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1037318 Posts in 41902 Topics- by 33509 Members - Latest Member: theseekr

August 30, 2014, 04:23:58 AM
TIGSource ForumsFeedbackDevLogsDungeon Dashers - Fast Paced Turn Based Dungeon Crawling [GREENLIT]
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Author Topic: Dungeon Dashers - Fast Paced Turn Based Dungeon Crawling [GREENLIT]  (Read 78548 times)
Vaxx
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« Reply #390 on: November 02, 2012, 12:11:59 PM »

Multimedia Fusion 2 it is, as I use it myself.
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JigxorAndy
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« Reply #391 on: November 02, 2012, 05:02:25 PM »



Hmmm.. you may have said somewhere already on the 26 pages of your devlog, but what language is that code for? Smiley

Multimedia Fusion 2. My next game will be in another language Tongue But I've been using MMF2 for over 10 years so I'm most familiar with it.
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JigxorAndy
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« Reply #392 on: November 03, 2012, 06:51:25 AM »

Day 308
* Worked on a new level
* Added Fire Arrow skill icon
* Made all ranged attacks have a chance to miss based on inverse square distance (higher chance to miss further away)
* Made ranged enemies not shoot at you if you are too far away
* Added AP Debuff skill for the enemy witch
* Added gibs for the witch
* Made fire/ice not appear when those skills miss
* Added item description for fire arrow
* Fixed bug with Knight not smashing tables
* Made AI better. Significantly reduced "hopping back and forth between tiles".

Happy with what I did today. Came across some stuff I didn't intend to fix, but did in the end since it was simple, like some AI stuff.

The ranged stuff I did today is pretty cool I think. You've got a much higher chance to miss the further you are away, but I put a cap on it, so that even when you're extremely far away you always have a 2% chance of hitting your target. I did this so that it's still possible to get an epic-day-saving shot off every once in a while. Equally, shots that are within 3 tiles are guaranteed hits. Melee strikes still have 1% chance of missing (not including enemy dodge).

Rough numbers for ranged attacks are: Guaranteed hit at 3 spaces or less. 75% chance to hit at 10 spaces. 33% chance to hit at 15 spaces. 20+spaces < 10%.

I also added an AP Debuff skill for the witches. They shoot at you and reduce your AP for the next turn. If you get hit enough you'll miss your next turn entirely! This makes the witches a good support class for the enemies and makes them interesting in combat. I need to represent when a player has lost AP due to a Debuff, as currently it just gives you a little green icon on you. The player might forget what happens by the time it comes around to their turn. Perhaps flashing the AP bar some other colour might work.

I also tweaked the AI a bit. I just thought I'd have a quick look at it, and I managed to fix a few problems very simply. The hopping around was due to the character using a "fleeing" tactic, but already being as far away as it could get and randomly choosing a tile to try and get further. I simply made it stop when it's as far away as it can get (without an A* path).

In this screenshot you can see the new Flame Arrow skill icon.


AP Reduction from the witch's spell
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JigxorAndy
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« Reply #393 on: November 04, 2012, 05:35:36 AM »

Day 309
* Added player revive

You can now revive players once they have died by simply walking into their tile. I might give a Yes/No confirmation for it later. When you revive a player they only get 5 health back, and it ends your turn (costs all your AP), so doing so is not advantageous in battle as you will instantly get killed again. You also can't achieve a 5-star rating on a level if one of your characters dies (/"becomes unconscious").

Screenshot of the elf who has died about to be revived:
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JigxorAndy
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« Reply #394 on: November 05, 2012, 06:29:27 AM »

Day 310
* Bug fixes to revive
* Added explanation text when one of your characters first dies (and how to revive)
* Added MAGIC doors (doors locked by "magic")
* Changed end portal colour to green to avoid confusion with floor teleports
* Worked on Level 5

I wanted to release a new build today but the level I'm working on is too incomplete. When the game has a certain element that doesn't work then it easily confuses a lot of people, so I hesitate to release when stuff isn't working right. I'll aim for tomorrow.

I added Magic doors today which I was pretty happy about and which work quite well. They're a type of locked door that must be unlocked before passing through. Philip did a great job of drawing up some lightning that indicates these doors:



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« Reply #395 on: November 06, 2012, 02:12:46 PM »

Can I suggest with the tiles in your screenshot that you try making the walls a different hue (even if only slightly) to the floor? Although everything stands out enough, everything looks the same colour. I think it would look more visually interesting if you varied things a bit.
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JigxorAndy
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« Reply #396 on: November 07, 2012, 07:39:17 AM »

Can I suggest with the tiles in your screenshot that you try making the walls a different hue (even if only slightly) to the floor? Although everything stands out enough, everything looks the same colour. I think it would look more visually interesting if you varied things a bit.

