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Matt Lloyd

Deeper Dungeons

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Matt Lloyd    228
Hello All, Here is something I've put together recently. It is a very simple 1 player dungeon bash. Objective is to get as many points as you can before running out of health (it gradually ticks away like in Gauntlet as well as when enemies hit you - and there are no health packs). Points are scored by collecting treasure in the form of coins, treasure chests and for eliminating enemies. The enemies present are goblins, skeletons, ghosts, warlocks, black knights and monstrous fiends. Collecting swords increases your damage dealt to enemies and collecting armour reduces damage inflicted by your enemies. Furthermore you are unable to go back to a previous room after exploring a new one - you can only advance further into the dungeon (many paths though) 1st Gameplay hint - each successful strike inflicted upon an opponent doubles your damage inflicted (up to 4x) until you are struck by an enemy at which point it reverts to standard damage. 2nd Gameplay hint - if your character is flashing lots of colors then he is invulnerable temporarily to enemy weapons Gameplay feature - Dungeon is generated randomly as each room is entered (6 basic rooms although many combinations of contents of rooms) - *HOWEVER* - if you traverse the same path (ie go through the same doors) in different game sessions the contents will be identical. This is deliberate as it still allows both exploration of new territory and the chance to test your skill at beating your high score against a particular 'seeded' dungeon. A simple screen shot is as shown here: simple screenshot Viewpoint is 2d isometric. No more than 32MB video memory is required Download is 24MB (uncompressed size is 36?) - the size is mainly due to the number of animation frames on the sprites. Load times may be slow on integrated video cards, particularly on laptops although not 100% certain of this. Download here: Deeper Dungeons How to Play: Run Setup.EXE to select if fullscreen or windowed, and input method (and then game will start). Game is designed for joystick (Left Thumbstick if GamePad) and Button 1 to "Attack" and works best with that. Other Input Methods are: Keyboard - Cursor Keys (arrow keys) and Space Bar to hit things Mouse - Left mouse to move walk, Right mouse to strike things - I can't stand mouse control myself and this game was not really designed for it. Run IsoEngine.exe to start the game with current settings. What I Am After - If anyone enjoys playing it then let me know what your highest score was? IF anyone feels like making some rooms themselves, out of the goodness of their heart, then let me know ('cause they're very bland at present) ;). How it runs on your system - smooth or choppy, long load times or quick? Any problems or issues (it probably doesn't like ALT-TABBING in fullscreen but fixing that is probably beyond me)

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jyk    2094
Ran flawlessly for me - good framerate, very smooth. I played one complete game and got somewhere around 25000 points.

Where did the art/animation come from? It's very nice!

The load time seems fine for the initial load, but are you doing any sort of resource caching from level to level? I think faster load times between levels would improve the flow of the game a little.

I noticed on one occasion that the 'floating guy' in the white robe walked through a couple of walls. Not sure if this was intentional.

Very nice job overall - congrats!

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Rand    193
Ran fine for me windowed on my laptop. Level loading only took 3 secs. One trick you could do with that is cache the next possible levels during the current level is being played. I got up to 10k before i needed to go shopping. I liked the dragon guys, that was a surprise :)

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oscinis    209
Phenomenal. :)

I managed to scrape by to 84210. Ran great, excellent visuals and style, excellent sound, but the doors were a bit touchy and for most of the duration I was playing my character was flashing different colors and I couldn't figure out why (I didn't notice picking up anything that made me invincible). The red text that comes up just before entering another room is not displayed long enough to read. The advice above about loading should also be taken into consideration.

But yes, overall, I'm not getting rid of this any time soon.

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Matt Lloyd    228
Hello all, thanks for the positive feedback (and constructive criticisms)

jyk - the animations are rendered characters (& props) from daz3d rendered in poser 4 - the animation cycles include walk,attack,struck,idle,dead and in total each creature/character has about 800 frames of animation (approximately) The 'floating guy' is supposed to be an ethereal/ghost like creature so it is intentional that they float through walls. Perhaps I should have made them semi transparent (easy to do so but will have quite an impact on framerate I fear).

Thanks Rand & jjhavokk - glad to see you enjoyed it.

oscinis - that's a very good score my best so far is around 60,000 - were you using a joystick, keyboard or the mouse? The flashing different colors occurs when specific scores are reached - the red text before entering another room I will fix so it lasts a few more seconds. I agree that the doors are not quite right yet, needs some tweaking.

Glad to see people enjoyed it and that it runs smoothly on your machines.

Regarding the level load times -
I will see if I can optimise it - I'm pretty sure that I can but I won't be able to precache the levels..yet.

Thanks,
Matt

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ursus    206
Good job! Very well done!

No problems/bugs found. Looks very polished.

I cannot resist the feeling that your game is only a beginning of some larger project?

