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1044743 Posts in 42331 Topics- by 34024 Members - Latest Member: TheTelephone

September 21, 2014, 04:10:18 PM
TIGSource ForumsFeedbackDevLogsForgettable Dungeon ( Online Multiplayer Roguelike )
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Author Topic: Forgettable Dungeon ( Online Multiplayer Roguelike )  (Read 9240 times)
Rotondo
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« on: May 18, 2013, 04:49:52 PM »

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Character Editor:




This is basically a cut down version of the game that is just the character editor, I also included a way to quickly preview skin sets if you want to experiment with things.

Shortcuts/Controls:
B = Pencil
E = Eraser
G = Fill Can

R = Resize
S = Save

You can right click the color palette to choose your own colors.

Download:

Windows

Linux

Extra Characters




Media:





Design:

This is my attempt at taking the gameplay of rogue and adapting it to fit in a multiplayer environment.

Along the way I've also added zelda and beat 'em up elements to the game.

Note: A lot of these features have changed since the re-design mentioned in this post.

Other Note: Ignore the above note I went back to the old style, it's always worth trying new things though.

Features:
-- Online Multiplayer 2-16 players. Though I personally recommend 2-4
-- Identity of magical items are always different, a red potion may heal you one game and poison you the next.
-- Randomly generated dungeon
-- Psuedo Turn based combat, to preserve the feel of rogue.
-- Permadeath, when everyone dies the game is over.
-- Almost anything can be picked up and thrown.
-- Skinning system, everything in the dungeon can be reskinned.
« Last Edit: August 24, 2014, 02:26:29 PM by Rotondo » Logged
Rotondo
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« Reply #1 on: June 08, 2013, 10:47:07 AM »

Old gifs from main post



Made a new title screen, it takes characters you've made and makes them run across the screen.



Also got an in game character editor working, still kind of rough but a good start.




The characters send across the network properly too, so now everyone can play as their favorite character... or a penis.

Finally I have some gameplay to show off, http://www.youtube.com/watch?v=RsNSGoW0pt4&feature=player_detailpage#t=328s , eventually I'll have a proper trailer recorded.
« Last Edit: August 22, 2014, 10:15:53 AM by Rotondo » Logged
ndke
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« Reply #2 on: June 08, 2013, 10:52:23 AM »

That's really looking cool! :D
The character editor looks nice. Can't wait to try it out!
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laxwolf
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« Reply #3 on: June 08, 2013, 10:58:55 AM »

This looks adorable! I really want to play. Grin

(adorable used in the manliest sense possible.)
« Last Edit: June 08, 2013, 11:07:06 AM by laxwolf » Logged

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Swifty
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« Reply #4 on: June 08, 2013, 11:19:19 AM »

This looks fantastic! Beautiful work, and I love the idea of the character editor and the reskinning feature.. and well, all of it! Keep up the hard work!
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« Reply #5 on: June 08, 2013, 01:56:49 PM »

Liking that too. Smiley :thumbsupR:
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devi ever
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« Reply #6 on: June 09, 2013, 06:50:46 AM »

Wow!  Definitely following this.  I love the charm the graphics provide... basic, but engaging.  Can't wait to get a feel for the gameplay!  Wizard Hand Joystick
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Rotondo
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« Reply #7 on: July 07, 2013, 11:13:05 AM »

Thanks for all the nice comments.

Lately I've been cleaning up a lot of the GUI's, I redid the title screen again. Tried to go for something more exciting.



I also made some great progress on the in game character editor. Going for a Kid Pix/MS paint feel.



I also made some more breakable objects for the dungeon. All of these can be picked up and tossed currently, in a manner similar to zelda.

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aberrantmind
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« Reply #8 on: July 07, 2013, 01:52:34 PM »

this looks fun.
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eigenbom
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« Reply #9 on: July 07, 2013, 02:03:56 PM »

interesting Smiley
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indietom
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« Reply #10 on: July 07, 2013, 02:44:36 PM »

Looks cool.
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Code::Blocks
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« Reply #11 on: July 07, 2013, 02:59:42 PM »

Looks cool.

Agreed!
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GodBlessU
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« Reply #12 on: July 07, 2013, 03:40:43 PM »

I'm looking for years for a fun game like this!   Hand Clap
I wanna play this Addicted
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Conker
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« Reply #13 on: July 07, 2013, 08:00:20 PM »

this looks like it could be a ton of fun
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Rotondo
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« Reply #14 on: September 02, 2013, 07:11:17 AM »

I'm at a point in development where I may be ruining myself. I've decided to switch the overall gameplay style from rogue/psuedo-turnbased style to a more zelda/action style.

There's many reasons for this, but mainly I just felt like this was the direction the game was heading. In the past I've wanted to add many real time zelda elements but was held back trying to preserve the feel of rogue. Beyond that the complexity of the controls has been toned down a lot, going from a radial inventory to a one item at a time style, similar to spelunky or BoI.

Anyway enough words I have some gifs to show off,



On the left we have the new boomerang item, works much like the zelda version, was quite fun to make the physics for.

On the right we have the new screen transition effect, probably going to have to speed this up eventually.



I've also begun work on a moving spike trap, still has some rough edges.



Finally with the new style of gameplay, I rewrote the dungeon generator.

It flows like this, red->green->blue->yellow---->white

RGBY = normal rooms.
White = boss room.
Purple = special/hidden rooms.

Darker rooms = origin points.

It also loads the individual dungeon pieces from bitmaps, so it's easy to add more variation.

Overall this style of dungeon generator while being much simpler in some ways allows for much more interesting layouts. Plus with the flow already worked out I can add interesting things like required items and keys for puzzles.

One final thing to add before I go, I finally got around to redoing my website, http://www.odnotor.com



While this isn't directly related to game development I spent all day yesterday getting it to work so I have to share it with somebody.

Alright I think that's enough for now, that turned into quite a large post. In the future I'll try to post more smaller updates.
« Last Edit: September 02, 2013, 07:16:25 AM by Rotondo » Logged
Rotondo
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« Reply #15 on: September 07, 2013, 06:46:54 AM »

Got boomerang working more, check out this bat multi-kill.



I've also been experimenting with pushable objects,



Though I'm not sure if I'll be able to get this working properly over a network. Especially when two players push on the same object.

It could also be complex to balance it in a way to prevent people from getting stuck in a room.
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Ouren
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« Reply #16 on: September 07, 2013, 06:58:46 PM »

dat logo, dem colors, dat gradient...

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Rotondo
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« Reply #17 on: September 11, 2013, 08:09:08 PM »

Logo is probably going to change in the future, right now it's heavily based on zelda 1 and 3d dot game heroes.

Implemented a new hitbox system for the sword, combat feels a lot more solid now.



Also added keys and locked doors.

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« Reply #18 on: September 12, 2013, 01:39:21 AM »

 Shocked This looks incredible! Getting sort of a CubeWorld/Binding of Isaac feel and I love both games. Absolutely can not wait for a release of this Hand Any Key Keep up the awesome work!

Edit: I know this is entirely personal preference and I'm not saying you're doing anything wrong but I'd imagine real-time combat would suit it better. Then again, I haven't seen any turn based combat so I can't judge much of it, interested to see how you follow through with it Smiley
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krasse
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« Reply #19 on: September 12, 2013, 02:07:23 AM »

You have really nailed the graphics design in this one!
Great that you develop editors as well.
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