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TIGSource ForumsCommunityDevLogsUnderworld Dungeon
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InfernoSoul
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« Reply #40 on: March 09, 2016, 07:31:56 AM »

Underworld Dungeon gets a website today!  Coffee

http://underworlddungeon.tk/

It's on 000webhost currently but I'll buy an actual domain for it soon.
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boustrophedon
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« Reply #41 on: March 09, 2016, 01:15:57 PM »

I think you should add different types of weapons, like spears, knives, etc. It would make the combat more varied.

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InfernoSoul
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« Reply #42 on: March 10, 2016, 09:09:36 AM »

@boustrophedon
Yep, you're absolutely right. I'm planning on adding war-axes soon. They will be much harder to swing (animations slows when player rises axe above head) but will do more damage. I also plan to add short ranged knives which swing really fast but do lower damage and boomerang weapons that circle back to the player.

There was no school today due to some crazy weather so I had more free time to work on my game.  Hand Clap
Today, I added a new boss. Here's a screenshot of the cool boss battle that I will show more of next time:



The Rock Titan boss will spawn minions every so often that jump towards the player and pulse out laserbeam rings that deal damage.

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InfernoSoul
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« Reply #43 on: March 11, 2016, 08:41:12 AM »

Battle Axes have now been added to the game  Waaagh!

They deal a massive amount of damage and have a larger hitbox than normal swords. However, they are much slower to wield. These battleaxes gave me an idea of another two stats I might implement, which is strength and dexterity. The strength and dexterity stats will determine if you are able to wield certain weapons, such as battleaxes, longbows and magic weapons. 

Here's the Iron Battleaxe in action:

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InfernoSoul
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« Reply #44 on: March 18, 2016, 09:07:44 AM »

The Rock Titan boss has now been implemented. Here's a GIF showing its attacks:



Furthermore, I've also added a bleed mechanic to the player when he takes damage WITHOUT blocking with his shield. This will make combat more challenging since it forces the player to shield and take some damage instead of risking a dodge and taking a lot of damage + bleeding.



Oh and btw, I started playing Darkest Dungeon. It's such a cool game Waaagh!
It gave me some ideas for adding trinket-like items that the player can choose from when starting a run to give them different stat buffs that work well for that particular class. These trinkets can be unlocked and found throughout the dungeon.

I also thought about adding altars or fountains that the player can encounter in the dungeon. The player can then pray to those structures to gain a positive or negative trait, which is a permanent effect that affects the player for the entire run.     
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Annó
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« Reply #45 on: March 18, 2016, 01:43:46 PM »

It looks really cool. Keep up the good work! Smiley
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kiwipxl
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« Reply #46 on: March 18, 2016, 03:15:11 PM »

Nice work.
Just a suggestion (I don't know if this has already been changed), but the lighting radius could use a sine wave for it's animation because it's currently pretty jarring and not smooth. You could also add an initial random offset to this as having multiple lights animating in exactly the same motion look pretty weird.
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InfernoSoul
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« Reply #47 on: March 24, 2016, 09:35:35 AM »

@Annó
Thank you!

@kiwipxl
Thanks, I'm not sure about the jarring lights, because in Unity they look fine. It's only when I record the game with Licecap that it looks a bit weird. But I'll try out the random initial offset since it should make the game's lighting look more interesting.


A teleport staff has been added to the game. This introduces cool combat moves that can be used to dodge enemies.

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InfernoSoul
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« Reply #48 on: March 29, 2016, 07:49:45 AM »

Worked on adding a menu. The GIF below looks kinda rough compared to the actual menu screen.



Also added iron rocks that can be blown up to get iron bars.



Minor stuff:

- Changed item physics so they can be bounced against the room edges
- Changed stamina regen to only activate when weapon has finished attacking
- Added more rooms and polished their design

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InfernoSoul
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« Reply #49 on: April 02, 2016, 07:43:09 AM »

Mob trap rooms have now been added.
When the player walks into the middle of the room, multiple barriers rise from the edges and trap the player inside. Then, enemies spawn that the players have to deal with in order for the barriers to sink back down.



Also, I've added a crafting recipe for iron armor.



It takes 2 iron bars and a leather armor piece to craft the respective iron armor piece.
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Pixel Noise
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« Reply #50 on: April 02, 2016, 02:19:30 PM »

Coming along nicely!  Beer!

