Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

 
Advanced search

1035085 Posts in 41757 Topics- by 33350 Members - Latest Member: Dakritia

August 22, 2014, 03:36:10 PM
TIGSource ForumsFeedbackDevLogsDungeon Dashers - Fast Paced Turn Based Dungeon Crawling [GREENLIT]
Pages: 1 ... 11 12 [13] 14 15 ... 46
Print
Author Topic: Dungeon Dashers - Fast Paced Turn Based Dungeon Crawling [GREENLIT]  (Read 77815 times)
Gabriel Verdon
Level 10
*****



View Profile WWW
« Reply #180 on: August 02, 2012, 08:43:43 AM »

Oh cool, I didn't know that. What is the previous game?
Logged

JigxorAndy
Level 6
*


Working on Dungeon Dashers


View Profile WWW
« Reply #181 on: August 02, 2012, 04:46:23 PM »

Oh cool, I didn't know that. What is the previous game?

I developed Faerie Solitaire with one other guy. It's a casual game, don't hate me Tongue
Logged

Twitter / Dungeon Dashers: Website / Steam Store
Kinasin
Level 0
**


View Profile
« Reply #182 on: August 03, 2012, 09:55:27 AM »

Looks nice.  Smiley
Logged
JigxorAndy
Level 6
*


Working on Dungeon Dashers


View Profile WWW
« Reply #183 on: August 03, 2012, 07:40:52 PM »

Looks nice.  Smiley

Thank you.
Logged

Twitter / Dungeon Dashers: Website / Steam Store
JigxorAndy
Level 6
*


Working on Dungeon Dashers


View Profile WWW
« Reply #184 on: August 04, 2012, 08:10:10 AM »

Day 217
* Changed lots of game icons/buttons and UI
* Worked on a new level from one of Steve's designs
* Tweaked how map titles and descriptions are loaded and unlocked



I'd like to release a new build in the next few days. Really I just need to build a few more levels and it should be possible to play through them, beating one level and unlocking the next. It certainly feels more like a game now.

Current problems:
1. Sometimes when there aren't many enemies around it can almost feel like a bit of a chore to move the heroes since there are four of them and you generally want to be close to a door before opening it. I'm thinking that I might have some kind of mechanic that allows you to move your heroes to the same spot, say, right before opening a door. There are problems with balance and stuff then however - my main concern being that it gets your characters out of sticky situations (imagine one hero escaping from traps easily by just teleporting to another hero). To combat this there would need to be some restrictions - perhaps you need line of sight from hero to hero, or perhaps you need a clear path. Alternatively I could have some kind of "leader" system where you can only jump to the leader hero of a party - that could affect gameplay quite a bit however.

2. I haven't put enough thought into the end objectives for each level. Besides killing all of the enemies, some of the other end goals are a bit more complicated to code and I'm not sure how they will look visually either. For example, if there's a level where you're required to pull a lever to beat the level (to agree thematically with some storyline element), it would look strange if the level just finished as soon as you pull the lever, so I'll probably need to implement some kind of pop-up textbox feature to add a bit more context and storyline for events such as that.
Logged

Twitter / Dungeon Dashers: Website / Steam Store
JigxorAndy
Level 6
*


Working on Dungeon Dashers


View Profile WWW
« Reply #185 on: August 05, 2012, 06:04:04 AM »

Day 218
* Changed the way tiles are loaded, allowing a more flexible system and letting me build levels quicker (all internal stuff). Also built a tool to help me keep up with new tiles being added by Philip
* Added credits screen. I'm using a fair bit of Creative Commons licensed stuff right now as placeholder, such as Lorc's icons. So I want to attribute it in a more prominent place than the readme.txt file.
* Built a new level
* Added metal gates which can be triggered by floor plates and levers. Will allow for more complex traps and unlocking secret areas.

Logged

Twitter / Dungeon Dashers: Website / Steam Store
alastair
Level 10
*****





View Profile WWW Email
« Reply #186 on: August 05, 2012, 09:03:34 PM »

For the issue of the movement chore: If you can't come up with a way to make it fit within the logic of the game, perhaps consider it being a Wizard skill/spell. Like it might teleport all people to the wizard or all heroes to a target point in sight, but it might have to be "channelled" so the players will be disabled for 1 or 2 turns and if there are any monsters nearby then they'll be able to hurt you.
Logged
JigxorAndy
Level 6
*


Working on Dungeon Dashers


View Profile WWW
« Reply #187 on: August 05, 2012, 10:20:00 PM »

For the issue of the movement chore: If you can't come up with a way to make it fit within the logic of the game, perhaps consider it being a Wizard skill/spell. Like it might teleport all people to the wizard or all heroes to a target point in sight, but it might have to be "channelled" so the players will be disabled for 1 or 2 turns and if there are any monsters nearby then they'll be able to hurt you.

