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TIGSource ForumsCommunityDevLogsFive Miles Deep (Roguelike)
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Author Topic: Five Miles Deep (Roguelike)  (Read 6303 times)
Sleight
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« on: January 09, 2012, 05:48:02 AM »

Hey guys!

I'm new here, and I thought I might begin by sharing my current project: a text- and image-based roguelike. The plan is for the finished game to have five floors (hence the title), each with several unique monsters, weapons and suits of armour. There will also be six player classes to choose from.

Here's a screenshot to start things off:



As far as the character sprites are concerned, I'm aiming for a style similar to the one that Oryx used for the Assemblee competition. Having played Realm of the Mad God, I've really grown to like it. Smiley

Any comments or feedback would be great!
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Magnega
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« Reply #1 on: January 09, 2012, 07:14:39 AM »

Looks interesting. I'll be here, stalking for updates.
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Angelbait
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« Reply #2 on: January 09, 2012, 09:04:42 AM »

*stalking* Updates!  Lol, looks cool!  I've got my eye on it as well.
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Pemanent
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« Reply #3 on: January 09, 2012, 10:11:36 AM »

Dooode nice. Im excited to see more!
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Sleight
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« Reply #4 on: January 09, 2012, 02:05:20 PM »

Thanks guys!

Here are the sprites for the six character classes:



(From top left to bottom right: Human, Half-orc, Dwarf, Birdman, Elf, Gnome)

With the exception of the human, each class will have its own special skill:

  • The half-orc will be able to sniff out poison in food and drink, so you'll know whether the potions and supplies that you come across are safe to use or not.
  • The dwarf will get a rage-induced attack boost as he nears death.
  • The birdman will be able to identify monsters in the dark more clearly. (I'll talk more about this when I get the battle system done.)
  • The elf will have a lower chance of being spotted by monsters.
  • The gnome will recover health at double the normal rate.

Each class will also have its own set of base stats, as you'd expect.

Next, I'll try to come up with some monster sprites. Smiley
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capn.lee
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« Reply #5 on: January 09, 2012, 03:03:23 PM »

i do like that birdman
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Damian
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« Reply #6 on: January 09, 2012, 03:07:21 PM »

Please, just change those sprites up a tad. And never use straight colour ramps!
I did an edit to give you some idea.

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Angelbait
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« Reply #7 on: January 09, 2012, 04:49:21 PM »

Please, just change those sprites up a tad. And never use straight colour ramps!
I did an edit to give you some idea.



Oh very nice suggestion!  Aye this is an important thing to keep in mind to not only keep it visually engaging, but you're final product will stand out viscerally as well!
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Sleight
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« Reply #8 on: January 10, 2012, 11:26:23 AM »

@Damian: Awesome, thanks! I've always had trouble with shading, so that's a great help. I love how you've given the half-orc thicker legs as well--I'm keeping that.

Here are the edited class sprites, then:



(I've added an extra square of shading on top--does that look OK?)

Also, I've gotten some monsters ready. Smiley



(From top left to bottom right: Zombie, Kobold, Goblin, Hobgoblin, Bugbear, Gnoll, Troll, Werewolf)

I haven't given much thought to weapons yet, so the monsters' swords all look the same for the time being.

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Sleight
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« Reply #9 on: January 13, 2012, 07:20:00 PM »

I had some more time to work on the game today, so I fixed up my monster sprites and added some new ones:



(From left to right)
Top row: Zombie, Kobold, Goblin, Hobgoblin, Bugbear, Gnoll, Troll, Werewolf
Bottom row: Warg, Vampire, Ghoul, Giant Spider, Banshee, Draug, Cockatrice, Devil

The plan right now is to put a few dozen of these together. After that, I'll probably move on to armour and weapons.
« Last Edit: January 13, 2012, 07:25:38 PM by Sleight » Logged
JasonPickering
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« Reply #10 on: January 13, 2012, 08:22:06 PM »

I dont know about the kobold. looks more like an elf to me, but the usual definition of a kobold seems to var from source to source.
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C.D Buckmaster
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« Reply #11 on: January 13, 2012, 11:47:47 PM »

You say it's a ghoul, but we all know it's a ghost walrus, which evidently, is way more awesome.
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Geeze
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« Reply #12 on: January 14, 2012, 05:36:48 AM »

Those are really great! Best variations of Oddball/Oryx-sprites ever!
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« Reply #13 on: January 15, 2012, 07:22:17 AM »

Cool style! Looking forward to see some playable stuff  Blink
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Sleight
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« Reply #14 on: January 15, 2012, 10:54:49 AM »

@JasonPickering: Yeah, I wasn't really sure about how to make the kobold look. I've removed him in the meantime.

@C.D Buckmaster: Definitely. Tongue

@Geeze: Many thanks! Glad you like them.

@Caran Elmoth: Thanks! As far as gameplay's concerned, I don't really have much at the moment. The title screen and the level generator are done, and you can move your character around the map, but that's it. As soon as I have a playable version of the first floor ready, though, I'll be sure to post a demo. Hopefully that won't take very long.

In the meantime, I've finished up the monster set. Smiley I'm planning to include six monsters per floor:



Floor 1: Goblin, Zombie, Warg, Ghoul, Werewolf, Lizardman
Floor 2: Hobgoblin, Vampire, Giant Spider, Genie, Weretiger, Saurian
Floor 3: Gnoll, Draug, Cockatrice, Devil, Werelion, Werehorse
Floor 4: Bugbear, Banshee, Manticore, Crystal Golem, Harpy, Insectoid
Floor 5: Troll, Lich, Griffin, Cthulhet, Minotaur, Draconian

The monster on the bottom row is the final boss, and he'll be lurking on Floor 5 as well. Your aim will be to kill him and get his treasure. 
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laxwolf
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« Reply #15 on: January 15, 2012, 11:17:52 AM »

Hey, just wondering if there's going to be anything fresh about Five Miles Deep or is it just going to be your typical rogue? Nothing wrong if it is, but it would be cool if you brought something new to the table.

- Laxwolf
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happymonster
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« Reply #16 on: January 15, 2012, 11:19:48 AM »

Really nice graphics! Smiley
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Sleight
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« Reply #17 on: January 16, 2012, 07:41:37 PM »

@happymonster: Thanks!

@laxwolf: Ah, good question. Basically, my plan is to make the game simple but atmospheric. There won't be any complex traps or enchantments to play around with, but I'll try to include plenty of textual details describing the player's surroundings and the monster battles. The game isn't going to be revolutionary by any means, but hopefully it'll have its own distinct flavour to some extent. Tongue

In the meantime, I've put together some object sprites:



Row 1: Stairs, potions of various colours
Row 2: Stale loaf, bowl of slop, skull on table, empty table, sacrificial stone with broken skull, rock debris
Row 3: Stone slab, humanoid statue, bugbear statue, golem statue, troll statue

Also, here's an in-game screenshot (with updated map/interface colours and lighting):

         
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JasonPickering
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« Reply #18 on: January 16, 2012, 08:40:30 PM »

I almost wish you did more with the pixel art. Like overlaying textures or bloom effects and stuff.
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Dakota.s
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« Reply #19 on: February 01, 2012, 06:03:13 PM »

Looks like a lot of fun, Nice sprites too.
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