One thought I had - since there's such an unavoidable focus on various deities as a result of the mythology - it would be cool to introduce a sort of "covenant" system, to use a Dark Souls reference. You could pledge yourself to a certain deity, and gain certain bonuses, etc?
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Pixel Noise - professional composition/sound design studio.
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InfernoSoul
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« Reply #51 on: April 10, 2016, 09:16:39 AM »

@Pixel Noise
That's a cool idea! There could be statues that represent a certain deity, and you can pledge yourself to them by sacrificing health or giving them some kind of legendary item. Bonuses could include stat boosts or a chance to obtain a very rare weapon belonging to the god you are pledged to from killing enemies.

NPC traders have been added to the game.
To trade, the player will drop the items the trader wants nearby and the trader will take them in exchange for the desired item.



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MegaTiny
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« Reply #52 on: April 10, 2016, 09:29:35 AM »

This is looking really good! I know the update that mentioned it was a while ago but I just wanted to say thank you for getting rid of the fall mechanic. It can be hard to judge distances in games with this perspective.

Nothing has been annoying me more in Hyper Light Drifter than losing health because I dashed off a ledge mid fight.
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InfernoSoul
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« Reply #53 on: April 20, 2016, 08:44:03 AM »

@MegaTiny

Thanks!
Well, when I played through Hyper Light Drifter, at least there weren't any falling issues during boss fights.

These few days, I've been working on a new boss.



Firstly, the boss walks towards the player. When it gets close enough, it raises its sword and lunges forward. The boss then swings its sword and repeats the charge again.
That's all it does currently and I'm definitely planning on adding more attack patterns such as summoning minions or doing a ground slam.  
« Last Edit: April 22, 2016, 09:00:05 PM by InfernoSoul » Logged

InfernoSoul
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« Reply #54 on: April 25, 2016, 09:54:54 AM »

These past days, I've added health bars to enemies so you can clearly see how much damage you're doing and estimate how many more hits it will take to bring them down.

Furthermore, I made the dashing effect from the Boots of Hermes permanent (that means the Boots will be removed) so the player doesn't need to wear them to gain the effect. I've decided that it would add more tight dodges during combat and involve more skill like in Dark Souls, where the player is able to dodge roll. It also takes quite a bit of stamina to dash.

« Last Edit: April 25, 2016, 07:04:32 PM by InfernoSoul » Logged

Pixel Noise
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« Reply #55 on: April 25, 2016, 05:11:15 PM »

Yes to the health bars, and making the dash mechanic a basic game mechanic vs. needing the boots to use it.
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Pixel Noise - professional composition/sound design studio.
 https://soundcloud.com/pixel-noise
 https://twitter.com/PixelNoiseMusic
 https://pixelnoisemusic.bandcamp.com/

Recently completed the ReallyGoodBattle OST!  https://www.youtube.com/watch?time_continue=2&v=vgf-4DjU5q
InfernoSoul
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« Reply #56 on: May 04, 2016, 08:29:06 AM »

These few days, I've been working on a new ranged enemy.

The scythe enemy first swings out and fires his scythe towards the player in a boomerang-like fashion. When the scythe returns, the enemy will swipe at the player if he is close. The enemy will also get aggressive and walk towards the player after each throw.


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InfernoSoul
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« Reply #57 on: May 10, 2016, 09:19:48 AM »

A new type of weapon has been added to the game.

The Skeleton Staff fires skull-like projectiles in the direction of the player's mouse. It takes up a lot of stamina and has durability so players can't just spam it and easily defeat enemies.

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InfernoSoul
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« Reply #58 on: July 16, 2016, 06:35:16 AM »

The Kickstarter campaign for Underworld Dungeon has launched!

If you're interested, you can support it here: https://www.kickstarter.com/projects/441982227/underworld-dungeon
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Pixel Noise
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« Reply #59 on: July 18, 2016, 12:53:43 PM »

Woohoo!  Beer!
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Pixel Noise - professional composition/sound design studio.
 https://soundcloud.com/pixel-noise
 https://twitter.com/PixelNoiseMusic
 https://pixelnoisemusic.bandcamp.com/

Recently completed the ReallyGoodBattle OST!  https://www.youtube.com/watch?time_continue=2&v=vgf-4DjU5q
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