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Author Topic: Crawle  (Read 22421 times)
Sekaru
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« on: November 18, 2011, 03:15:24 PM »



Crawle is a sandbox dungeon crawler with a focus on realistic survival using mechanics such as hunger, thirst, diseases and wilderness survival such as creating your own tools, skinning animals for meat and fur and using the resources around you to stay alive.




You can currently get the game for just £2!


Features

- Going without food or drink will cause you to die, diseases may also develop on your character from eating raw food or being around dead animals, increasing your death rate. They will also decrease certain stats.
- Dungeons can be found on the other side of holes. These dungeons will provide you with supplies and treasure. You can't stay for too long though, low sanity will kill you.
- Every mode besides easy mode has permadeath. However on the lower difficulty modes you have more chances.
- You can play blindly! Blind-mode gets rid of any informative pieces of GUI including health bars and item tool tips.
- Health is based off your blood content and the damage to your body parts. You can also bleed out.
- Animals do not despawn, instead they can be skinned, picked up and taken to your house or just left to rot.


Screenshots

You can find loads of screenshot (from very recent to very old) on our IndieDB images page.


Stay Updated

Development blog: http://sleepystudios.com/forumdisplay.php?fid=46
IndieDB page: http://indiedb.com/games/crawle
Facebook page: http://www.facebook.com/pages/Sleepy-Studios/106629562771199
YouTube: http://youtube.com/user/sleepystudiosdev
Twitter: http://twitter.com/sleepystudios
« Last Edit: June 24, 2014, 07:55:20 AM by Sekaru » Logged

Sekaru
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« Reply #1 on: August 07, 2012, 03:02:50 PM »

It's been a while since I've posted here so I'll treat this like a fresh start. Basically at the moment I'm attempting to release a Nightly build every 2 days, each adding something either to the game as a whole or improving the new multiplayer implementation. Anyways, here's the 4th nightly:

-----

Download:



Highlights:

http://i.imgur.com/abTkn.png

PVP has been added to multiplayer. It works the same way singleplayer combat works: your health is based off your body parts, your hits are based off your body parts, you can bleed and you will gain experience in your combat skill.



Rocks have been added to the game. These rocks can be picked up and used to skin animals in order to get your first Sharp Bone (which has replaced the knife). This is the beginning of the crafting system and it will continue in the next nightly which will be all about the crafting system.

Changelog:

# FIXES
- Fixed the water not properly surrounding the island.
- Fixed water, tall grass, dirt & stump generation.
- Fixed being able to chat in singleplayer.
- Fixed baskets in multiplayer.
- Fixed blood in multiplayer.
- Fixed the ridiculous rate of headshots from animals.
- Fixed bleeding in multiplayer.
- Fixed bleeding after dieing.
- Fixed the path not found serverside error.
- Fixed house doors and floors in multiplayer.
- Fixed the server not clearing offline players.
- Fixed being able to put down ladders on non-existant holes.

# CHANGES
- Shadows will now disappear at night.
- Knives are now 'Sharp Bones' and now have their own graphic.
- Passwords now only have to be 3 characters in length.

# ADDITIONS
- PVP combat!
- Sharp rocks that can be used to skin animals. They can be picked up using right-click.
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Bad Sector
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« Reply #2 on: August 07, 2012, 03:13:43 PM »

I like the clean pixel art. The trees look somewhat weird, but the other tiles look good :-)
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Sekaru
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« Reply #3 on: August 07, 2012, 04:09:22 PM »

Which ones? And thanks Smiley.
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Udderdude
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« Reply #4 on: August 07, 2012, 06:59:40 PM »

Sounds like a cool concept, good luck with it.
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Laitch
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« Reply #5 on: August 08, 2012, 12:02:07 AM »

I agree, the trees look a little bit out of place compared to the rest of the graphics... I guess it's because the ground has a very detailed texture so the trees looks to 'smooth' compared to the ground... It still looks great though Smiley
« Last Edit: August 08, 2012, 02:56:09 AM by Laitch » Logged
Quarry
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« Reply #6 on: August 08, 2012, 05:05:28 AM »

Following
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Sekaru
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« Reply #7 on: August 08, 2012, 08:02:38 AM »

I agree, the trees look a little bit out of place compared to the rest of the graphics... I guess it's because the ground has a very detailed texture so the trees looks to 'smooth' compared to the ground... It still looks great though Smiley

How about now?



Sounds like a cool concept, good luck with it.

Thanks!
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Quarry
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« Reply #8 on: August 08, 2012, 08:51:10 AM »

What language are you devving this in
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yuotta
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« Reply #9 on: August 08, 2012, 09:09:22 AM »

The newest version won't work for me because dx8vb.dll is missing...
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Geeze
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Totally.


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« Reply #10 on: August 08, 2012, 09:14:48 AM »

Bigger problem with those trees is perspective. Not topdown enough. Angry
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Sekaru
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« Reply #11 on: August 08, 2012, 01:25:37 PM »

What language are you devving this in

VB6. Don't kill me xD - it was the only language I knew back when I started this over 10 months ago.

The newest version won't work for me because dx8vb.dll is missing...

http://downloads.sleepystudios.com/dllinstaller.exe Run that as admin and restart if it still doesn't work.

Bigger problem with those trees is perspective. Not topdown enough. Angry

Guess so but in a game about survival being able to see what you're chopping down is pretty useful I think :]
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Quarry
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« Reply #12 on: August 08, 2012, 02:04:23 PM »

Not bad for VB"6"
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Houndninja
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« Reply #13 on: August 08, 2012, 02:15:30 PM »

I have high hopes for this, and I know you won't let me down  Cool
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Bad Sector
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« Reply #14 on: August 08, 2012, 02:51:31 PM »

Nice. I've made a VB1 tile scroller a few months ago for fun (yea, i have a weird sense of "fun" :-P).

About the trees, as they are now (even with the randomization/pixelization) they look like boob-trees instead of having regular leaves :-P. I think you should try to draw the leaves (almost) one by one using the curves as a guideline for the leaf direction instead of leaving them as outlines.
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Sekaru
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« Reply #15 on: August 08, 2012, 08:57:33 PM »

I have high hopes for this, and I know you won't let me down  Cool

I won't!

Nice. I've made a VB1 tile scroller a few months ago for fun (yea, i have a weird sense of "fun" :-P).

About the trees, as they are now (even with the randomization/pixelization) they look like boob-trees instead of having regular leaves :-P. I think you should try to draw the leaves (almost) one by one using the curves as a guideline for the leaf direction instead of leaving them as outlines.

I doubt that really work but I'm not the pixel artist for the game so you'd have to convince him Tongue.
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DustyDrake
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« Reply #16 on: August 08, 2012, 09:06:08 PM »


Augh! What's wrong with that birch tree in the lower right?
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Sekaru
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« Reply #17 on: August 08, 2012, 09:13:39 PM »


Augh! What's wrong with that birch tree in the lower right?

I don't know. What seems to be wrong?
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DustyDrake
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« Reply #18 on: August 09, 2012, 12:15:15 AM »

whoop, mixed up the directions.
lower left.
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Sekaru
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« Reply #19 on: August 09, 2012, 07:15:05 AM »

Oh the conjoined trees? That's just because they're rendered by their ID and that birch tree's leaves probably has a higher ID than the oak's leaves and so it's rendering above it.
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