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  [libgdx] Cthulhu ftaghn  (Read 26002 times)
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Offline pixeduck
« Posted 2014-11-27 17:55:03 »

Hi all
I am pleased to present to you a game project i have started months ago: Cthulhu ftaghn!

The purpose of the project is to develop an 2D adventure game using Lovecreaft background and more particularly, the divinity Cthulhu.    

Regarding gameplay, the game is "zelda-SNES-like" where the player will play an adventurer looking for idols in order to wake up Cthulhu. The game will have dungeons to find idols and an external world to travel between dungeons.

The player will be able to control different types of heroes, from an Indiana Jones character to a professor armed with a book (I have already thought to some several other funny characters)

Player will had the opportunity to equip different types of tools (candle, pickaxe...) and weapons (pistol, sword, book - yes a book!) depending on the character and composed a team of 3 adventurers with different capacities (other heroes will follow the first one, player can click on a portrait to change the hero he wants to control. Video on follower:

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>

Dungeons will have several rooms with different size (i have already written for each dungeons the kind of monsters and ambiance).
Room will contains secret doors, teleports, traps and hostiles from Cthulhu bestiary (migo, Byakhee...) Each dungeon will end with a special boss harder to kill depending on your team composition.

From gameplay perspective, the user will have 2 actions buttons (a weapon and a tool equipped, and a limited inventory). Coins will allow to buy some ammo or potions in the main city. All characters will have 2 mains attributes: life and sanity. Each time the player is hurt, he will suffer damage and can reached death. Many monsters or events will terrify the player and this will impact the sanity of the player. If the player has no more sanity point, he will not be able to control anymore the hero for a certain amount of time. Using tools or weapons from Cthulhu myth (an alien weapon, a cursed booked) will give great power to the player but will impact his sanity.

Regarding coding, the game is developed in JavaScala with LibGDX/Scene2D and i target android platform for the moment. I am not sure the game would render well on a PC/MAC but i will try to do some release at least for testing purpose.

For the moment i am almost alone on the project (one friend is helping me but he has not so much time to spent on it) so i don't know exactly when i will have something playable. I am still on basis mechanics for the game play.
* a rough collision system but i have some ideas for improvement
* AI for hostiles is progressing, i have now smart pathfinding, arc vision field, hostile detection and engage (close attack), sneaking
* only close attacks for the moment
* some lights managements
* main UI was implemented with scene2d
* gfx ok for 2 heroes (professor, adventurer), 1 hostile (zombie), a set of tiles for one dungeon

For the next steps, i want to release a minimum valuable game (i means there will no dungeon or story for the first release) in order to validate all the basis.
I am thinking about an arena mode with some hostiles which will popup and the goal will be to survive.

You can follow my work on  

Offline Jacob Pickens
« Reply #1 - Posted 2014-11-27 18:00:03 »

Gotta say it looks pretty neat! I'd give it a shot if there was a download.

(Not to be a grammar police but its idols, not idoles)

Offline NouryHD
« Reply #2 - Posted 2014-11-27 19:19:24 »

looks great keep up the good work Cheesy
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Offline pixeduck
« Reply #3 - Posted 2014-12-03 14:01:50 »

Thanks Wink

I just finished to implement a new hostile detection for my monsters using arc vision. It is now possible to hide behind a wall and attack the monster on his back without being detected.

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>

Offline bornander
« Reply #4 - Posted 2014-12-04 10:46:23 »

I just finished to implement a new hostile detection for my monsters using arc vision.

I like it. The sense of urgency when the monsters spot you that then dies away when they lose track of you is hilarious.

Good job, keep it up.

Try my Android games: Grapple | Hovercraft | Lala
Offline pixeduck
« Reply #5 - Posted 2014-12-04 14:22:10 »


Sure it need some tweaking (angle, distance) and i want to add some new behaviour when the monster loose you, for example look around to find you before returning to their sneak path.

Offline Riven

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Hand over your head.

« Reply #6 - Posted 2015-09-01 19:10:19 »

Granting unlock-request. Pointing

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Offline DavidBVal
« Reply #7 - Posted 2015-09-01 19:36:53 »

So nice looking! Great work, keep it up. Smiley

Offline pixeduck
« Reply #8 - Posted 2015-09-01 20:43:55 »


Thanks for your support!
It is been a long time since i have post any information on this thread...
So what have changed in my game:

Today i am working on some new graphics like the new hero: the aviator and i am currently implementing ranged attack.

Offline DavidBVal
« Reply #9 - Posted 2015-09-01 20:52:52 »

You should implement a "Sanity" bar, so you become crazy every time you face monsters or the like, like in the PNP game Smiley

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Offline pixeduck
« Reply #10 - Posted 2015-09-01 20:55:52 »

If you look at the first screen short you could see two bar: a red and a blue. guess what is the blue for? Smiley tips: it is not a mana bar

Offline ags1

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« Reply #11 - Posted 2015-09-01 21:32:51 »

The blue bar is for Sanity?

Offline pixeduck
« Reply #12 - Posted 2015-09-03 03:09:07 »

yes exactly.
I just upload a new video to show how the main character can fall when there is no floor
<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>

Offline pixeduck
« Reply #13 - Posted 2015-09-16 13:25:04 »

Hi all
Some updates!
I am currently working on aviator animation. When most are finished, i will start coding a big piece of code (range attack).
Click to Play

Click to Play

Click to Play

Click to Play

Click to Play

Click to Play

Click to Play

Click to Play

Click to Play

Click to Play

Offline Kami

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« Reply #14 - Posted 2015-09-16 14:39:45 »

Man this looks neat! Can't wait to get my hands on this!

"If I can't be the best I sure as hell can be the worst"
Offline pixeduck
« Reply #15 - Posted 2015-09-26 13:02:39 »

Thanks Smiley
I will try to post some new gfx soon.

Offline pixeduck
« Reply #16 - Posted 2015-11-12 19:50:05 »

Some news on the development of the game!
I have worked on the game engine, on sprites management, do some libraries upgrade. I am also working a lot on Blender to facilitate portrait, sprites and animation design. Some few new animations for aviator
Click to Play

Click to Play

Click to Play

Click to Play

Offline pixeduck
« Reply #17 - Posted 2015-11-13 15:00:14 »

Great news! I just get in my email box a free indy license from RoboVM team!
So i will be able to target IOS too for the game. Thanks RoboVM team!

Offline pixeduck
« Reply #18 - Posted 2015-11-26 13:25:01 »

new artwork for shotgun.
I use blender to create a 3d model (to facilitate animation with a character) and then scale down to a pixel image:

more details here

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