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NOTE: The values in the Host/Find Public Server are correct, I'll try to leave a public server running if you want to hop in and try it out!



Well, it's Boutalles... Together!

You'll be building your own hero and playing with other people to defeat monsters, collect treasure, craft new weapons and armor and items.




Just a lot of the core functionality.

Movement and environment interactions, the event systems, etc. Oh, and all the basic networking and host/join features!




The combat of BoutallesTogether is going to be heavily focused on simple attacks instead of complex combo systems (see: original game)

Enemy attacks will be telegraphed and the main and sub-class features will be brought back. Expect unique play-styles for each and a robust customization system with the goal of 'complexity this side of simplicity.'

There's ton of graphical and art work to complete, new message systems, network improvements, tons of world resources and art to do, and the whole combat system is still incomplete. Music is also a major outstanding item.

The framework is there, next comes finding the resources to use it!




BoutallesTogether takes place a few years after the original.

Blanc, Ashure, and Junket return as major characters (although you won't be playing them.)




There's a whole slew of things we'd like to add, but some that stand out:

1. Over-world and several continents and town hubs
- Different story arcs and hunts will take place in different places

2. Group-focused play and bonus EXP and rewards for teams
- Get rewarded for playing together, loot is unique to each person

3. Crafting System
- Like the original, crafting will play a big role and gathering raw materials will be important

4. Spelunking with Monsters and Cards
- Blanc's D&D rip-off will be a card-based magical board game where it procedurally generates a random dungeon based on the cards you use that you and your friends play through like a normal dungeon, but with the card bonuses, etc.

5. Running a Shop
- Take your crafted items and sell them to towns-folk, make a business and buy new materials via trade or profits instead of combat

Latest Blog

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  • Production
  • Anaryu
  • Krisanna (Artist and Modeling)
  • Unity
  • Action
  • 05/05/2013 12:06 AM
  • 02/22/2014 07:35 PM
  • N/A
  • 19017
  • 12
  • 149

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Pages: 1
neat. the graphics and animations are all very smooth and well done.

x seems to put me below the ground for a few seconds. if i press it while jumping i drop quickly. i didn't rotate the camera and when i went into the house, there was one little spot i could stand that would make the roof appear even though i was still inside.

will the menu interface use the mouse to click stuff?
author=Link_2112
neat. the graphics and animations are all very smooth and well done.

x seems to put me below the ground for a few seconds. if i press it while jumping i drop quickly. i didn't rotate the camera and when i went into the house, there was one little spot i could stand that would make the roof appear even though i was still inside.

will the menu interface use the mouse to click stuff?


Oops, I never shut off the X button for testing extra animations. It's trying to do a face-palm I think, but that's a really old animation for a different model. I'll turn that off. : )

Thanks for the note on the house too.

I didn't plan to have the camera rotate at all - I'd just focus on keeping things in visible areas and angles.

I had rotation in there, but found that one of the "nice" things about 2D is that without a camera you can play the game knowing you'll see everything important and that you're never fighting a camera, the worst case is that you might need to back off to get an enemy out of a hard to see spot.

I might play with the angle a bit still, make it a little higher and use special camera angles when you're talking with people instead (although we expect to use portraits in the long-run, just no time for any for the demo.)
i just thought i saw in the options a way to set camera rotation, so i assumed it was there. i didn't feel like i needed it, in what little i did so far heh

the spot in the house is along the wall south of the furnace.

what about using the mouse in the main menu/character creation? the cursor is there and interacts with the text boxes, but not each option.
author=Link_2112
i just thought i saw in the options a way to set camera rotation, so i assumed it was there. i didn't feel like i needed it, in what little i did so far heh

the spot in the house is along the wall south of the furnace.

what about using the mouse in the main menu/character creation? the cursor is there and interacts with the text boxes, but not each option.
author=Link_2112
i just thought i saw in the options a way to set camera rotation, so i assumed it was there. i didn't feel like i needed it, in what little i did so far heh

the spot in the house is along the wall south of the furnace.

what about using the mouse in the main menu/character creation? the cursor is there and interacts with the text boxes, but not each option.

I just uploaded a new version with those fixes and a quick fix I've been meaning to do to make the camera tracking when you load a level faster and smoother.

I've been iffy on including the support for the mouse in the menus, I only use it when you need to press a mouse type button or change the text, I might even replace those. I wanted the game to mostly be run with the keyboard and controller shortcuts so the mouse use would be minimal - thoughts?

EDIT: I've also set up a public server for people to hop into to try it out.
The default values for the "Host" and "Find" Public game are correct.
well, if i can do every other function with the keyboard it's fine. there would be no reason to show the cursor on screen then. and i didn't actually try typing in the box first, but i noticed that the typing cursor wasn't in the box so i had to use the mouse to click in the box to type. so i guess make it so the cursor is automatically in the first box and you can press UP/DOWN to move between typing boxes.

on the the other hand, i think it would be nice to include both. all the functions can still be there for those who want to use only keyboard/joystick, but the mouse will work. you can hide the mouse pointer if there is no activity, or if you move the mouse it becomes visible. because if you think about it, most often the game is started by using the mouse to click the icon. so when you're at the main menu, you already have the mouse in your hand.

i'll try the server when there's more to do :P
Indra
YOU ARE BEING TOO AGGRO
10801
So, my feedback, as I go along. (It’s what RSW is about, I understand x.x)
-There’s no sound?
-Um…nothing wrong with the animations, I can see.
-Characters all look the same, but within the time frame I don’t think I can comment much on that.
-The invisible walls come out of nowhere x.x
-Jumping controls are rather floaty
-Not finding anything to do, so going to stop now (some dude teleported me to another map but it’s all empty houses and jumping blocks).

I…I’m not sure what I should say. There was no “game” yet as far as I saw, and since it seems to be a rather early prototype I can’t really criticise it. Good luck with it, in any case!
Looks good so far. But I can't really say since there's barely anything. So I will wait and see.
Has this been updated since my last comment?
Pages: 1