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TIGSource ForumsCommunityDevLogsInto the Vale
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uniquecorn
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« on: September 29, 2015, 09:27:04 AM »


Into the Vale is a combat based dungeon crawler with mechanics geared towards emergent gameplay.


Right now, I've got a pretty robust dungeon generator, my own pathfinding system, a custom in game dev console and a seeding bone file system. I also added modding capabilities and am working on lua integration.



Console



Pathfinding




Some concept art
« Last Edit: February 07, 2017, 08:35:46 PM by uniquecorn » Logged

Sharif
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« Reply #1 on: September 29, 2015, 09:48:42 AM »

Looks interesting, will have to watch and wait for it to progress.
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Lugen
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« Reply #2 on: September 29, 2015, 09:52:28 AM »

I like the look of the environments. Is it only you on this project? Do I spot a Unity gizmo thingy?

Concepts are looking quite nice as well but I don't understand the characters. What's the thought behind them? The style and mood seem to differ.
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uniquecorn
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« Reply #3 on: September 29, 2015, 09:59:32 AM »

I like the look of the environments. Is it only you on this project? Do I spot a Unity gizmo thingy?

Concepts are looking quite nice as well but I don't understand the characters. What's the thought behind them? The style and mood seem to differ.

2 guys. Yeap, I'm using Unity. We're still thinking about what we want our character to look like so that's all early stuff.
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uniquecorn
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« Reply #4 on: February 07, 2017, 08:50:28 PM »

large progress dump of months of work

-Name change and finalized lore
The name is now called Into the Vale. You're a dude who jumps into this huge sacrificial pit, called the Vale, to kill the God who lives inside so people stop tossing people in to appease Him.

-Concept art dump

Character


Basic enemies

-TECH
I've spent the past few months figuring out why Unity runs so badly with only basic game logic and decent game models and managed to get my game to run quite decently as compared to other Unity games. A lot of in built Unity stuff had to be rewritten as purposefully as possible for the game. I also wrote my own simple pathfinding algorithm that was built with my dungeon generator as backend.

Other than that some cool fx:




Performance


I need to stop late syncing my bullshit to git, LOST a lot of valuable work.



-GAMEPLAY
Here's some shit:



more shit:
« Last Edit: February 07, 2017, 09:00:04 PM by uniquecorn » Logged

Jesse Ko
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« Reply #5 on: February 08, 2017, 09:37:33 AM »

The concept art looks great! The premise is kinda disturbing
Quote
You're a dude who jumps into this huge sacrificial pit, called the Vale, to kill the God who lives inside so people stop tossing people in to appease Him.
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maxxburman
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« Reply #6 on: February 08, 2017, 10:12:51 AM »

Love the concept, love the look! Great Job!
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uniquecorn
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« Reply #7 on: February 12, 2017, 04:16:48 AM »

AI

Here's how my AI works. It's a system based on triggers and actions, soft coded so designers can tweak and add AI actions easily. I feel like I'm doing something exceptionally wrong with this because I've never done complex AI like this and it's fucking with me. I'll do some nicer UI for it eventually but this is how it looks.


this guy fucks

Now working on proper avoidance and pathfinding flee functions.
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s_harriton
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« Reply #8 on: February 12, 2017, 08:53:05 AM »

Love the art!
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uniquecorn
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« Reply #9 on: March 04, 2017, 12:22:32 AM »

Fire - The Lit Update.

Shooting arrows through firepits, lights them on fire, dealing bonus damage.


It's lit.
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