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December 30, 2014, 11:14:29 AM
TIGSource ForumsFeedbackPlaytestingForbidden Depths - A 3D first person roguelike
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Author Topic: Forbidden Depths - A 3D first person roguelike  (Read 705 times)
Binarymichael
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« on: July 11, 2013, 02:24:23 PM »

Hi Folks!

I'm working through a new title called Forbidden Depths, a 3D first person roguelike. Roguelike mechanics will be loosely based on the Brogue design with the gameplay of the first-person dungeon crawlers of old (Think Brogue meets Eye of the Beholder, but in an up to date 3D engine). The game will have the following features:

- Single Player
 - First-Person
 - Turn Based Combat
 - Grid Based Movement
 - Randomly Generated Dungeons
 - Randomly Generated Traps/Puzzles/Secrets
 - Keys/Switches/Pressure Plates, secret doors/walls
 - Environment that affects enemies as well as you, in both good and bad ways (traps affect enemies)
 - Different enemies with different abilities. (oozes can squeeze through things, ghosts ignore walls)
 - Polymorphic items. A potion or scroll will be unique in each game instance.
 - Permanent Death!
 - Simple intuitive controls
 - Full 3D graphics and animation
 - Multiple Platforms:
     . Windows PC
     . Android
     . iOS

- Possible Future Platforms:
     . Linux
     . Mac OS X
     . Blackberry

More info (along with early development screenshots/videos) can be found at:

www.forbiddendepths.com

What's completed so far:
- Random Dungeon Generation with basic textures
- Grid-Based movement
- loot/placeables generator
- Basic mini-map

What's currently being worked on:
- inventory/loot system

Since development is early, now is a great time for suggestions and ideas. Right now you can test/wander around the randomly generated dungeons and say "oooh look at that torch!" but that's about it, however it will give a feel for the atmosphere:

Early Development Web Demo

Screenshots:









Feedback on current and future design and ideas are greatly appreciated Smiley
« Last Edit: July 16, 2013, 02:02:06 PM by Binarymichael » Logged

What if you could play a roguelike in 3D, like ye olde first person dungeon crawlers?  www.forbiddendepths.com
Silverfell
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« Reply #1 on: July 14, 2013, 12:18:50 PM »

I'm a sucker for EoTB and anything that looks even remotely like it. Good luck with your project!

In the blurb and ideas you don't mention environmental interaction. Is it going to be levers and buttons and pressure plates and keys, or are you going to bring a little roguelike to the variety of things players can do as well?
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Cunnah
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« Reply #2 on: July 14, 2013, 12:35:03 PM »

Hello!

I tried out the demo, looks promising. If your looking for some variation one thing you could try is something I have been experimenting with. Basically I use a perlin noise to blend between two tints (say greenish grey and brown, or hell you could go all trippy with it!). It gives dungeon areas a distinct homogeneous look and subtle transitions.

The ambience is great (even though it needs to be a seamless loop) it fits perfectly.

The only other thing is that I would suggest perhaps have A and D turn the player and Q and E strafe as it could be confusing for experienced gamers. 
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Binarymichael
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« Reply #3 on: July 15, 2013, 01:15:34 PM »

In the blurb and ideas you don't mention environmental interaction. Is it going to be levers and buttons and pressure plates and keys, or are you going to bring a little roguelike to the variety of things players can do as well?

Thanks for the input! I will definitely update the main page to include more detail. Yes it will be a mix of the 2. There will be buttons, pressure plates, keys, locked doors, secret doors/walls, many different types of traps, some which can be deactivated via switches/plates, etc,. The main difference for this game, is all the puzzles will be generated at run-time so the experience will always be new. Monsters will also be subject to the effects of traps and environment so this opens up more strategy. Certain monster types (ghosts/oozes) will be able to travel through walls/doors, so while the bottleneck-at-the-door strategy will work for most, some won't. There will be things like flame damage that affects you and your inventory, and environment that can neutralize that, such as water/flooded areas. Basically I will try to include what I can within reason, since there will be a lot of 3D and animation scripting, it won't be as in depth as an actual roguelike, but since a lot of things will be randomly generated, this gives me more time to focus on other things, rather than be stuck with lots of level design.

I tried out the demo, looks promising. If your looking for some variation one thing you could try is something I have been experimenting with. Basically I use a perlin noise to blend between two tints (say greenish grey and brown, or hell you could go all trippy with it!). It gives dungeon areas a distinct homogeneous look and subtle transitions.

The ambience is great (even though it needs to be a seamless loop) it fits perfectly.

The only other thing is that I would suggest perhaps have A and D turn the player and Q and E strafe as it could be confusing for experienced gamers. 

The sound is for sure a work in progress and needs work, thank you for the input though, the sound theme seems to be on the right track.
I will for sure look in to using Perlin noise (i've never worked with that algorithm but it appears to be pretty powerful for something quite straightforward) as it will be nice to get more variation.
As for the direction keys, is that how they keyboard movement was setup in the older dungeon crawlers? I was just placing the keys according to the GUI they used to implement. I'll have to look in to that. Originally I was thinking of using swipe controls for mobiles, but it's hard to implement swipe controls for using a constant directional movement, so I may end up just creating a GUI. I want to make sure the controls are as simple as possible while still keeping lots of details to make the game interesting.

As a side note, your Adventure! project sounds really promising! It's like a roguelike on a very large scale! And it looks like you have a lot of ideas planned for it already so good luck to you and i'm looking forward to seeing more.

Again, thank you for your input! It always helps out a lot!
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Cunnah
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« Reply #4 on: July 15, 2013, 11:08:39 PM »

One more thing if you are just after a simple 2d perlin noise Unity has one built in. Mathf.PerlinNoise() it generates a single wave, smaller increments between samples yield bigger shapes (i.e per pixel 0.1, 0.2, 0.3 is bigger than 1 , 2 , 3) so you will want to blend multiple versions together.

Otherwise you can just implement your own. Good luck with your project and thanks for the encouragement with mine.
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Binarymichael
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« Reply #5 on: July 16, 2013, 01:44:38 PM »

Thanks for pointing that out. I had no idea Unity supported that. Unity has been one big adventure in itself. This helps because probably the biggest problem is the art. I'm looking for a happy medium between stylized and realism. But most of the art is external from other sources so there's lots of searching to do.
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