I'm not a trained artist so I don't have the best technical art knowledge. Is there any chance you could do a mockup to show how that would look? I'll pass your comments onto Philip who is doing the tiles.
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JigxorAndy
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« Reply #397 on: November 07, 2012, 07:54:16 AM »

Build 274 Is Out!



If you'd like to purchase the game and try it for yourself, you can do so on DungeonDashers.com.

Here's a few new things:
* Bugfixes and polish tweaks (things made "prettier" and some colours changed)
* New level ("Threshold")
* New skill unlock (after beating "Threshold")
* Added ability to revive other players if they die
* Changed ranged attacks for players and enemies to have a greater chance of missing at far distance
* Quicker intro cutscene (and another image)
* Magic-locked doors
* Increased damage of Fireball spell, amongst others.
* Added Witches which can cast an AP reduction spell on the player
* Improved AI. Reduced "hopping" between tiles
* Added new equipment notification system
* Added keyboard controls on all menus

Known Issues:
* Ranged attacks can be fired through unopened doors (can happen when a room has multiple door entrances)
* If you die on spikes and on another player then you will be able to control your dead body until you move off them!



Day 312
* Sped up intro cutscene by combining multiple lines of text into one and increasing the display/fade speeds
* Fixed bug with bat AI
* Fixed typo with "40 Chests" to "20"
* Fixed bug with blinking onto grey rocks (the obstacle destroyable by the Knight)
* added extra door/gate to level 4 to make it harder to get past
* Finished Level 5
* Added animation to text popups such as "Critical Hit"
* Fixed bug where monsters spawned mid-level wouldn't display health bars or shadows
* Released Build 274
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amidos2006
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« Reply #398 on: November 07, 2012, 09:06:17 AM »

Just curious about the launch date Smiley although I don't like multiplayer games but this game looks interesting and I like the way it works and looks Smiley

Will you produce a Demo version on the launch day?
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JigxorAndy
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« Reply #399 on: November 07, 2012, 03:30:59 PM »

Just curious about the launch date Smiley although I don't like multiplayer games but this game looks interesting and I like the way it works and looks Smiley

Will you produce a Demo version on the launch day?

I'm intending to finish the game before the end of the year.

I haven't thought about doing a demo at this stage, since I'm still concentrating on developing the game. I may possibly have one on release.
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amidos2006
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« Reply #400 on: November 07, 2012, 03:36:19 PM »

...I may possibly have one on release.

That's fantastic Smiley I am waiting on fire Smiley
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JigxorAndy
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« Reply #401 on: November 10, 2012, 06:48:06 AM »

Day 315
I haven't done much code work on the game the past few days. I've been busy answering emails, organising assets, and also trying my hand at some "marketing". I tried spending a modest $15 on some paid advertisements to see how that would help since I haven't done any form of paid advertising for this game before. It was a bit hard to tell the exact effect it had overall. Visits to the site went up, but other metrics (like impact on sales) were harder to measure since I don't have the most advanced Google Analytics setup.

My friend had this idea of a YouTube bounty to increase interest in the game:
If anyone is able to get someone on YouTube who has videos that typically have more than 10,000 views to do a Let's Play of Dungeon Dashers, I'll send them both a free copy of the game. Get the Let's Player to email me saying that you referred them to DD.

Short-term plan
I noticed the latest level ran a bit slower on a couple of people's computers, since it's about twice as complex. I haven't done any optimizations yet, but I think it's about time I look at it all. Ideally the game should run on most computers (even if they have to turn some things like proper shadows off).

Philip's pretty much finished his Forest tileset. So I'll be showing that off soon and making some levels. I plan for the Forest tileset to be used in the next levels straight after the ones that are currently in the game.
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« Reply #402 on: November 12, 2012, 06:23:58 AM »

Day 316
* Optimized code so that it runs better on older computers

Today I started off by running the game's current build on another computer besides my desktop to see how it ran. I'd had some reports of the latest version not running as smoothly so I wanted to try to clean those up. I managed to make a fair few performance improvements so that the game will run better than it did previously on the most recent large map. There were a few certain elements that were making the game run slow, but it's actually quite difficult to squeeze more performance out of the game now which I'm a little bit concerned about. I would have thought there would be one element that would have stuck out as slowing the whole game down, but all the tweaks I did were pretty much a few FPS here and there that added up to the game running faster.

Philip finished off the forest tileset which I'm ready to make a level with. I aim to do that tomorrow.
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JigxorAndy
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« Reply #403 on: November 14, 2012, 04:18:10 AM »

A public level editor is the most requested feature in Dungeon Dashers. I'd always planned to make one once the game was released. But how important would it be to have it right now? I recently received an email which made me consider creating a public editor for people to start making their own levels now. I'm finding it hard to get time to build new levels as well as add features. So a level editor would allow people to create and share their own maps and play more of the game now.

What do you think?
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JigxorAndy
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« Reply #404 on: November 14, 2012, 07:56:44 AM »

Day 319
* Imported Philip's Forest Tileset
* Worked on a forest level

Forests!
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