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TIGSource ForumsCommunityDevLogsGrimstone: an ARPG inspired by Diablo II!
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Tudvari
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« on: March 16, 2019, 10:07:44 AM »

Grimstone: Aeldun


I always loved the Diablo franchise and 2 years ago I wanted to make my dreamgame in Unity3D. But I failed. And now I give it another try, now with more knowledge and patience!  Smiley

I started this project as my thesis but then I paused it to release a small puzzle game. And now I'm back!

And as usual, I'll make videos about my progress, so I can get some feedback, and make a friendly community  Grin



My main directions are:
  • flexible playstyles, there are no classes,
  • change playstyle dynamically as the environment changes,
  • randomly generated maps,
  • dark and gothic atmosphere,
  • non-linear world and story,
  • combining other elements of Diablo,
  • also playable with friends.
 



If you are interested in this project, feel free to join our Discord community.

You can browse my playlist containing the 2-3 minutes long devlogs:
https://www.youtube.com/playlist?list=PL-QHc6VUZXPdu9nMSYxsjpIjHWJ4FNE_N

But here are the devlogs themselves:

By the way I'm switching it back to ISOMETRIC! Hurraaay!

















































Extra videos:






(This is just a small overview of my old game and teasing the start of this one)




Thanks for the feedback in advance!


« Last Edit: January 14, 2023, 11:31:59 AM by Tudvari » Logged
feelblitz
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« Reply #1 on: March 16, 2019, 03:15:30 PM »

Combining two of my all time favorite games? You lucky chap. Can't wait to see the final result!
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Beastboy
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« Reply #2 on: March 17, 2019, 02:18:28 PM »

Pixel art and dark souls? Sounds atractive
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MegaTiny
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« Reply #3 on: March 17, 2019, 11:27:52 PM »

A Diablo-like? You're gonna pass your thesis AND be a rich man by the end. Seriously though great progress so far, and very quickly too!
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Tudvari
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« Reply #4 on: March 18, 2019, 07:32:05 AM »

Well, I hope I can provide what you're looking for Smiley
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bryku
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« Reply #5 on: March 22, 2019, 09:21:53 AM »

I'm a sucker for pixel art. This looks promising - will be following this thread for sure.
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Tudvari
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« Reply #6 on: March 30, 2019, 09:10:01 AM »

Aeldun's dungeons are now home to enemies who wants to kill our player  Grin
Next week I will improve my procedural dungeons.
If you are interested in my project, be sure to subscribe Smiley

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LunaticDancer
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« Reply #7 on: March 30, 2019, 11:27:36 AM »

This could be interesting, keep it up Smiley

Nothing soulslike to see yet though. Is this game just 3D force rendered in a really low resolution to make it look like pixel art?
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Tudvari
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« Reply #8 on: March 30, 2019, 11:40:10 AM »

Thanks, I'm pretty behind my deadlines, but there will be some souls-like combat elements. Currently I'm happy that I already have some rpg elements at least Smiley

Yes, it's 3D renderered with a filter. But maybe if I will get better with art, I will remove the filter.
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Tudvari
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« Reply #9 on: April 10, 2019, 12:16:49 PM »

Doors are now procedural!  Smiley




And also corridor generating is on its way! It will be used for making cyclic maps, less dense maps, etc  Grin
DevLog is soon coming: https://www.youtube.com/channel/UCSUAfN_hE3fg-bmP6_JwqZw

Here is a just implemented brushfire map, but it will need lots of optimizations:

« Last Edit: April 10, 2019, 12:24:23 PM by Tudvari » Logged
Tudvari
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« Reply #10 on: April 14, 2019, 04:20:47 AM »

The corridors are nearly done Smiley
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Tudvari
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« Reply #11 on: April 16, 2019, 07:41:01 AM »

Procedural corridors!
After saying "I think it's done" for the Nth time, I think I can finally say that for the time being, it's done  Smiley
Devlog soon on my channel!
https://www.youtube.com/channel/UCSUAfN_hE3fg-bmP6_JwqZw
Stay motivated my fellow devs!

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Tudvari
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« Reply #12 on: April 20, 2019, 08:10:08 AM »

Now the procedural dungeons have cycles, corridors, and many more!  Smiley
Next week: projectiles and improved AI.

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Tudvari
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« Reply #13 on: April 24, 2019, 11:55:55 PM »

The enemy archers are a bit overpowered, the best I could do is that we both died at the same time  Smiley

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Tudvari
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« Reply #14 on: April 27, 2019, 09:32:58 AM »

Last time Aeldun's procedural dungeons got some nice corridors, cycles, and many more!
In this video I'll show you what my algorithm does, step by step! Smiley

In my opinion corridor generating looks pretty cool :D

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« Reply #15 on: April 27, 2019, 10:16:55 AM »

Just out of curiosity, Are you doing the classic pixel sprites, or 3D rendered images like Diablo 2 did? Do you plan to keep it in the retro style in order to distance yourself from modern aprgs like diablo 3 and path of exile, or do you plan to do full 3d later if possible?
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Tudvari
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« Reply #16 on: April 27, 2019, 10:28:12 AM »

It's 3D, but with a pixelization filter.
This retro effect really helps me a lot, because I don't have to add a lot of details to art assets, so I don't really know yet whether I will remove this filter or not.
I'm a solo dev, and I'm not really good at art.  Smiley Maybe the team will expand in the future, and I will have more choices.

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Tudvari
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« Reply #17 on: May 18, 2019, 06:09:53 AM »

Ludum Dare made me realise how uninnovative Aeldun's combat system is, so I experimented for a week.
I came up with one that looks a bit more promising, but it’s still far from final.

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Tudvari
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« Reply #18 on: August 07, 2019, 11:09:15 PM »

Aeldun may turn from an isometric RPG into a top-down one!
The procedural dungeons are already refactored Smiley
What do you think?
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bryku
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« Reply #19 on: August 08, 2019, 09:38:20 AM »

Well isometric perspective was giving it the Diablo/Torchlight theme.

What do you mean by top-down? Something like in my game, or more like Hotline Miami?
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