would be confusing.
Title: Re: Steel Seraph- An original game inspired by The Guardian Legend
Post by: deepshock on January 14, 2015, 06:06:31 PM
https://www.youtube.com/watch?v=-E6PnaThjO4

A new video sample- The first of the "Intensity" demo levels- Fast Flight.

Art is still incomplete, but this features the central hub of that portion of the demo, as well as Fast Flight itself and three placeholders for upcoming demo areas.

"Rusalochka" is going to be for a simplified version of a boss named Rusalka that will be fought later in the game.
Title: Re: Steel Seraph- An original game inspired by The Guardian Legend
Post by: arseniy on January 15, 2015, 12:19:22 AM
Ah, it's not even a ship sprite yet.
It changes the directions of flight, is it going to be a side view of ship?
Those are walls, you have to avoid them?
Title: Re: Steel Seraph- An original game inspired by The Guardian Legend
Post by: deepshock on January 15, 2015, 01:24:11 PM
Those walls in the air stage will have to be avoided, yeah. They'll slow you down, and you get more points over time the faster you are. Ken will have the air sprites ready soon, and we'll be able to use side and inverted views of it. :)

Being able to change the direction of flight at specific points of progress in a flight stage will allow me a lot more range in creating flight stages, including a much later stage in-game where Seraphine is going to have to fly across a wide part of the city to deal with a major story point.
Title: Re: Steel Seraph- An original game inspired by The Guardian Legend
Post by: deepshock on January 29, 2015, 05:49:40 PM
http://www.youtube.com/watch?v=-ZJItOxoXIQ&feature=youtu.be

An updated fidelity run (5:40), with significantly cleaned up sprites, including most placeholders. The air sprites are almost done, but not quite. There will be a fight with an upcoming boss (although its AI is not yet finished), shown as a video soon, too. That video will have all available weapons (including endgame ones) in their level 3 state.
Title: Re: Steel Seraph- An original game inspired by The Guardian Legend
Post by: deepshock on January 29, 2015, 06:16:33 PM
http://youtu.be/8qZVKofLI4U

The Rusalka fight in the "Intensity" portion of the demo. The weapons used are level 3s, which tear through the Rusalka and its Vodniks, but repeatedly (and easily) defeating it allows me to show how the max shield gauge rises as you score points, of which Rusalka is worth 100000.

There will be far more to this fight (and better movement patterns) in the game proper.
Title: Re: Steel Seraph- An original game inspired by The Guardian Legend
Post by: deepshock on February 02, 2015, 06:06:12 PM
http://www.youtube.com/watch?v=6RnC7KTCHhI

Here is a video in a 'projectile test' scene that isn't in any part of the demo, and won't be in the main game. I'm here in order to show off the recent HUD changes, the more detailed pause menu, and some of the weapons, crisis triggers and dodge tools most people haven't seen yet. More to follow as development continues.

There are some minor visual bugs with some of the weapons, and not long after this video I ran into some framerate weirdness. The next order of the day is addressing both issues before the next video.
Title: Re: Steel Seraph- An original game inspired by The Guardian Legend
Post by: deepshock on February 05, 2015, 06:37:59 PM
https://www.youtube.com/watch?v=Kw4-vv-FSQo

The third of four intensity demo stages: A full-sized air stage. I'm not sure what to do with the terrain here, but I'm going to apply some that a new artist (wht_dragon on twitter) has given me to some places.

Title: Re: Steel Seraph- An original game inspired by The Guardian Legend
Post by: arseniy on February 06, 2015, 12:55:05 AM
I think you should try make walls more ordered and visually pleasant(I mean the placement of walls). Those look a bit random yet. Tho, maybe wait untill some beta graphic. That might be helpfull to set their placement.

I don't understand what you mean about terrain. Do you mean that light violet background?
Title: Re: Steel Seraph- An original game inspired by The Guardian Legend
Post by: deepshock on February 06, 2015, 08:15:24 AM
I mean the background. I'll also need to improve the backgrounds of the other stages (apart from Sky Test and Descent. Teresa's layout works fine for those.)

Wht_Dragon's templates look nice at least in isolation, and before I do any other work on the game, I'll put those templates to the test.
Title: Re: Steel Seraph- An original game inspired by The Guardian Legend
Post by: deepshock on February 11, 2015, 06:51:45 PM
Here are the maps for the part of the overworld the demo will be in, the inside of a major building in the game, and the admittedly spartan Intensity demo central hub.

The central hub will have some screenshots of each level in the rooms. That should make things clear once I've decided which regions to screenshot.

Title: Re: Steel Seraph- An original game inspired by The Guardian Legend
Post by: deepshock on February 25, 2015, 08:16:18 PM
https://www.youtube.com/watch?v=1ZaxVOdMWBw

This build consists of both the Fidelity (early campaign mode) and Intensity (concept showcase) demos, as of February 24, 2015.