A skill could work but it still might be a little slow for the player to do at times. I don't think it's so much about making the game fair as it is about making it convenient to move around. There is "Free Move" now so when there are no enemies around your action points don't really matter. I'd sacrifice thematic logic if it was easier to get from A to B.
Logged

Twitter / Dungeon Dashers: Website / Steam Store
JigxorAndy
Level 6
*


Working on Dungeon Dashers


View Profile WWW
« Reply #188 on: August 06, 2012, 06:16:55 AM »

Day 219
* Added exit portals (On many levels these are the tiles you need to get your heroes to in order to beat the level - "the exit")
* Finished building a new level
* Fixed music not playing after level complete and returning to lobby
* Fixed screen gamescale changing on returning to main menu
* Added metadata editor to map editor (for internal use)
* Modified weapon damage (still needs tweaking - will get overhaul later)

Here is a screenshot of the heroes beating the level by reaching the end portals. The portals (circles) are temporary art by me. I'll ask Philip to do something cool soon. Some sort of glowing tile would look best I think.



As for the teleporting/movement problem I was talking about yesterday, I came up with a solution that might work. Basically you would be able to teleport everyone to the current hero but only during Free Move. Therefore you can only do it when you're out of combat and since you have to teleport everyone then there's a tradeoff: if you're not careful you may teleport them to a dangerous location.
Logged

Twitter / Dungeon Dashers: Website / Steam Store
JigxorAndy
Level 6
*


Working on Dungeon Dashers


View Profile WWW
« Reply #189 on: August 07, 2012, 05:14:36 AM »

Day 220
* Posted new job for pixel artists on Pixelation
* Fixed bug with gold collection
* Added new shadows from tiles
* Started work on Castle level (below)

New level I'm working on:



If you're interested in working on this project as a pixel artist, please checkout the job posting.
Logged

Twitter / Dungeon Dashers: Website / Steam Store
JigxorAndy
Level 6
*


Working on Dungeon Dashers


View Profile WWW
« Reply #190 on: August 10, 2012, 05:34:01 AM »

Day 223
* Added Ice Bolt skill. Shoots an icebolt which encases an enemy in ice, freezing their movement for one turn.



I tried to upload a new gameplay video today but the sound didn't work properly! It was super loud. However, a friend is doing a YouTube let's play of a new version soon.
Logged

Twitter / Dungeon Dashers: Website / Steam Store
JigxorAndy
Level 6
*


Working on Dungeon Dashers


View Profile WWW
« Reply #191 on: August 11, 2012, 10:00:02 PM »

Day 224

New gameplay video released:

http://www.youtube.com/watch?v=bdKUVKkPTJk

The build featured in the video is now available for those who have purchased.

You can purchase Dungeon Dashers and get access to the in-development builds at: http://www.dungeondashers.com
Logged

Twitter / Dungeon Dashers: Website / Steam Store
Inanimate
Global Moderator
Level 10
******

☆HERO OF JUSTICE!☆


View Profile
« Reply #192 on: August 12, 2012, 12:10:26 AM »

I love the geriatric shuffle all the units have right now.  Cheesy

No, but really -- this looks amazing, and it seems downright fun, too. Good work. I eagerly look forward to release.  Smiley
Logged
JigxorAndy
Level 6
*


Working on Dungeon Dashers


View Profile WWW
« Reply #193 on: August 12, 2012, 03:21:58 AM »

I love the geriatric shuffle all the units have right now.  Cheesy

No, but really -- this looks amazing, and it seems downright fun, too. Good work. I eagerly look forward to release.  Smiley

Thank you! I'm glad that it looks fun Smiley

I agree that there is a bit of a geriatric shuffle going on! I'm trying to work out ways to make moving 4 characters from A to B less of a chore. At this stage I think it will either involve allowing them to 'teleport' to a certain character when no enemies are around, or have them follow a character. Either way, they would be optional so you wouldn't be forced to do it if it was a really tactical situation.
Logged

Twitter / Dungeon Dashers: Website / Steam Store
Franklins Ghost
Level 10
*****



View Profile WWW
« Reply #194 on: August 12, 2012, 04:21:50 AM »

Haven't checked this out in awhile but the gameplay is looking really nice. Liking the video and tactics used to pass the level
Logged

Pages: 1 ... 11 12 [13] 14 15 ... 46
Print
Jump to:  

Theme orange-lt created by panic