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1411372 Posts in 69353 Topics- by 58405 Members - Latest Member: mazda911

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1  Community / DevLogs / Re: Dungeon of Shadows (first-person roguelike) on: December 24, 2010, 05:50:36 PM
I've always wanted to play "Maze Screensaver: The Game"!

But in all seriousness this looks pretty neat.

Hehe, I had completely forgotten about that screensaver! Hopefully with some better textures and lighting it will be nicer  Smiley

Looks great, but you should change the name.

Yeah it could use improvement, it's sort of a working title since the goal of the game is to kill the 4 shadow monsters. In all likelihood it will get changed.
2  Community / DevLogs / Dungeon of Shadows (first-person roguelike) on: December 24, 2010, 05:12:48 PM
Hey everyone. I've been keeping this game under wraps for a while, but it's pretty far along now and I thought I would make a devlog for it. This is a first-person roguelike based on the early 90s game Moraff's World (also with some ideas from its successor, Dungeons of the Unforgiven). Dungeon of Shadows is a freeware game made in Game Maker 8 Pro, utilizing some of its limited 3D capabilities to render the dungeon views seen in the Moraff games. The system is not esoteric and unfair like some roguelikes and instead is quite simple to pick up while still having its fair share of difficulty and risk.

In the full version of this game you can expect:

  • 200-floor procedurally generated dungeons! Plus a few pre-generated ones if you don't want to wait, along with the ability to share your dungeon with others
  • 6 different classes of varying strategy and difficulty
  • About 80 different spells to cast
  • Many different monsters and bosses to fight or perhaps run away from

And players of Moraff's World will find the following improvements:

  • Completely revamped weapon and armor system. Equipment can now have useful attributes such as increased weapon speed or resistance to fire damage.
  • Properly scaled and balanced experience and money curves
  • Bosses every 10 floors (20 bosses total!)
  • Fighter and monk classes will be more viable
  • Spells that were literally useless are replaced

Screenshots:



Showing off the dungeon generator. By changing the parameters I can make the town more grid-like (first picture) and the actual dungeon levels more mazey (second picture). The deeper cave levels will be more open as well.



4-direction view!



In the middle of some turn-based combat. Please excuse my art, I will be looking for an artist eventually! (and if you are interested feel free to send me a message)



Some of the battle spells at your disposal (normally you would have to find these though). Other spells include helpful enchantments that can only be used outside of battle, and spells that have permanent effects, but also permanently remove spell points.

Many of the systems are in place and I plan on releasing a 10-floor demo soon enough. Here is just a checklist of the major things that need to be done before I release it:

  • Special item drops
  • Implement class differences
  • Put in level drainers and their unique item drops
  • Trap doors for quick dungeon transportation
  • Put in bosses
  • Help screens/messages and maybe a bestiary

And for the full version:

  • Graphics, graphics, graphics.
  • Improve the GUI
  • Implement a save system
  • Create more monsters and expand the dungeon
  • Line-of-sight system

That's about it for now, I'll have some updates as I go along. Comments, suggestions, and criticisms are welcome!
3  Developer / Technical / Re: Exponential curves and parabolas on: December 23, 2010, 07:09:02 PM
An alternate way to do #3 could be to use inverse tangent: http://en.wikipedia.org/wiki/File:Arctangent_Arccotangent.svg

I think that by using something of the form a*arctan(b*x) and playing around with the constants you could get the scale you desire, haven't tested it though.

Edit: Also, using that form, the asymptote will be a*pi/2.
4  Developer / Playtesting / Re: These Robotic Hearts of Mine on: December 06, 2010, 08:59:34 AM
I was able to finish the first 4 levels but it does get very difficult, it's tough to tell if you're completely on the wrong path on the more complex ones. The mechanic sort of reminds me of trying to solve a Rubix cube.
5  Developer / Playtesting / Re: Radical Fishing on: November 24, 2010, 06:19:01 PM
I had a lot of fun with this, well done. The only bug I found was that if you shot the fish up above 90, then outer space would end abruptly and the sky went back to being blue.
6  Community / Townhall / Re: The Obligatory Introduce Yourself Thread on: July 31, 2009, 09:37:41 AM
Hey everyone.

A bit of my background: I originally got into game making when I found RPG Maker 2000 and put together some really horrendous games using the default graphics package. In looking for some resources and tutorials I became an active member of Gaming World where I would spend most of my time from 2002-2004 (my username was AnonymousGuy, for anyone who goes/used to go there). Eventually I would become the game adder for the site, which meant going through tons of horrible RM2K submissions and then just looking around other indie game sites like the Daily Click for some good games to add. After seeing some great games out there I was quickly losing interest in RPG making and the community would invariably prefer crappy Final Fantasy fangames over great games like Jumper 2 Sad. I reached the position of site admin, where I would only stay for a few months. After some drama I won't get into all the site admins jumped ship and I have been fairly out of the loop in indie game making since.

As far as finished products go, well...I don't have any! In my time there I became proficient with Game Maker but never made anything substantial, just some systems and small games here and there. I've never lost the desire to make a game though, and I always have some ideas bouncing around in my head. I've been learning Adventure Game Studio and I hope going here can jumpstart me into finally getting something done!

There are a wide variety of mainstream games I like, but a few favorites off the top of my head are SMW2: Yoshi's Island, Pikmin 1 and 2, Dungeon Keeper 2, Wario Land 3, and Doom. I'm not really well-versed on indie games yet but my hands-down favorite is An Untitled Story and I'm also a fan of the Chzo Mythos.
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