To Do List for the demo before it's ready for distribution:

- Enemy, bullet and Seraphine air mode designs
- Logo
- Title Screen.
Title: Re: Steel Seraph- An original game inspired by The Guardian Legend
Post by: arseniy on February 26, 2015, 04:57:56 AM
I think scrolled walk mode would work for TGL sequel/remake too.
I would critic level design tho. The passages look a bit random and they are so thin in places. I think it's a bit annoyin when levels for such games like confusing labyrinths.

The walk mode miniboss(or boss) could appear with a walls closing around. I think that could be better than through screen blackout.
Title: Re: Steel Seraph- An original game inspired by The Guardian Legend
Post by: deepshock on February 26, 2015, 10:07:46 AM
I can definitely widen the overworld paths, and replace that minimaze w/ the premium weapons in Aerial Mass Attack with something more straightforward and less narrow (if I don't axe it altogether). Also, I might even be able to have the walls lock in in the lower right corner before Shutendoji (The ogre that I assume is who you're talking about) appears.

Thanks.  :bluelander:

Edit: Before I do any of this, I need to mention that the winding lanes were there to make sure you needed to choose between premium weapons in that segment. I could simply make those areas long, straight lanes with the same purpose.
Title: Re: Steel Seraph- An original game inspired by The Guardian Legend
Post by: deepshock on February 26, 2015, 05:28:20 PM
http://jordan.realism.is/Steel%20Seraph/Transitional/SteelSeraphFeb2015HGC.zip Here is the latest version of the demo for play.

Arrow keys to move,
Z- Repeater
X/C/V- 1st/2nd/3rd special weapon
Q- Strafe/move slowly
E + any button or two quick taps of a direction- Dodge
Esc- Pause
Ctrl- Map mode
Enter- Confirm on selection menus

1- Save
2- Load
3- Remap controls on demand (might have issues)
Title: Re: Steel Seraph- An original game inspired by The Guardian Legend
Post by: deepshock on March 29, 2015, 11:18:50 AM
Added joystick support, flight sprites and some hitsparks to the game.

The wings flap in addition to there being mechanical propulsion, as per Ken's current design. If this is a problem I can talk to him about it for sure.

10 Month transitional is here. (http://jordan.realism.is/Steel%20Seraph/Transitional/Steel%20Seraph%2010%20Months.zip)

Enemy designs, diagonal movement sprites, and (if need be) damage-taking and death sprites will be next in the works, and  (as far as I know) all I'll need to -add-. Any further changes after that are bug fixes and improvements to already-existing content.

Title: Re: Steel Seraph- An original game inspired by The Guardian Legend
Post by: deepshock on May 18, 2015, 06:49:44 AM
11-month transitional is here:

Changes:

More visual feedback on both taking and receiving damage.

Notifications to check the pause menu when receiving equipment. Unselected equipment is marked with a "!" in that menu, and picking it up has a different sound rather than an extension of the standard item pickup sound.

Defeated regular enemies have basic explosion animations.

Enemy bullets have a clear outline.

Descent (second air level in the Fidelity demo) is now less busy.

All enemies, except for Amon in the Enemy Waves intensity demo, have sprites. Boss animation not yet done, will do after Amon's initial sprite is complete.

You can't go into the pause, map or key config menus between being defeated and transitioning to the game over screen.

If I haven't earlier mentioned better joystick control, then I will do so now.

http://jordan.realism.is/Steel%20Seraph/Transitional/SteelSeraphMay16JeffsList.zip

The Halifax Game Collective meetup in late April was an ideal time to discover new 'improvement opportunities', and most of the improvements came from feedback from some amazing people who volunteered to play the game.

In the future, there will be more debugging (of course), more testing, and I'll try to make modern versions of the game's 16-bit tunes using Fruity Loops and Sytrus so I can have an option to switch between them.

Ken Potter and Ian Johnston are two local artists who have done so much for me with this game. They're worth every dollar they ask for.
Title: Re: Steel Seraph- An original game inspired by The Guardian Legend
Post by: deepshock on May 31, 2015, 07:05:39 AM
http://jordan.realism.is/Steel%20Seraph/Transitional/SteelSeraphOneYearDemoPeerReviewCandidate.zip

Here's the last version (possibly) of the game demo that needs to be ironed out before I go public with it.

*In district-sized areas, any wait time (2 seconds in areas that size) between pressing the map button and letting it go to the map will be indicated by "Switching to map mode. Please wait."

*White text is outlined for easier readability.

*The Drone weapon follows a bit further behind Seraphine.

*Duplicate button assignments no longer happen. If an already-assigned weapon is assigned to another key/button, it swaps with the weapon already on that button. If that other button was blank before the assignment, the weapon simply changes position.