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jyk    2094
Played a couple more times today and finally managed to break 60000 (I'm curious as to how oscinis made it to 80000 on his first try! :-)

A couple people already commented on the doors, but I'll mention that on a few occasions I crossed the 'door threshold' inadvertently while in battle or as a result of being knocked back by an enemy attack. I'm wondering if there would be a way to give you more control over when you exited a room (especially since you can't go back the way you came). I just hate having to leave treasure and other goodies behind :)

A few more sounds would add a lot as well - perhaps death sounds for some of the other creatures? (I noticed that the goblins have one, but I didn't notice any others.)

The game is really quite fun and engaging. I hope you keep working on it - 'looking forward to the next version.

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oscinis    209
Quote:
Original post by Matt Lloyd
oscinis ... were you using a joystick, keyboard or the mouse?

I was using an (official) Xbox 360 controller. Worked right off without any hassles, left analog stick to move and A (bottom button of the diamond) to attack.

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Matt Lloyd    228
Hi All,

ursus - the code and some of the media was from an earlier project I was working on (and finished but not released yet) but it is definitely *not* part of a bigger project - I want this to be a small easy to jump in and play game but with enough depth to make you want to play one more time...

fellow Servant of the Lord - good to see you enjoyed it, I'm in the process of tweaking it so that defense upgrades and health boosts (which there were none originally) appear a bit more regularly. Out of curiosity - why not full screen?

The main changes I see from here that I will implement are:

Sound effects for the following:
Sword Upgrade, Armour upgrade, Health Boost, Various Enemy 'deaths'

Graphical updates:
Dungeon Room appearance & animations:
I'd like to make more interesting dungeon rooms, with enough generic/similar features so that they fit well together but with enough variety that they do not become too boring too quickly. Making the levels themselves I have no problem with but coming up with the designs is a little tricky as I seem to lack a good imagination when it comes to these - I end up staring at a blank page. The dungeon rooms should not have any iconic symbols as I don't want it to fit into any particular 'universe' and am leaning towards the kind of messy, unkempt ruin which is still lived in by ancient warlocks, goblins, skeletons etc (as in the game) - perhaps like the initial dungeon that the player is in when starting Baldurs Gate 2 - a style somewhat like that perhaps. Think abandoned castle or catacombs in an underground city perhaps?

**** As mentioned in first post - if anyone is interested in designing some pencil & paper sketches for inspiration feel free to do so ****

Finally - I've fixed the load times but you won't see any of that until I upload the next demo. (Fixed the load times by not unloading the sprites at the end of each room which means it uses slightly more memory although so far the game only uses about 50-60MB of memory and I'd like to keep it around that level.)

Thanks
Matt

oh....oscinis - your score is still better than my high score so you either found a really good path through the dungeon, are a very good player, or were extremely lucky ;)


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alfith    2337
it runs very well on my athlon XP 2000+ with 256Mo under WinXP
I did 88280 but I don't think it is valid because I found that if you "attack" items (chest, coins, swords) you get points and when you pick them, you get points again...
played using mouse.
great game !

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alfith    2337
Played a second time and finished with
score: 165620
sword: +12
armor: +3
The challenge is now to kill one big red dragon.
Is it possible to add a time counter (during the game, or just at the end) ?
How long can you play if you don't get hit by the creatures ?

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Matt Lloyd    228
Hi alfith, you're doing pretty well at this (12 swords!)
I don't really want to put a time display on the screen, not 100% sure why but just don't think it would work well. However your other question of how long does it take to run out of health without fighting:

Every 10 seconds 1 hitpoint is lost regardless of what the player does. This in itself is a time limit. The player starts with 250 HP and so would take 2500 seconds or about 40 minutes without moving. A few days ago I tried putting a 'health boost' (ie restore full health and a few other effects) in as a powerup but it really changed the style of play, even with them being rare it became simply a race through the dungeon to fight monsters then to find a health potion and keep on racing through it.

The style I want to go for is one where the player is rewarded for exploring - and that the knowledge of explored locations is used by them to improve each session - they may find a bunch of swords if they take one path and so that may encourage them to take that path further, or they may choose to explore parts they've never been to in the hope of finding a cache of armour for instance.

At the same time I want combat to be 'arcade' in style and quick but also deadly - especially against the big red monsters.

Regarding a red dragon:

I *could* put a big dragon in but the size of the creature may cause artefacts to occur with the drawing process - ie it wouldn't look right in some situations. The way my sprite system works with the backgrounds means that creatures 'bounding box' should be within a cylindrical shape - so humanoid figures work well, while elongated snake like shapes would not work properly. Just a limitation of my code that I am not prepared to alter.

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Matt Lloyd    228
Hello all,

I've updated then game slightly - fixed the loading times and a few other issues, download is available from same address as before.

Won't be another update for some time as I am looking into getting the level graphics redone.

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