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878935 Posts in 32945 Topics- by 24353 Members - Latest Member: kanki

May 23, 2013, 12:49:21 AM
TIGSource ForumsDeveloperFeedbackDevLogsFive Miles Deep (Roguelike)
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Author Topic: Five Miles Deep (Roguelike)  (Read 2285 times)
laxwolf
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« Reply #15 on: January 15, 2012, 11:17:52 AM »

Hey, just wondering if there's going to be anything fresh about Five Miles Deep or is it just going to be your typical rogue? Nothing wrong if it is, but it would be cool if you brought something new to the table.

- Laxwolf
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happymonster
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« Reply #16 on: January 15, 2012, 11:19:48 AM »

Really nice graphics! Smiley
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Sleight
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« Reply #17 on: January 16, 2012, 07:41:37 PM »

@happymonster: Thanks!

@laxwolf: Ah, good question. Basically, my plan is to make the game simple but atmospheric. There won't be any complex traps or enchantments to play around with, but I'll try to include plenty of textual details describing the player's surroundings and the monster battles. The game isn't going to be revolutionary by any means, but hopefully it'll have its own distinct flavour to some extent. Tongue

In the meantime, I've put together some object sprites:



Row 1: Stairs, potions of various colours
Row 2: Stale loaf, bowl of slop, skull on table, empty table, sacrificial stone with broken skull, rock debris
Row 3: Stone slab, humanoid statue, bugbear statue, golem statue, troll statue

Also, here's an in-game screenshot (with updated map/interface colours and lighting):

         
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JasonPickering
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« Reply #18 on: January 16, 2012, 08:40:30 PM »

I almost wish you did more with the pixel art. Like overlaying textures or bloom effects and stuff.
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Dakota.s
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« Reply #19 on: February 01, 2012, 06:03:13 PM »

Looks like a lot of fun, Nice sprites too.
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Sleight
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« Reply #20 on: April 30, 2012, 05:00:02 PM »

Hey guys,

Sorry about the long delay! I've started working on the game again, and hopefully I'll be a bit more perseverant this time.

So far, I've just been cleaning up some code and adding object sprites. Here's what I have right now:

(Consumables)



(Non-consumables)



I've also increased the number of playable classes to 10:



Top row: Human, Half-Orc, Dwarf, Birdman, Elf
Bottom row: Gnome, Satyr, Apeman, Entling, Alien

I'll have quite a bit of free time over the next few weeks, so I'll aim to post regular updates. Smiley
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sean
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« Reply #21 on: May 01, 2012, 03:18:21 AM »

so i see the screenshots and i guessing PC?
what platforms are you hitting?
will we be able to play on a phone?

also, really freaking ace sprites (love them)

sean
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Savick
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« Reply #22 on: May 01, 2012, 03:27:31 PM »

I don't mean to flame or insult, this is just an observation.

Your game looks incredibly similar to Realm of the Mad God. Like, very close. I don't know if it's intentional as the style, but you're basically mimicking that game's graphics. 

Again I do not mean to offend or be a jerk about saying your stuff looks like other stuff.  Gentleman
 
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JasonPickering
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« Reply #23 on: May 01, 2012, 04:00:15 PM »

most of the graphics were made for the Assemblee competition. I think Oryx did both sets.
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Qqwy
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« Reply #24 on: May 01, 2012, 05:09:15 PM »

Looks very nice.
Two suggestions:

-I think you'll need another font, this one isn't 'blocky' enough to fit the pixel art.
-We need an Ghost Walrus statue as well  Ninja
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Franklins Ghost
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« Reply #25 on: May 01, 2012, 09:53:51 PM »

Your game looks incredibly similar to Realm of the Mad God. Like, very close. I don't know if it's intentional as the style, but you're basically mimicking that game's graphics. 

Plenty of games have used similar graphics and Oryx sets are pretty popular with people using them. He also wanted to go for a similar look as Oryx as he says in the first post so don't think it's a big deal as long as the game is done well and has its own thing going on.
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Squid Party
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« Reply #26 on: May 01, 2012, 11:18:49 PM »

nice graphics! those enemies and classes are looking awesome! and yey you have dwarf as a playable character! Waaagh!
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Sleight
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« Reply #27 on: May 02, 2012, 06:30:09 PM »

Thanks for the replies!

@sean: Just PC, unfortunately.

@Savick: No offense taken--the resemblance is intentional. In fact, Oryx's Assemblee sprites are the game's main source of inspiration. Tongue I used to be part of the RotMG community and ended up designing some of the sprites that were later included into the game. (One of these was the birdman, which I'm reusing here.) That's when I started to grow really fond of Oryx's spriting style.

@Qqwy: Yep, the font definitely needs to change. That's something I'll address once the game's a bit further into development, though.

In the meantime, I've managed to get a few things done:

- Add more randomness to the dungeon layout
- Add vegetation tiles
- Make the lighting look realistic from the character's perspective

I've also removed the borders between the various screen sections. (I never really liked them to begin with.)

Here's a screenshot showing the new features in action:



Next, I'll be finishing up the vegetation generator and also adding some earth tiles. The aim is to make the dungeon feel like a lost temple. Smiley
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