Unfortunately I haven't been able to find time to do the walls-closing-around thing for Shutendoji. I'll try to give post-demo bosses that treatment, and likely even it, in further development of the game.
Title: Re: Steel Seraph- An original game inspired by The Guardian Legend
Post by: deepshock on May 31, 2015, 12:01:11 PM
It didn't take long for Morgan Stride on my facebook chatgroup to put a MASSIVE list of suggested changes (and some major important ones that I'm certain some of which were regressions) that will be the focus of the next week and likely a bit beyond. The final lap is going to be an essential part of the development.
Title: Re: Steel Seraph- An original game inspired by The Guardian Legend
Post by: deepshock on June 08, 2015, 11:11:19 AM
 :bluelander: http://jordan.realism.is/Steel%20Seraph/Transitional/SteelSeraphJune82015.zip  :redlander:

After nine days where I went to all-out war on the game's remaining issues and required improvements, I've managed to get it to a far more presentable state. I'm still going to hold out for Ken's remaining sprites before I publish the demo unless he's okay with me going ahead (or I've still missed a few spots), but this should be good to present at least here and the groups I normally update about the game.

Here's a video detailing all the changes (along with a description that credits people who've helped me along the way and lists the changes made).

https://youtu.be/qyJqD13cMHU

I will register Stencyl before going public, I just want to be in a position to do so -unequivocally- before I pay the $99 required.
Title: Re: Steel Seraph- An original game inspired by The Guardian Legend
Post by: deepshock on June 29, 2015, 11:53:05 AM
New sprites for basic pickups, Ki-Rin turrets and the Jinn enemy
Scene names when entering a new scene
Character names when engaged in dialogue
A choice between 16-bit and standard tracks
A bugfix for score attack's score bonuses.
Turret facing bug fixed.

http://jordan.realism.is/Steel%20Seraph/Transitional/SteelSeraphCanadaDayTurretFix.zip

This is the version I'll be sending to the halifax game collective for some more exhibition before Halifax Scramble NEO
Title: Re: Steel Seraph- An original game inspired by The Guardian Legend
Post by: deepshock on July 03, 2015, 02:41:09 PM
https://youtu.be/EiWs_l3_rbk

https://youtu.be/Y6ZZqywdnRE

New videos of the last version's recent changes and score attack.
Title: Re: Steel Seraph- An original game inspired by The Guardian Legend
Post by: deepshock on August 04, 2015, 04:52:45 PM
https://youtu.be/zltpJM-YLGE

Part one of my final set of presentation improvements:

1) Changed the backgrounds on the air stages to something that 'pops' more.

2) Widened Aerial Mass Battle

3) Put gates throughout District 12 so as to lead the player to the weapons. After the portion of the game the demo ends at, I will have it so those gates disappear once Shutendoji is defeated.

4) Put the logo for the game on the title. Ken Potter is to thank for that.

Next up is changing the demo endpoint so that it ends once you exit the demo area after defeating Shutendoji, rather than immediately after defeating it. In addition, the blocking gates added to direct the player to the objective will deactivate once it's defeated, allowing you to take a look at the rest of the stage (and in the game proper, beyond). In addition, I'm going to improve the Spread Gun icon and allow for different resolutions, beyond 640x480. Finally, I'll allow for full screen play.

With that, I should finally be able to publish the game.
Title: Re: Steel Seraph- An original game inspired by The Guardian Legend
Post by: C-Dawg on August 06, 2015, 02:08:32 PM
Are these still the placeholder graphics, or is this intended to be the final version?  They look quite rough, still.
Title: Re: Steel Seraph- An original game inspired by The Guardian Legend
Post by: deepshock on August 07, 2015, 02:54:47 PM
Which assets do you think need the most work? I'll look into some good ways to improve them.

Also, this is intended to be a demo of the first major segment of the game, plus some concepts that will appear in future segments. There's still a good year or two left before I complete the game itself. Anything I need to do to make things look less rough will be done over the course of the development time.

Thanks for the question.  :bluelander:
Title: Re: Steel Seraph- An original game inspired by The Guardian Legend
Post by: C-Dawg on August 07, 2015, 03:57:23 PM
Sure, man!

Well, the main character and enemy sprits are fine, I think they get the job done. 

It's the background graphics, HUD, and Subscreen that I'd focus most of my work on if I was doing just one thing.  Like, just take a look at NES-era subscreens to see what I mean.  Different areas are usually put into nice little boxes or otherwise organized somehow.  More like a web site, less like a spreadsheet, ya know?  The background tiles just somehow seem... flat.  It's kind of like Earthbound's graphics, only it contrasts with your sprites. 

I dunno, you need to think about what your artistic vision is and implement that, ya know?
Title: Re: Steel Seraph- An original game inspired by The Guardian Legend
Post by: deepshock on August 07, 2015, 04:21:12 PM
I'll definitely talk to the artist doing my tiles (I don't handle the art myself) about making them less 'flat' and less clashy with my sprites, while still maintaining a 16-bit appearance. I'll see what I can do about an artistic vision while I talk to the people about what kind of consensus we can reach. It's up to me to take what they create and give it the treatment it needs, while they make things work well with each other. :)

I totally understand what you mean about the tiles and after the first demo and the talk I have with the artists, I'll commission some new assets with the goal being making the background and the sprites work together better (while being more vibrant).

