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TIGSource ForumsFeedbackDevLogsDungeon Dashers - Fast Paced Turn Based Dungeon Crawling [GREENLIT]
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Author Topic: Dungeon Dashers - Fast Paced Turn Based Dungeon Crawling [GREENLIT]  (Read 112359 times)
JigxorAndy
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« Reply #20 on: March 06, 2012, 07:45:33 pm »

Graphics definitely looking good, I hope it will be fun tactically too :D

I think the 3/4 perspective is definitely the best, it's the most immersive/appealing option as the characters fit into the world better.

Which platforms will you be putting this game on?

Thanks Smiley

I'll definitely be releasing it for PC, and I'm hoping to release it on Mac and Linux as well.
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Franklin's Ghost
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« Reply #21 on: March 06, 2012, 08:06:53 pm »

if I want 4 directions then facing up and down might look weird. In contrast, 3/4 perspective can be done correctly with up/down directions. I think I'll settle on that!

Yeah hadn't considered that, makes sense then to go with the 3/4 perspective.
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Blodyavenger
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« Reply #22 on: March 07, 2012, 05:09:11 am »

Yeah, 3/4 looks quite alright but then again, I love what I saw on one of your first images and personally I think that's even better

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JigxorAndy
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« Reply #23 on: March 07, 2012, 07:50:02 pm »







I decided on 3/4 perspective to match the tiles. Alex did these new directions. Note that the left direction will be a flip of the right. The outline was also changed to a 'blended' one instead of a hard black outline. The in-game shadows are my temp ones and the character hasn't been positioned properly, but that's what it looks like so far!

What does everyone think?
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Franklin's Ghost
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« Reply #24 on: March 07, 2012, 08:50:59 pm »

Character is coming along really nicely, like the look of them.
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JigxorAndy
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« Reply #25 on: March 07, 2012, 11:44:03 pm »

Character is coming along really nicely, like the look of them.

Thanks! Tomorrow he'll hopefully have a sword and an attacking animation/frame.
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JigxorAndy
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« Reply #26 on: March 08, 2012, 06:30:48 pm »

I didn't post much yesterday besides sprites. Here's what I did (big stuff):

Day 68
* put in new character art + attacking animations
* make characters 'bounce' on each step
* put in end of turn buttons
* Added Singleplayer

Today I've been struggling with some network synchronization problems. The same code that allowed singleplayer and AI tweaks introduced new bugs in multiplayer. I think I finally fixed them, so I'm pretty happy about that now.

I'm going to add more monster stats, and I think I'll try adding in some new AI too. The AI at the moment is just chasing a particular player and attacking them, but I've left it easily customizeable so I can add in new algorithms that deal with tactics such as hit and run (attack once then run away), pure random movement, keeping distance from the player (for ranged), etc.
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Alex Norton
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« Reply #27 on: March 08, 2012, 07:21:35 pm »

This? This looks incredible. I will definitely be keeping my eye on this.

We're both working on RPGs! I'd love to know what you think of mine (Malevolence)
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JigxorAndy
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« Reply #28 on: March 08, 2012, 09:35:09 pm »

This? This looks incredible. I will definitely be keeping my eye on this.

We're both working on RPGs! I'd love to know what you think of mine (Malevolence)

Thanks! I'll check out Malevolence Smiley
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JigxorAndy
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« Reply #29 on: March 08, 2012, 11:14:04 pm »





Alex sent these this morning. I tried them out in game and they look awesome.
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peous
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« Reply #30 on: March 09, 2012, 01:58:10 am »

Looks nice !
Just wondering... what is that "VOTE" thing in your pics ?
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JigxorAndy
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« Reply #31 on: March 09, 2012, 07:09:34 pm »

Looks nice !
Just wondering... what is that "VOTE" thing in your pics ?

On the players' turn they get to choose which of them goes first, second, third and last. This allows for a bit of strategy over a random turn order among players while still hopefully being a fast experience. For example, you may think that the archer should go first, pick off a goblin who is blocking the way, and clear a path for the assassin to run through.
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JigxorAndy
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« Reply #32 on: March 10, 2012, 01:16:33 am »

Day 70
* Added player death
* Added ability to walk through friendly players
* Added networked attack animations
* Added new entities to the to level editor

I received some concepts for the high elf, however I think they need some modifications. Hopefully I'll have something to show tomorrow. I decided to make the high elf into a strong, confident female character, more than capable with a bow or sword.
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JigxorAndy
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« Reply #33 on: March 10, 2012, 07:45:17 pm »





High-elf. Single handed weapon pose, with no weapon. Very happy how this sprite that Alex did turned out.
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jmac
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« Reply #34 on: March 10, 2012, 08:59:07 pm »

Sprites look great, nice to see things coming along.
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JigxorAndy
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« Reply #35 on: March 10, 2012, 11:03:56 pm »

Sprites look great, nice to see things coming along.

Thanks! I'm trying to post here every day to update people who are interested in the game and as a record to see what I've done. So far it seems like an effective method to get myself into good working habits Smiley
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JigxorAndy
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« Reply #36 on: March 11, 2012, 05:34:30 am »

Day 71
* added 'overhang' tiles to map editor and game
* added new doors and door opening mechanics
* added ability to vote for random player
* added high elf sprite
* added active/inactive enemies (enemies only move and are only visible in explored rooms)
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Dan MacDonald
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« Reply #37 on: March 11, 2012, 01:23:35 pm »

It's a Konspiracy!
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JigxorAndy
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« Reply #38 on: March 11, 2012, 05:18:16 pm »

It's a Konspiracy!

What?
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Xion
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« Reply #39 on: March 11, 2012, 05:33:47 pm »

Alex HW used to go by Kon, I believe.
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