Character Selection

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Recently we decided how player characters would be handled; there are nine classes total, each with different starting stats and items. Each also has a unique weapon that only they start with, though players can pick up any weapon they come across during the game. We’ve got a ways to go before all of them are properly balanced, so I’ll not post details that are likely to change later.

Our goal is for all of them to have a meaningfully different playstyle; three melee classes, three mid-ranged classes, three long-distance classes, with each category having a slow, medium-speed and fast character. Low speed is usually balanced by greater strength in other areas such as health, stamina and items.

Hopefully this leads to many interesting combinations as classes replace their starting weapons with those of other characters and upgrade their weapons with elemental powers.

-Justin

Pause, Rewind

Continuing my trend of completely unrelated titles…

So I’ve got some shitty news, my laptop was stolen yesterday. Thankfully, I backed up Ascension because I am smart and have learned from experience. Sadly, there will be about a week’s pause in development as my bank account is torn to shreds in the pursuit of a new computer. Them’s the breaks, I suppose.

Will have more news later on once development returns :)

 

Klassic

Open wide

…Here comes more Ascension drip-feeding! And you thought I was going to say something dirty.

I thought I’d talk a bit about the technical side of the screenshots you guys have seen previously. The game’s HUD is made up of two components: the Hotbar and the Portrait

The Hotbar is that series of notes at the bottom, and it (eventually) displays the number of items you have of each type. You have 3 static items that directly affect you: Health Packs, Painkillers and Sedatives (I’ve given up on bolding. Fuck bolding)

Health packs refill a portion of your health.

Painkillers reduce the amount of damage you take from being hurt.

Sedatives lower your panic bar (More on that soon).

Aside from the static items, you also have a slot for quest items (yellow), two slots for collect-quests and the rest are general item slots (For things like keys, etcetera).

 

MOVING ON: We have the Portrait section of the HUD. The Portrait houses the most important parts of the HUD: The health bar, the panic meter and the battery meter.

The health bar shows your health (duh).

The panic meter shows your panic (duhduh). If it rises above a certain percentage you start to lose health. It’s affected by things like darkness, enemy presence, and missing a shot with your pistol.

The battery meter shows approximately the current charge of your flashlight in 25% sections. If you have no charge and no spare batteries, your flashlight goes out.

As well as those 3 vital bars, we have the player portrait (WIP) which will show the general mood of the PC (Player Character), and the weapon indicator (Straight forward).

The HUD can be hidden at the press of a button (currently CTRL, subject to change) although we may make a “hard” difficulty where you can’t view your HUD period. :D

 

Want more? CHECK BACK LATER!

 

Klassic

AFROFARG Tutorial & Credits

Hey everyone! Instead of confining ourselves to a small game screen (and spending more time than we need to) with AFROFARG’s tutorial, I’ve decided to just type it up as a blog post and combine it with the game’s credits. That way, you can access all the information you need at any time you want. If you expect you’ll be playing AFROFARG where you won’t have internet access, just make sure you save the webpage to your computer.

AFROFARG is a tower defence game in which you build turrets to defend your home base from waves of enemies. You have eight turrets available to you, all of which are described below:

Spark Turret:

The Spark Turret has a 2×2 size and shoots fireballs at the enemy.

Snowball Turret:

The Snowball Turret has a 2×2 size and shoots snowballs at the enemy.

Burn Turret:

The Burn Turret has a 2×2 size and ignites enemies, causing burn damage.

Chill Turret:

The Chill Turret has a 2×2 size and slows enemies for a short time.

Wave Turret:

The Wave Turret has a 3×3 size and sends out waves of fire that damage enemies nearby.

Spear Turret:

The Spear Turret has a 3×3 size and shoots ice spears through multiple enemies.

Lightning Turret:

The Lightning Turret has a 4×4 size and shoots a bolt of lightning that targets up to three enemies per shot.

Freeze Turret:

The Freeze Turret has a 4×4 size and drastically slows enemies nearby.

AFROFARG is controlled using your mouse alone. Left Click selects and builds. Right Click cancels a planned build. M and N are toggles for Music and Sound respectively. Escape will open a pause menu during game play, from where you can quit to menu or continue playing. NOTE: There is no saving or high scores for the time being. If there is a large enough request for these features, we will add them in.

There are six types of enemies that you must combat. These enemies come as either fire, ice or normal. Fire turrets will damage ice enemies, ice turrets will damage fire enemies, and both turrets will damage normal enemies. Place your turrets strategically. Note that status effects (such as slow and burning) will still work on enemies of the same element, just to a lower degree.

Basic Enemy:

Basic Enemies are just that: basic. They have average health and speed.

Fast Enemy:

Fast Enemies move fast, but have less health than normal.

Tank Enemy:

Tank Enemies move slowly, but have a lot of health.

Burst Enemy:

Burst Enemies explode into four weaker, smaller enemies upon death.

Transformer Enemy:

Transformer Enemies change between fire and ice periodically.

Boss Enemy:

Boss Enemies have a lot of health and move at normal speeds, so you’d better be prepared for them.

Upgrades can be used to improve your chances of survival for a short time. There are 4 different upgrades; Speed up, Damage up, Money up and Slow down. Speed and damage up improve your turrets’ firing and damage. Money up increases the amount of money you earn from each kill. Slow down… slows the enemies down. Duh.

Upgrades only last for a short period of time, so use them carefully.

Your score is affected by a number of factors. Killing enemies, starting waves early and ending the map with high health will all contribute to a large score. Try to launch the next wave as soon as possible, but make sure you’re ready for it!

Credits

Klassic:

  • Project Manager
  • Lead Coder
  • Level Designer
  • Co-Designer

Tangleworm:

  • Lead Artist
  • Co-Designer

Cariboo:

  • Sound Designer
  • Public Relations

Quality Assurance:

  • Worthington
Alexander Goncharuk

Music composed by Tangleworm and Alexander Goncharuk

Thanks for playing!

Grief Credits

Klassic:
-Project Manager
-Lead Coder
-Co-Level Designer

Tangleworm:
-Lead Artist
-Co-Designer

Worthington:
-Writer
-Co-Designer
-Co-Level Designer
-Public Relations

Cariboo:
-Sound Designer
-Public Relations

Quality Assurance:
-
JWong
-Scott Zhao
-Chopped Soup
-Gamer1PC
-
Marco So

Song composed by and courtesy of Nikhil Sudan

Thanks for playing!