Thanks again. :)

Edit: There will be another demo later this year with wildly improved background and subscreen assets, which will be focused on one or two "dungeonesque" segments of a type not yet seen in this game. In the meantime I'll keep on developing the game and making it better day by day.
Title: Re: Steel Seraph- An original game inspired by The Guardian Legend
Post by: deepshock on August 28, 2015, 03:28:50 PM
The first official public demo is here. Between now and the next one, I'll commission some fresh city sprites.

http://jordan.realism.is/Steel%20Seraph/Main/SteelSeraph-PublicDemo.zip

Here's the relevant facebook page, in its infancy. I'll add more to it over the weekend.

http://www.facebook.com/steelseraph
Title: Re: Steel Seraph- An original game inspired by The Guardian Legend
Post by: deepshock on August 30, 2015, 05:06:56 AM
Patched versions (and by extension the official hosting areas of Steel Seraph) are at gamejolt and itch.io.

http://gamejolt.com/games/steel-seraph-1st-public-demo/89348
http://deepshock.itch.io/steel-seraph-1st-public-demo

- Fixed a problem with Kirin surviving the destruction of all of its guns/not taking any more damage
- Realigned some of the text in the pause menu.
Title: Re: Steel Seraph- An original game inspired by The Guardian Legend
Post by: C-Dawg on September 03, 2015, 10:10:11 AM
(http://s23.postimg.org/j23if6dwn/SSpic.jpg) (http://postimg.org/image/j23if6dwn/)

I didn't like your concept art, so I tooled around in MS Paint for five minutes.

Dem tactical high-heels!
Title: Re: Steel Seraph- An original game inspired by The Guardian Legend
Post by: arseniy on September 03, 2015, 11:32:25 AM
Quote from: C-Dawg on September 03, 2015, 10:10:11 AM
Dem tactical high-heels!

haha! XD
Title: Re: Steel Seraph- An original game inspired by The Guardian Legend
Post by: deepshock on September 03, 2015, 05:31:42 PM
70s Cartoon Seraphine best Seraphine.

I could picture Miria and Seraphine in some sort of "walking tall" pose with Hera City around them in that style, with the Landers looking like cartoon mascots.

THE ADVENTURES OF MIRI AND SERA

(AND THEIR FRIENDS BLUE AND RED!  :bluelander: :redlander:)

Coming to you only on CBS Cartoon Cavalcade after Fat Albert!

(also, do draw this, I'll love you forever. :3)

Edit: To be honest, I don't really see her suit as having high heels without a very good, demonstrable reason. If I could draw better than I could, I'd give her relatively flat ones. I never thought of her having rocket boots, I figured the propulsion would be in the back portion itself.
Title: Re: Steel Seraph- An original game inspired by The Guardian Legend
Post by: deepshock on September 05, 2015, 12:18:07 PM
The plan for overworld movement is as follows: Portions of the city where the player has a reason to be (optional item rewards/bosses or main story content) will be segmented based on how many objectives are close to each other in the city. Things close to each other (within the same 10 screens or so) will be connected, whereas faraway segments will be accessible via flight paths (with some optional ground paths that will be have a different reward). Flying to an area you haven't cleared will lead to an air stage w/combat. Flight to an area you have cleared will be fast travel.

You'll be able to fly to and from any segment you've already opened up from anywhere you are in the map. Flight paths will be named by the segments they go between.

The idea here is to minimize "filler" travel between areas, and allow the player to get to the action or walk around as desired.

There will be optional ground paths in most areas where there would be flight paths (available after clearing the initial flight path). These will have optional bosses with equipment rewards and extra points for raising your shield maximum.
Title: Re: Steel Seraph- An original game inspired by The Guardian Legend
Post by: deepshock on November 11, 2015, 08:18:03 PM
I've posted a new video showing off dialogue revisions and content additions since the Hal-Con demo, including some recently added changes to the Drone and CJ-Bat.

https://www.youtube.com/watch?v=lLuvbWHadAA

CJ-Bat doesn't hit multiple times per swing (this change was made because when it did, it was the best DPS AND overall damage weapon, overtaking all other weapons in every way but range, and rendering other weapons obsolete entirely).

Drones have 600 health instead of 400, regeneration, and a far smaller hurtbox. They can survive now!

The "Tenacity" demo is a new stage demo (early-game, but a fair bit later than "Fidelity", which captured the start of the game.)

Planned work:

- Optimization
- General polish
- Composing modern versions of tracks that currently don't have them, new tracks for future content.
Title: Re: Steel Seraph- An original game inspired by The Guardian Legend
Post by: deepshock on December 03, 2015, 09:05:33 AM
Here are the first few bits of the upcoming new sprite.

http://puu.sh/lFB8H/48ceb91d91.gif
Title: Re: Steel Seraph- An original game inspired by The Guardian Legend
Post by: arseniy on December 03, 2015, 09:53:15 AM
It's very Sega like
Title: Re: Steel Seraph- An original game inspired by The Guardian Legend
Post by: deepshock on March 07, 2016, 06:53:52 PM
The game has been updated in full.

http://deepshock.itch.io/steel-seraph (http://deepshock.itch.io/steel-seraph)

http://gamejolt.com/games/steel-seraph-final-demo/89348 (http://gamejolt.com/games/steel-seraph-final-demo/89348)

