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TIGSource ForumsCommunityTownhallDungeons of Daggerhelm: Game Maker Edition!
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RWG68
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« on: August 21, 2014, 05:56:33 PM »

Hello TIGSource browsers!

We present to you the Game Maker: Studio continuation of:
Dungeons of Daggerhelm!



Dungeons of Daggerhelm is a top-down RPG-roguelike based on games such as Realm of the Mad God and Diablo, with many differences that sets itself apart from the rest. The game is currently being developed by Rendered World Games.

The player begins the game as the spirit of a long-lost hero trapped between the real world and the ethereal world.

You have been summoned by the heroes of Broken-Shield Castle, one of the last remaining bastions of hope in Daggerhelm, to defend the land from the dark Necromancer. The Necromancer has learned the forbidden magic of conjuring portals and is using these portals to summon demons and grotesque creatures to the peaceful land of Daggerhelm.

By defeating the waves of demons and monsters, you will help clear the tarnished lands of the Necromancer's evil and secure peace once again.

Players can fight with several unique classes that can be found in Broken-Shield Castle:

Paladin
Battle-Mage
Ranger
Sorcerer

Players can level up by slaying enemies within the appropriate zone. Once a higher level is obtained, enemies will drop exceedingly lower experience so that players will know when to move on. Higher levels also allow players to access new biomes with tougher enemies and increasingly better loot.




Dungeons of Daggerhelm had been previously coded completely in Java, but has now been quickly and completely moved into Game Maker: Studio, with some added features on the side, such as inventory, items, health regeneration, randomized player spawns, animations, attacks, and more!







Below are some screens of us testing out the combat system between the hero and some evil rangers. As you can see, we've added blood and death effects to the enemies as well as their own method for shooting at the player randomly. In addition, the arrows are now able to be dodged because of their reduced movement speed.

Also, we've been having issues with the character sprites rotating when being hit by a force (the enemy arrows). One little line of code fixed that problem, and now the sprites remain where they should be, even after dozens of hits.









Our hero currently has unlimited health and does not die. However, we are in the process of installing health, mana, experience and leveling values so that the combat prototype will be a little bit more meaningful.

Follow our progress on IndieDB: http://www.indiedb.com/games/dungeons-of-daggerhelm
« Last Edit: September 15, 2014, 09:28:35 AM by RWG68 » Logged
RWG68
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« Reply #1 on: August 28, 2014, 07:27:21 AM »

Hello everyone!


We've been very busy this week with some brand new features we're adding to the game. We'll make a list of them for you here:

- The first randomly-generated world: grassland.

- Several new world objects that bring the world to life.

- Animated trees that sway in the wind at different intervals.

- Giant boulders that were painstakingly hand drawn to look like actual rocks (read: actual *pixel* rocks).

- Patches of dirt/dry grass that gives the world depth.

- Randomly placed enemies that do not spawn directly on the player when the map ends loading.

Current bugs:
- Some boulders are placed directly on top of trees that interfere with depth parameters.
- A ton of dirt patches overlap, causing a cut-off sharpened edge. This will be amended by reducing the amount of dirt patches placed in the level. 
- Sample enemies (evil rangers and shadowsouls) get stuck in between peculiarly placed boulder formations due to their AI.
- Trees appear too stretched out and the graphics become blurred. Will be amended in the sprite editor.

Here are some screen shots showing how the world is randomized:

World Load #1:



World Load #2:



How tree depth looks:



How boulder depth looks:



Obviously, the world appears incredibly bland as it stands. However, the system by which the world is generated is now up and running and is stable enough to add many more ground-clutter objects and enemies.

We would love your suggests as to what other kinds of ground-clutter objects and enemies to add to this level. Now you know what the level looks like, please write a comment or send us a message explaining what you would like to see here! We would greatly appreciate some advice and suggestions.
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RWG68
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« Reply #2 on: September 15, 2014, 08:47:02 AM »

Hello everyone!



We are pleased to announce that you may all download the newest Dungeons of Daggerhelm v0.03 demo and play to your heart's content! (Released 9/7/14)

http://www.indiedb.com/games/dungeons-of-daggerhelm/downloads/dungeons-of-daggerhelm-v003

Demo features:

- All playable classes with combat
- A working inventory system that saves your items
- An updated heads-up display that catalogs player health, experience and level
- Four weapon types that you can place in your inventory (currently no benefits)
- Starting dungeon zone with basic enemy combat
- First boss room with a tough enemy to fight
- First randomly-generated zone (Grassland) with several enemies to fight
- Health globes that drop from slain enemies heal the player (replaces health potions)

Please note that this is an exploration demo. You may go through most of the content yourself, though combat is incredible volatile and unpredictable, so death will most likely result. Some known and anticipated bugs:

- Music sometimes overlaps when zoning
- Enemies may get stuck in between collidable ground clutter
- Some unexpected game crashes may occur when switching zones
- Some unexpected game crashes may occur when encountering certain enemies
- Some unexpected game crashes may occur when reorganizing items in inventory
- When the dungeon boss is defeated, the game must be manually restarted
- Certain enemies have highly volatile AI which may result in random crash, but this is not guaranteed
- [EDIT] Pressing 'E' while in a different zone other than Broken-Shield Castle will cause a fatal error
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