Nautilus Tower: 000



The Beginning of a New Project: Nautilus Tower

Hello! Hope everyone is doing well for the start of the new year, welcome to the first devlog of Nautilus Tower!
Before we hop into it, let me explain what I intend Nautilus Tower to become.

Nautilus Tower will be a 2D Sandbox/Fighting Multiplayer game with many places to explore!
The fighting mechanics will be fairly simple, but with a lot of underlying complexities such as tech and canceling attacks.
The battle system will also have a dodge that can stun an opponent if attacked into.
If you do not want to fight, exploring with some friends is always an option!
I want to borrow some movement ideas from CSGO, such as boosting and run boosting.
Help or be helped by your friends to reach across large gaps in the mountains or boost up to reach onto a roof finding many secrets!
And at last, I would like to have character customization!
I want you to be able to find different clothing, hairstyle and anything that would alter the appearance of your character!
These are the big things I would like to capitalize on for Nautilus Tower.

TLDR; Simple attack system with complexities, exploring places with friends and character customization.

Starting Work on Nautilus Tower

The first month was intended to get some sort of baseline for how the game should play and what would work and what wouldn't.  
Starting the project I had some ideas going into it, but being a bit rusty it was a slow month.
I had ended up starting with figuring out what the art direction for the game should be:

Character sprites and tile work

I think the character sprites and tiles are starting to look kind of nice, they still probably have a long way to go, but it's a good start while I figure out the art of Nautilus Tower!

Coding

The coding turned out to be a lot harder for me starting out, and since I am making a multiplayer game it needs to built with the multiplayer systems.
But... Seeing as it might be a bit until the start of the multiplayer system is underway I ended up making a player prototype testing all the things I was wanting to add.
Ultimately doing this, I would have to redo everything when the multiplayer systems are done, but It'd give me a better look at what works.

Basic character controller and enemy ai


Conclusion of the First Month, and Moving Forward

Starting with the character prototype has been a good idea, but there are some things I am still uncertain about mechanically.
The characters way of attacking should probably not be mouse based if the camera is static (how should the camera act?).
The player should feel somewhat weighty and have a good level of control, it should not feel finicky to do any one action.
There are a couple other small things, but those are the big ones.

Moving forward, things will get better and more polished.
I hope to have a full length video at the end of the month this time, but we will see.
Among Nautilus Tower there are other things I wished to talk about, but writing everything down about Nautilus Tower here, it felt like it would be out of place, maybe another time then!
Take care, and hope you have a great day/night!

Comments

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Glad to see some updates from you, this is looking nice so far. Looking forward to see how this develops!

Yeah, been a long while heh.
I have a lot I had tried doing but ultimately I was just burnt out and had needed a lot of time to get back to working order.
near the end of 2022 I started working on a 3D multiplayer game, but my eyes had started hurting a lot, so had to get glasses.
I also realized that the game I was working on, the way I was coding stuff wouldn't be easily scalable, so remade it somewhat and left it on the back burner for a long while.

Aside from that I was working on a 3D character model, which I had spent 65 hours working on over about 5-6 months.
I want to make a video about all of that eventually since some of it is quite cool.
Nice to see you around too thanks for sticking around!