Facebook page (http://www.facebook.com/steelseraph)

Also, I have a twitter. twitter.com/steelseraphgame (http://twitter.com/steelseraphgame)

Expect screenshots and videos aplenty over the month of march.
Title: Re: Steel Seraph- An original game inspired by The Guardian Legend
Post by: deepshock on April 26, 2016, 06:50:11 AM
https://www.youtube.com/playlist?list=PLsPxuQYzDM8w8qRcLeaANVmyyOrPJZV-P

A development playlist, which I'll keep updating over time.
Title: Re: Steel Seraph- An original game inspired by The Guardian Legend
Post by: deepshock on August 29, 2016, 07:18:52 AM
Here's everything I've been doing with Steel Seraph to date:

https://www.youtube.com/watch?v=-p9YxDgq7ME Act 1-A: District 12 and 13, picking up equipment, defeating the Shutendoji and Golem, helping the Xenospecies Research Department
https://www.youtube.com/watch?v=PT2F_GGwAtg Act 1-B: District 71 Civil Defense Force Base, defeating the Odilette and its two distinct selves, rescuing the remainder of the CDF.
https://www.youtube.com/watch?v=jvNVGVaW8FQ Act 1 Interlude: Story spoiler for those who care about those, indicates the uncertainty of the situation.
https://www.youtube.com/watch?v=LFiNWpuhTes Act 1-C: Entering the compromised missile installation base, clearing the airspace, defeating Arachne
https://www.youtube.com/watch?v=cjywwueQI4Y Introduction of cycling menus and a sidequest of Act 1 involving clearing out a specific enemy from District 11.
https://www.youtube.com/watch?v=2ypcSWfvtiI Act 1-D: The Northeastern Hydroelectric Plant, thawing it out, defeating Cailleach

1-E: The Merchant of Venus, A mall that had been attacked (mostly successfully to boot) is in progress as a level. We've made the level and air enemies already, as well as some of the ground ones.  We still need to design the bosses and rescuees, as well as the remaining ground foes.
Title: Re: Steel Seraph- An original game inspired by The Guardian Legend
Post by: deepshock on April 22, 2017, 04:58:54 PM
WISE FWOM YO GRAVE

Here's my interview at a local radio station (CKDU, Halifax)

It starts 7 minutes into this show:

http://129.173.68.178/ckdu_1_on_air_archive/ckdu_1_on_air_archive_2017_04_21_17_30.mp3

Also, here's a sample of what the game looks like 8 months later, using 1-C (The missile installation stage):
https://www.youtube.com/watch?v=22eTzPLIX1Y&index=1&list=PLsPxuQYzDM8w8qRcLeaANVmyyOrPJZV-P

Title: Re: Steel Seraph- An original game inspired by The Guardian Legend
Post by: deepshock on April 28, 2017, 08:44:34 AM
https://deepshock.itch.io/steel-seraph  :bluelander:
http://gamejolt.com/games/steel-seraph-final-demo/89348  :redlander:

The www.steelseraph.ca website will be developed over the next month.

June 8 Edit : Now it's here!
Title: Re: Steel Seraph- An original game inspired by The Guardian Legend
Post by: arseniy on June 19, 2017, 01:13:01 AM
I wonder, why there are 2 demos(2016,2017) both with same version number?
Title: Re: Steel Seraph- An original game inspired by The Guardian Legend
Post by: deepshock on June 25, 2017, 05:45:57 AM
Probably a detail I forgot to change. Thanks.  :bluelander:

Edit: Version number changed to 1.1.0.

http://gamejolt.com/games/steel-seraph-final-demo/89348 (1.1.0)
Title: Re: Steel Seraph- An original game inspired by The Guardian Legend
Post by: deepshock on February 06, 2018, 06:48:58 AM
Here's a long overdue update with the Steel Seraph playlist, now with Act 2 videos!

https://www.youtube.com/watch?v=BJ_CTKsDZ7g&list=PLsPxuQYzDM8w8qRcLeaANVmyyOrPJZV-P&index=4
Title: Re: Steel Seraph- An original game inspired by The Guardian Legend
Post by: deepshock on June 16, 2018, 11:42:31 AM
A couple of ground stage designs for act 2 segments E and F, in the attachments.

E is Federated Worlds Base Maginley a large boss battle involving Izanami and Izanagi, a ranged boss and a melee boss respectively, with high damage, health and speed. There are 4 rooms in the corner with powerups and equipment, and the two bosses drop equipment too.

F is a mountain plateau to the south of the Spaceport Alpha, the first step on the route to drive out the Xenotyrant "Thor", whose electromagnetic channeling has grounded all spacecraft in the port  and destroyed all manner of craft, reducing it to indistinguishable metal shards. Seraphine's microjet alloy gives decent protection, but she still needs backup from an anti-EM field generated by a nearby all-terrain craft piloted by other Fauconvert test pilots. Out of that anti-EM field, she takes continuous damage when flying. This is why she walks along the plateau except in chasm-like areas between plateaus where flight (supported by the anti-EM field mentioned before) is required.

