About this blog
Development of a 3D maze game
Entries in this blog
I've been working on the combat, I've streamlined it to make it 1 character and 1 monster. It was getting too complicated, I had 4 characters and up to 4 monsters, trying to manage inventory and decide which character was attacking which monster was a headache.
I've put all the items into the game, all weapons, armour, misc items etc. Just need to finish off the combat and then I can start polishing and bug-fixing.
I've played Legend of Grimrock and it's exactly the same kind of game, it's very professional and mine won't be to that standard (unfortunately) but if I had the resources, that is the game I'd make. I highly recommend it, it's available on Steam now.
Deepfall Dungeon is a 3D first person fantasy role playing game. You have entered the dreaded Deepfall Dungeon and must find the exit! Along the way, you will fight monsters, find treasure, cast spells and build your character from a nobody to a legend! Will you make it out alive? Features - Hundreds of generated mazes - no two games are ever the same.. Ten different monster types, each requiring their own strategy to defeat. 3d graphics with a retro vibe. Download the demo from Mediafire, below.
You lucky people! Get early access to the demo, available now on Indie City, the release date is still 2 weeks away but I want to get some feedback and find out what features people would like to see in the final version.
Download from here
Please give feedback and bug reports!
I've spent this weekend updating the lighting and effects, I've added Normal Mapping to all the walls and it's looking good now. It took me a while to make it look right, either it was too dark or too bright but I think it's just about there now. These effects can be turned on and off by the player, in case they are playing on a slow laptop or something.
I've also noticed the dungeon is a bit 'static', there's not much movement. So I'm going to add some animated objects, things like torches, swinging chains, tapestries blowing in the wind etc. In the video you can see the 'torch' effect.
It's a flat polygon, which is rotated to the player, textured with a flame texture.
Originally I planned for all the walls to be flat 2d polygons, with a plain texture placed on top. This means I don't have to worry about making 3d objects, texturing them, placing them in the world etc.
However my artist is amazing and he has made 3d models before. He has made some units which lock together and look really cool. Basically instead of a 'cube' to represent a wall, he has created a model. These models are duplicated and it was really easy to replace my primatives with his models.
It makes such a difference to have proper 3d, I might even implement a 'look' control which lets you look around (currently the view is locked to 90 degree angles).
I've just about got the magic spells implemented, all I need now is a levelling-up screen (where the player can increase his skills) and a shop screen, which will allow you to sell items you don't need, buy upgrades, new weapons etc.
I'm on the verge of releasing my game, I've been playtesting, balancing and bug fixing and it's almost ready.
To celebrate I'm showing you guys some concept and unused artwork, I always enjoy this kind of thing from proper devs, so enjoy!
Have made a start on the combat today, I have populated the maze with a random amount of monsters and when you bump into one, the combat routine is called.
Currently it's realtime and you have to manage your heat compared to how much damage you can do. I am going to add a 'block' function and I also still need to put some weapons in, but the basics are there. I will also need to add a 'run away' option, in case things are getting bad!
I am also going to have to source some proper monster graphics, I'm just using googled images at the moment (I think the zombie monster is from Left for Dead!)
Onwards and upwards..............
Had a horrible bug which destroyed my maze, took me a while to hunt it down and fix it. Turns out it was just 1 character in my code which was in the wrong place. I also took this opportunity to tidy things up a bit, do some more optimisation etc.
I stumbled across this interesting article about tutorials, my first level is a tutorial which explains how the game works and I am definitely going to pick up some pointers from this article. I had actually made some of the mistakes mentioned in the article without realising it so it was definitely worth a read.
Thought I'd try and convert my game to 3D, as it would lend itself quite well to that perspective. Turns out it was quite easy and it looks great! Maybe I'll write a Nintendo 3DS conversion?!