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TIGSource ForumsCommunityDevLogsThe Forgettable Dungeon: Online Co-op Roguelike - Early Access Release!
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Author Topic: The Forgettable Dungeon: Online Co-op Roguelike - Early Access Release!  (Read 47453 times)
Chris MacAdam
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« Reply #120 on: April 29, 2015, 06:46:30 AM »

Ya I am liking this a lot man. I Love how the guys get all flat when turning sideways, and that is is fry and zoidberg in the GIFs!

This is something I totally would play man, keep it up!

Will there be any sort of level editor? Or is it all randomly generated?
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Rotondo
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« Reply #121 on: May 01, 2015, 05:55:56 PM »

Thanks for the support guys!

This is something I totally would play man, keep it up!

Will there be any sort of level editor? Or is it all randomly generated?

The levels are all randomly generated but there's certain special rooms that are premade.

Eventually I'd love to have some support for fully pre made levels, or perhaps even a dungeon master mode where one player controls the flow of the game.

----

This week I improved the look of the emotes for the monsters a lot,



Colors are probably going to change but overall I like the new looks.


I also cleaned up the in game UI a bit,



It's subtle changes so here's a gif that shows them,



It's funny how shrinking it and opening it up a bit made all the difference.
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Rotondo
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« Reply #122 on: May 05, 2015, 12:28:53 PM »

Experimented with an animated start menu,



Excuse the poor quality I don't know how to make the fades work properly in gifs.
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Rotondo
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« Reply #123 on: May 08, 2015, 08:31:55 PM »

I'm trying to figure out a simple way to signify what room you spawned in,

I tried putting a long ladder and a short ladder both look bad and confusing.




You guys got any ideas?
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Rotondo
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« Reply #124 on: May 17, 2015, 07:29:11 PM »

Experimenting with snake like movement for a boss,

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Posho
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« Reply #125 on: May 17, 2015, 07:50:22 PM »

Neat! Kinda reminds me of a mix of Voxatron and my game (but actually fleshed out).
The animations are great, specially the ladder animations which are gold!

Cheers!  Coffee
« Last Edit: May 17, 2015, 07:57:41 PM by TheGreenTie » Logged

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Rotondo
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« Reply #126 on: May 20, 2015, 04:19:41 PM »

Neat! Kinda reminds me of a mix of Voxatron and my game (but actually fleshed out).
The animations are great, specially the ladder animations which are gold!

Cheers!  Coffee

Thanks!

Yeah the look of this game is inspired by 3d dot game heroes and voxatron for sure, great looking games.

--

I made it so players start the game asleep in beds, I'm going to also make it so monsters can sleep in beds in the dungeon.

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Quicksand-T
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« Reply #127 on: May 20, 2015, 04:43:18 PM »

I'm trying to figure out a simple way to signify what room you spawned in,

I tried putting a long ladder and a short ladder both look bad and confusing.

You guys got any ideas?

Maybe go with an in-between length but have it fade and/or blur as it goes past the height of a single floor?
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Rotondo
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« Reply #128 on: May 25, 2015, 08:50:05 AM »

I made it so you can now push the pixels/voxels around that are on the ground.



Now I just need to add a ball pit room.
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Rotondo
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« Reply #129 on: May 26, 2015, 07:01:42 PM »

Moooooooooooore pixels!




This occurred when I was testing explosions moving pixels, everytime I pick up gold or leevel up another explosion is spawned causing complete chaos lol.
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Rotondo
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« Reply #130 on: May 31, 2015, 11:24:01 AM »


Today I finally got the steam sdk integrated, to celebrate this achievement I gave myself... an achievement!



I also took a screenshot of the new statue-ing... statue-ifying process,



I'm still not 100% sure what I'm going to do with these guys, but I was thinking of using them to mark the last floor you died on.
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Chris MacAdam
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« Reply #131 on: May 31, 2015, 12:36:19 PM »

Hey man glad to keep seeing progress on this. It looks real cool to me. I like the idea of having the statues be on a floor that you died on, maybe you could even have some sort of 'hall of heroes' were you can see your most powerful characters and their items or something. Ill keep checking back in :p
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Rotondo
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« Reply #132 on: June 02, 2015, 06:52:49 AM »

Hey man glad to keep seeing progress on this. It looks real cool to me. I like the idea of having the statues be on a floor that you died on, maybe you could even have some sort of 'hall of heroes' were you can see your most powerful characters and their items or something. Ill keep checking back in :p

Yeah a hall of heroes would be really cool, I was thinking of doing something like that for certain kickstarter backers, but as a leaderboard or top 10 greatest runs that'd be pretty sweet.

Edit: New sleeping monsters gif

« Last Edit: June 02, 2015, 07:43:15 AM by Rotondo » Logged

Rotondo
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« Reply #133 on: June 07, 2015, 04:22:22 PM »

Fixed an ancient glitch that was preventing the pathfinding from working 100% of the time, now monsters always track you down.



I took this screenshot during my impending doom after reading an aggravate monsters scroll, it was actually pretty unsettling lol.
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Rotondo
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« Reply #134 on: June 09, 2015, 02:28:50 PM »

Added a new floor spike trap,





I really love adding stuff like this, so fun to interact with.

Now I just need to make it get triggered by breakable pots and other throwables for extra fun.
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koutetsusteel
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« Reply #135 on: June 09, 2015, 04:12:34 PM »

I'm trying to figure out a simple way to signify what room you spawned in,

I tried putting a long ladder and a short ladder both look bad and confusing.


You guys got any ideas?

Perhaps a rope dangling from the ceiling with a small light effect? Or a bit of dust coming down with said light effect? Or... just the light effect? Haha.

Also, I'm loving the look of this game! Will be very happy to test it out when it comes to that point in the road. Smiley
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Rotondo
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« Reply #136 on: June 11, 2015, 08:00:10 AM »


Perhaps a rope dangling from the ceiling with a small light effect? Or a bit of dust coming down with said light effect? Or... just the light effect? Haha.

Also, I'm loving the look of this game! Will be very happy to test it out when it comes to that point in the road. Smiley

Thanks for the suggestions, I think I'm going to have to mess around with a light ray effect, people keep suggesting that one overall.

I'm happy you like the look of the game, I just hope you like the gameplay when you eventually get to try it lol.

--

Added a networked mini map to help people navigate things, I'm hoping this will speed up gameplay a bit.

Prevent those moments where people are just meandering about.



White dots are other players, you get updates from them as well.

Orange is the exit, green is you.

Edit: just to clarify this isn't how it's going to look in it's final form, it's going to have transparency and what not as well as not block your entire screen.
« Last Edit: June 11, 2015, 08:05:21 AM by Rotondo » Logged

Bluebutton
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« Reply #137 on: June 11, 2015, 11:32:40 AM »

This looks like so much fun!
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Rotondo
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« Reply #138 on: June 17, 2015, 06:44:46 PM »

Thanks!

Tonight I started working on animations and enemy variety a bit more.

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Rotondo
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« Reply #139 on: June 19, 2015, 08:24:34 PM »

Added glorious camera shake to the spike floor.



Improved look of skeleton spin attack,



What a time to notice that the pots don't explode debris properly when spectating. That'll be fun to track down.
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