Air stages will be shown in videos because everything distinguishable about those can only be shown in motion.
Title: Re: Steel Seraph- An original game inspired by The Guardian Legend
Post by: deepshock on August 05, 2018, 04:24:06 PM
https://youtu.be/XqwtOIqjVRc

Full 2-E (Federated Worlds Base Maginley) video now. A few minor bugs discovered today will be fixed when I revisit my development environment.
Title: Re: Steel Seraph- An original game inspired by The Guardian Legend
Post by: deepshock on December 04, 2018, 08:09:04 AM
Challenge Stages have been implemented, as well as equipment tutorials for Crisis Triggers and Dodge Tools.

Dodge Tools:

https://pbs.twimg.com/media/DtdoWd7XgAAPEfZ.jpg
https://pbs.twimg.com/media/DtdoWd7XcAAq2zA.jpg

Crisis Triggers:

https://pbs.twimg.com/media/Dtb8OWuUcAATg8b.jpg
https://pbs.twimg.com/media/Dtb8OeWVYAADZy5.jpg
https://pbs.twimg.com/media/Dtb8OW6U4AATfIK.jpg

Challenge Stages:

https://pbs.twimg.com/media/DtYKUKVXcAElVin.jpg
https://pbs.twimg.com/media/DtYKMrvXoAAvQ5-.jpg
https://pbs.twimg.com/media/DtYKMr0WwAA-ZcO.jpg
https://pbs.twimg.com/media/DtYKMsiXgAAe5ZC.jpg
https://pbs.twimg.com/media/DtYKMsXWwAI838h.jpg
Title: Re: Steel Seraph- An original game inspired by The Guardian Legend
Post by: deepshock on January 14, 2019, 12:05:19 PM
I have an early access launch date for the game now:

March 30, 2019, at the Island Entertainment Expo in Charlottetown, PEI, Canada.

More details to follow.

I'm putting the finishing touches on a beta build as we speak, because I want this thing as ready as possible. The link to the beta will be there too. No doubt I'll have enough beta notes and required fixes to fill the remaining time until March 30, but that makes the game better!  :bluelander:

http://islandexpo.ca/

I'm also going to update the hell out of my site (www.steelseraph.ca). It needs a big one and I'll update this thread when I'm done that site update.
Title: Re: Steel Seraph- An original game inspired by The Guardian Legend
Post by: deepshock on February 02, 2019, 04:37:42 PM
http://deepshock.itch.io/steel-seraph

Beta live on itch.io
Title: Re: Steel Seraph- An original game inspired by The Guardian Legend
Post by: arseniy on February 03, 2019, 01:39:01 AM
Why don't you add a newer video into there?
Maybe put download links on the top instead? Maybe highlight the actual version somehow?
Title: Re: Steel Seraph- An original game inspired by The Guardian Legend
Post by: deepshock on February 03, 2019, 05:15:11 PM
Doing that today.

Itch.io is putting the download link on the bottom of the landing page, so I'll manually add a second link to the beta at the top and get rid of the deprecated information from before.

As a pre-launch beta, I'm also giving it the version number 0.9.9

Edit: Updated. The latest video I sent to the landing page is one of 2-B air and a little bit of 2-B ground. :bluelander: https://www.youtube.com/watch?v=ACl5BY82kJA

Edit 2: 0.9.9.1, to fix a problem where I've seen the game crash after game over.
Title: Re: Steel Seraph- An original game inspired by The Guardian Legend
Post by: deepshock on March 09, 2019, 11:08:37 AM
https://deepshock.itch.io/steel-seraph updated:  :bluelander:

Changes since the February beta:

Explosions are now particle-based and more heavily emphasized.

All of 1-A has been changed significantly:

- Ground-based movement and firing tests to start, then an aerial test, with tutorial explanations all woven into Seraphine's in-universe role as an aerospace test pilot, with new dialogue to match. Seraphine gets the Spread Gun before the boss fight with Kirin.

- Engineers being rescued are held in various buildings in District 12 (Marc Garneau Centre, Altair's House, MacroMart.

- Enemy animations for ground foes fought in districts 12 and 13 are now far more gradualized, allowing for more fluid movement.

- District 13 tile blockades are no longer a maze. Traversable path is significantly more straightforward, with dialogue to match.

- Golem boss fight has changed: Golem has 1000 HP instead of 500, but the CJ-Bat will force the Golem to a wall, stunning it briefly and doing 300 damage +100 for each golem rock it bounces into during this event (stunning is visible as slowed-down, more frantically animated rolling mixed with partial, gradualized flickering)

- Work is still actively being done on the game, with some outstanding tasks already in the queue to be applied to the next build. This is essentially an update to keep any further feedback current and to display progress so far.

- A dodge trail is added when Seraphine dodges.

- Double-tap dodging is turned off by default.

-Tutorial simplified and shortened. No strafing required in the tutorial ground stage.

