Clockwork Dragon by wilsk
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NOTE: The HUD in the top right is obscured in the embedded WebGL version. Run in full screen or use the Windows download to get the HUD.
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In your mountain lair, you have slept for aeons. Now, your steel bones rumble and your furnaces are once more aflame. Play as a clockwork dragon, flying around raiding villages and hoarding gold.
Use WASD or arrow keys to fly, E to enter or leave your lair (when you are close), R to roar, Space to use your attack, and 1-5 to select an attack when you have purchased them from your lair.
I have only briefly tested the WebGL version but feel free to give it a go. Performance appears to be a lot worse than for the download version.
I made it mostly within the Compo period following the competition rules but decided to enter the jam so I could take a few hours to add some nice-to-have tweaks like the pile of gold in your lair and the watch towers. There is a story line of sorts with an "ending", although you can play indefinitely. Go to the lair and sleep to progress.
Tools:
- Unity / C#
- Audacity, BXFR and my mic for sounds and "music"
- MagicaVoxel for voxels
- Blender for rigging and animation
Change log:
- v1.0.2
1. Villages now scream
2. Menu music loops
- v1.0.1
1. fix a small bug preventing the story from progressing
2. press the tab key to allow skipping dialogue (escape still works but exits full screen in web player
NOTE: The HUD in the top right is obscured in the embedded WebGL version. Run in full screen or use the Windows download to get the HUD.
-=-=-=-=-=-=-=-=--=-=-=-=-=-=-=-=--=-=-=-=-=-=-=-=--=-=-=-=-=-=-=-=-
In your mountain lair, you have slept for aeons. Now, your steel bones rumble and your furnaces are once more aflame. Play as a clockwork dragon, flying around raiding villages and hoarding gold.
Use WASD or arrow keys to fly, E to enter or leave your lair (when you are close), R to roar, Space to use your attack, and 1-5 to select an attack when you have purchased them from your lair.
I have only briefly tested the WebGL version but feel free to give it a go. Performance appears to be a lot worse than for the download version.
I made it mostly within the Compo period following the competition rules but decided to enter the jam so I could take a few hours to add some nice-to-have tweaks like the pile of gold in your lair and the watch towers. There is a story line of sorts with an "ending", although you can play indefinitely. Go to the lair and sleep to progress.
Tools:
- Unity / C#
- Audacity, BXFR and my mic for sounds and "music"
- MagicaVoxel for voxels
- Blender for rigging and animation
Change log:
- v1.0.2
1. Villages now scream
2. Menu music loops
- v1.0.1
1. fix a small bug preventing the story from progressing
2. press the tab key to allow skipping dialogue (escape still works but exits full screen in web player
| Web | http://wilsk.itch.io/clockwork_dragon |
| Windows | http://wilsk.itch.io/clockwork_dragon |
| Original URL | https://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=50407 |
The aniamtion on the dragon flight is really nice though.
But we think there is a lack of feedbacks. It would be nice to have a gold counter for example, and we did'nt find where the lair is.
Besides, the controls work smoothly, and th IA is great !
Re the HUD, I can't seem to replicate that but I'll add a note in the description.
Thanks for the comments
Some occasional bugs:
-Amount of coin objects spawned does not always match the amount of gold received
-Able to return to lair over villages (or at least one of them, to the west)
-Second baby dragon snaps to the location of the baby dragon already following when entering lair (doesn't seem to cause any animation, culling, or other issues, but is noticeable)
Some feedback:
-Very easy to sit above one village and spam attacks without worrying about health ticking down too fast
-No way of knowing attack cooldown without timing and memorizing it
-Very satisfying to collect large amounts of gold
-Feels good to level up
Overall: Great concept, with a progression style reminiscent of Swords and Souls (which is a good thing). A bit too easy, and definitely light on polish, but a solid and unique entry. :D
@masamunedragon haha
One issue with the gameplay was that I found it much easier to just camp outside the closest village north and spam my strongest attack until I had no inventory space, then return. I had 0 need to fly out further.
Other than that, a stellar game. First game in the jam to make me feel. And the voxel art is great!
the control quite smooth, nothing really to complain about
but theres something bugging me, the coin didnt move fast enough, the dragon outrun the coin, thus i need to slow a bit to collect the coin
and i don't know if this intentional or not, but the ground texture blurry, i pretty sure you meant it to be pixel style, try to change the renderer type into "point" rather than "billinear"
the villager attack doesnt hurt much at all, and thus very easy to collect the coin
other note tho, somehow i like the lair/cave scene tho, i like how those coin get "poop"ed out by the dragon with physics lol
@kunzbe thanks :)
@Ghen thanks for the hints, yes, the coin thing is a bit annoying. I didn't really spend much time on the terrain to be honest - i.e. I'm only using a terrain so I could paint trees and roads :)
A bit unbalanced - I could fly over a village and farm forever: they have no real damage and a can go to liar from there too.
Good job!
Very clever idea
Also liked the looping steam engine sound - my game features it too, but yours is much more calm and relaxing, mine is irritating. Did you record it yourself?
And finally, writing is very good, you must be either a native English speaker or a professional translator.
@fragileannihilator I'm Australian, I'll let you decide if that makes me a native English speaker :) The sound is a combination of banging a glass on the table and hissing into my microphone. Then a bit of editing in Audacity. I was also worried it would be annoying so the volume is turned right down too.
Thanks for the feedback guys :)
Nice game overall!
Keep going!
@Jupiter_Hadley I watched the video, thanks for your kind comments - its good to see somebody else play the game to get a feel for how they interpret it. There are some missing animations for some of the attacks which is obviously a bit confusing, but I promise when you buy new attacks they are more effective :)
Sometimes the gold instead of being picked up as I flew over it, would sortof get stuck to my butt and follow me.