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TIGSource ForumsCommunityDevLogsSleepless Temple v0.01b [ARRP]
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Author Topic: Sleepless Temple v0.01b [ARRP]  (Read 813 times)
dagondev
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« on: September 19, 2015, 09:46:18 AM »

Hi everyone!
Thanks to ARRP 2015 I decided to release what I have.



Current version: 0.01b

Changelog:
New:
  • From now actions can take more than one turn to complete
  • Added graphical and text progress to planned actions (icons on the left side of screen)
  • Green color of icon now symbolizes completed action and as action progresses icon is changing color via gradient white->green
  • Added text indicators for health and stamina
Balancing:
  • Move action now takes 500 ms to complete
  • Attack action now takes 375 ms to complete
  • Rotate action now takes 200 ms to complete
Fixes:
  • Made direction arrow (next to planned action) smaller
  • Icons now looks disabled rather than dissapearing completely
  • A lot of refactoring


What is a Sleepless Temple?

It is a dark-fantasy, top-down and turn-based tactical rogue-like focused on exploration, fighting and interaction - heavily inspired by Dark Souls I, Dark Souls II and Demon Souls games.

Sleepless Temple will be a game about exploring unknown underground temples to fulfill your character unique goal. Depending on mission you can team up with or fight against other NPCs. You will need to use whole arsenal of abilities to survive long enough... That includes making friends, doing buisnesses, convincing others to your goal, but also fighting, deceiving, lying or plotting against others. All of that while managing your sanity and trying not to go insane before you reach your destiny. Are you going to play along with your character personality or are you going to risk your mental health and become different person? It is known that those who got back from the temples are changed forever...

  • Procedurally generated terrain
  • Permadeath
  • Nice graphics (no ASCII)
  • Turn-based, tactical fights
  • Dark-fantasy theme
   
Is it already done?

Nope, it is in pre-alpha state, which means that there is a little of actual game right now. I am working on creating solid code base that will allow me to create interesting and deep systems.
    
I see, what can I expect in foresable future?

When I hit my first big milestone - fighting system - you can expect: Duels with simple AI fueled by interesting and deep fighting system heavily based on Souls series. You will need to know your weapon, manage your stamina and position as well as figuring enemy next move.

When I hit this milestone, you can expect at least one weapon from each type.

So what can I expect in this version?

  • Very simple game where you can kill (or be killed by) enemy that has random movements/actions
  • Moving hero around and attacking
  • Unique time system where every action in game takes specific amount of miliseconds to finish and each of you turn is dictated by human reaction time.
  • Nice GUI controllable by mouse and by keyboard (WIP)
  • Placeholder art and sounds
  • Main theme music

System requirements:
  • Graphics card: DX9 (shader model 2.0) capabilities; generally everything made since 2004 should work. (minimum Intel HD 4000)
  • OS: Windows XP+, Ubuntu 12.04+, SteamOS+
  • Minimum resolution: 1024x768 (anything less will be scaled down and blurry)
  • CPU: SSE2 instruction set support.
   
Links:

Download latest version from itch.io: http://dagondev.itch.io/sleeplesstemple
My dev blog/Tumblr: http://www.dagondev.com/
Official subreddit: https://www.reddit.com/r/sleeplesstemple/
(best place to leave your ideas and check existing ones)
Trello Board: https://trello.com/b/KamcRDtT/sleepless-temple
 (second best place to leave your ideas and check existing - you can leave comment)
Roguebasin page: http://www.roguebasin.com/index.php?title=Sleepless_Temple


Screenshots:



« Last Edit: September 23, 2015, 08:18:56 AM by dagondev » Logged
EddieBytes
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« Reply #1 on: September 19, 2015, 10:23:22 AM »

This looks promising! And I love the lighting! Good job and keep it up!
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dagondev
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« Reply #2 on: September 19, 2015, 11:12:39 PM »

Thanks, very happy to hear that. Smiley
I am a sucker for good lighting system, as well as I want to incorporate use of shadows to the gameplay, so you can expect even better lighting very soon. I am working on creating normal maps which will help tremendously.

Edit:

Released v0.01a version.
Check first post for more information!
« Last Edit: September 20, 2015, 01:12:46 AM by dagondev » Logged
dagondev
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« Reply #3 on: September 23, 2015, 08:19:15 AM »

Released: 0.01b

Changelog:
New:
  • From now actions can take more than one turn to complete
  • Added graphical and text progress to planned actions (icons on the left side of screen)
  • Green color of icon now symbolizes completed action and as action progresses icon is changing color via gradient white->green
  • Added text indicators for health and stamina
Balancing:
  • Move action now takes 500 ms to complete
  • Attack action now takes 375 ms to complete
  • Rotate action now takes 200 ms to complete
Fixes:
  • Made direction arrow (next to planned action) smaller
  • Icons now looks disabled rather than dissapearing completely
  • A lot of refactoring

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dagondev
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« Reply #4 on: October 11, 2015, 12:32:05 AM »

Hi everyone!

Life has a habit of getting in the way despite best intentions and releasing new update is taking much more time than anticipated.
To show you that there is a progress made I created quick video showing what is new in v0.02 update.
That is: Stacking actions together in one turn (allows to plan doing something continuously: attacking (combo) or moving) as it eliminates delays created by forced breaks between 2 same actions.
And basic combo system that will utilize stacked attack actions, which will be my focus in next updates.

http://www.youtube.com/v/VjvbZCsrxvw
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