-Bugs with regards to collision (frame drops) and dialogue (occasional crashing) fixed.
Title: Re: Steel Seraph- An original game inspired by The Guardian Legend
Post by: deepshock on March 18, 2019, 06:16:34 PM
Gamejolt page up for beta 0.9.9.4 https://gamejolt.com/games/steel-seraph/89348
Itch.io page updated with the same build: https://deepshock.itch.io/steel-seraph
Title: Re: Steel Seraph- An original game inspired by The Guardian Legend
Post by: deepshock on March 31, 2019, 05:44:00 AM
 :bluelander: And it is now available, at $4 CAD.  :bluelander:

https://itch.io/game/summary/35172
https://gamejolt.com/games/steel-seraph/89348

Since it's week 1 of its early access launch phase, I will be continuing to aggressively work on it, as I have before, to find -ANYTHING- wrong with it. Patches will be weekly if any issue is discovered or any new thing is implemented..

Any bugs found between tomorrow and April 6 will be fixed on April 6th. Saturday is weekly patch day (though I will do a patch earlier this week. Possibly, Monday night.)
Title: Re: Steel Seraph- An original game inspired by The Guardian Legend
Post by: deepshock on April 15, 2019, 11:57:29 AM
Steam page:

https://store.steampowered.com/app/1052390/Steel_Seraph/

V1.2.1

- In civilian areas w/ no foes, Seraphine's weapons will be greyed out and unusable.

- Jinn, Dahu, Veela, Korrigan AI updated with better telegraphs.

- Starting info text updated.

-Version # in title screen.
Title: Re: Steel Seraph- An original game inspired by The Guardian Legend
Post by: deepshock on May 19, 2019, 02:11:56 PM
May 17 (1.4.0) Changes:

Zoomout for bosses (Game option, off by default)
Gradualization of pause menus restored after initial Stencyl 4.0 problems
Pre-dialogue sound on mission control messages
Act 3-A (Jeong Island Cave rescue) added.

April 23 (1.3.0) Changes:


-NPCs and bosses that warrant an arrow have the main/side arrow underneath their arrow to distinguish main objective NPCs/bosses and side objective NPCs/bosses.

-Main and side arrows enlarged.

-The prologue to act 3 has been added, before 3-A actually starts. This includes all NPCs new to act 3 and their dialogue.

-Lingering main arrows in District 13's comm terminals fixed.
Title: Re: Steel Seraph- An original game inspired by The Guardian Legend
Post by: deepshock on June 30, 2019, 06:43:03 AM
Act 3 videos. It's a short act (it has to be), effectively an interlude dealing with a fairly original enemy. I know I'll have to add a standing animation for cave-in survivors, and change some other things, but here's an update of what I have so far, since it's been a month and more since my last one.

https://www.youtube.com/watch?v=vkysBuJ4MT0
https://youtu.be/JrSBZit_D94
https://youtu.be/GMigGQZVTKk
Title: Re: Steel Seraph- An original game inspired by The Guardian Legend
Post by: deepshock on July 06, 2019, 09:21:47 PM
Steel Seraph v1.5.0 is now available for Linux as well as Windows on #itchio, steam and gamejolt.

https://deepshock.itch.io/steel-seraph
https://gamejolt.com/games/steel-seraph/89348
https://store.steampowered.com/app/1052390/Steel_Seraph/

+ Minimap added
+ Districts 11, 12 and 13 are now 5x5 screens instead of 10x10, as requested
+ Act 3 is complete (Jeong Island cavein, X52I Omnistation, Nymph battle on Omnistation Rooftop)
Title: Re: Steel Seraph- An original game inspired by The Guardian Legend
Post by: deepshock on October 15, 2019, 07:25:28 PM
https://www.twitch.tv/videos/495022105 TheThreeTwo (Goes as far as the end of 1-E/Manananggal)
https://www.youtube.com/watch?v=RJNVWKu5OuA (Goes as far as the end of 1-A/Golem)

In the first video there is a debug value I forgot to remove. The crash in 1-C has been resolved not long after I saw the video.
Title: Re: Steel Seraph- An original game inspired by The Guardian Legend
Post by: deepshock on November 02, 2019, 05:16:03 PM
1.6.0 available on Windows and Linux, via Gamejolt, Itch and Steam.

https://deepshock.itch.io/steel-seraph
https://gamejolt.com/games/steel-seraph/89348
https://store.steampowered.com/app/1052390/Steel_Seraph/

Demeter Battle changes


-Persephone health nerfed from 1000 to 500, speed nerfed from 20 to 15.

-Spore pods face the player and fire 3, rather than 5, bullets per second. They can fire from off screen, but the bullets are slow enough to dodge.

-Spore pod clouds form on spore pod death. If the spore pod times out rather than being destroyed by Seraphine, the post-death cloud radius doubles.

-Gas collision damage nerfed from 400 to 100
(10/24)

-Air mouse movement speed now matches regular air speed. (10/26)


Windigo changes

-Changed how the pre-Windigo scene works (interlude cooldown instead of page advances)

-Instead of immunity, half damage on weapons used too often

-Minimized animation timing inconsistencies both before and during battle.



Nymph changes


-Nerfed Nymph health from 15k to 10k

-Nerfed Pragmatichorisis enthrallment hazard slightly (15% less when Seraphine has 0 shields)

-Psychikravgi telegraph moves around while charging, shakes screen and turns white when it activates.

-Nymph 80%+ enthrallment sound distortions now take the form of 10 different 'wrong' sounds.


General


-Seraphine and her weapons will move approximately 33% faster

-Signposting improved in areas where it was found to be unclear. For example, at the start Seraphine is warned to rescue the engineers if she attempts to enter the second floor of Fauconvert before she has taken out the Golem in District 13 .

-Nerfed Kirin bullet speed (50 --> 30) (10/26)

-Disable mouse and halt mouse movement when the mouse is not onscreen (10/26)

-Allow both d-pad AND joystick movement in all stages. (10/26)

Minotaur arrows now clear on defeat.



-The Hera City theme has a different instrument for its main melody, one that's a bit smoother.

- Use Right Stick- On by default instead of off. (10/26)

-Gamepad is now stable, and bugs related to sticks, buttons as well as inputs have been fixed.

-Shutendoji is defaulted to left facing.

-Prevented entry into other areas during Doji fight. Lengthened the long form dialogue box significantly.

-'Black box' glitch eradicated in areas where found.

-Made it so that in menus that allow for it, the down face button (A on Xbox, X on PS) is confirm, and the right face button (B on xbox, O on PS) is cancel. Fix quick key config, for the interface and to make sure confirming makes everything work. CJ-Bat is now 40/120/360 damage per swing. In addition, swinging the bat holds Seraphine in place for a half second. Changed how mid-conversation scene changes work, slightly (The moment the time scale becomes 1 again, it triggers. Formerly, they was based on page advance button presses.)


Gauges for ammunition and crisis trigger duration (when active for Awareness, Mercy, Patience) are more visible.

Eliminated a narrow area in the east part of D-12.

Removed 'mid-game zoom', as it caused problems with visibility and refuses to work with Linux.

In most cases, especially on ground, enemy bullet speed has been capped at 30 unless heavily telegraphed.

Forced a .5 second message timer cooldown after getting equipment.

Added a zoning cooldown of 1 second that requires you not to fire in order to tick down, before entering a new area. Also, require a button press (clearly marked) to enter an area.

Maintained speed while strafing on the ground
Title: Re: Steel Seraph- An original game inspired by The Guardian Legend
Post by: deepshock on January 18, 2020, 04:36:01 PM
The new HUD (In progress: some parts, like the boss gauge, still need to be adjusted.)
Title: Re: Steel Seraph- An original game inspired by The Guardian Legend
Post by: deepshock on February 23, 2020, 07:08:31 AM
https://steamcommunity.com/games/1052390/announcements/detail/1708490857608969231

Quote

Version 1.7.0 of Steel Seraph is available on Windows and Linux. Mac version still has compiling issues that I'm working on fixing.

Changes:

-A new and improved HUD

-Two act 4 sidequests (Hell Off Earth, Argos Panoptes) with endgame subweapons

-A fully implemented final version of the microjet (All tiered, non-optimal weapons upgraded to level 3, all Crisis Triggers and Dodge Tools acquired even if missed previously, a 'Shield Crash' ability that empties the shield and forces a crisis trigger (at an improved version) if you hold Strafe and Dodge for 5 seconds, and a new look.)

-Flow improved throughout, particularly in levels like X-Clime (Act 2-B) and Jeong Island Cave (3-A).

Title: Re: Steel Seraph- An original game inspired by The Guardian Legend
Post by: deepshock on March 08, 2020, 12:50:46 PM
https://steamcommunity.com/games/1052390/announcements/detail/1709618022945505155
Quote
Version 1.7.1 of #SteelSeraph is available on Windows and Linux, across #GameJolt, #ItchIO and Steam.

Changes:

-Bugs related to certain kinds of controllers removed (PS4 in particular suffered)

-FWB Maginley 20th floor transition icon and transition regions now functional

-Rocket Level 1 buffed to 40 instead of 15 damage, obstacles requiring rocket destruction have 40 health but must receive that much damage in one hit to be destroyed. Things stronger than rockets in terms of raw damage can also destroy those obstacles, but at the time you get the rocket, it is the most damaging weapon you have shot for shot.

-Ice blocks in the Hydro Plant that require Plasma Sphere are given a dark blue tint.

-Explosions are more prominent.

-Clarifying text added, pertaining to Gorgons at Red Sector A requiring Rocket level 2 or something at least capable of 90 damage to destroy.

-Clarifying text added, pertaining to optional boss Koschei at the experimental climate area (XCLIME Area), if you end up attacking its phylacteries and attempt to shoot Koschei itself.

-The vast majority of air enemies have only 1 HP, and can be destroyed immediately by any weapon.

#GameDev #MadeInStencyl

In addition, I am planning a 50% off sale starting March 8, and ending on March 22.

Thank you all for your patience. I will continue to look into the Mac problem.