SyntaxBomb - Indie Coders

General Category => Showcase => Topic started by: iWasAdam on March 12, 2018, 08:34:47 AM

Title: BloodCrypt
Post by: iWasAdam on March 12, 2018, 08:34:47 AM
Here's my entry for the 7DRL, BloodCrypt. (


It's the first real look at the RogueTable system and is complete but no sound or monsters... YET!
Title: Re: BloodCrypt
Post by: IanMartin on March 12, 2018, 05:16:18 PM
That looks really cool, I love the way the flat graphics mix with the 3D. 
You made your own engine for this?  What language did you use?
Title: Re: BloodCrypt
Post by: Pakz on March 12, 2018, 05:58:48 PM
Looks really epic!

I can not get through the gate.
Title: Re: BloodCrypt
Post by: iWasAdam on March 13, 2018, 08:17:01 AM
It's written in monkey2, with a custom OpenGL renderer.

The 3d engine is completely my own with a very different light and shadow engine. Light will actually flow through a 3d scene - but not handled by the gpu - its cpu based, so support 4098 lights with no slowdown.

aha the gate has shut firmly behind you...

Version 1.02 is now up with added gold and monsters and permadeath
Title: Re: BloodCrypt
Post by: Naughty Alien on March 13, 2018, 10:11:08 AM
..i have reached up to this stage, how to proceed.. :) .. i like this very much..just flickering hurting my eyes..

Title: Re: BloodCrypt
Post by: iWasAdam on March 13, 2018, 03:20:57 PM
next update will tone down the flickering ;)
Title: Re: BloodCrypt
Post by: iWasAdam on March 14, 2018, 02:55:22 PM
V1.03 released
Ver 1.03

Vegetation now animates
Flickering lights toned down
Books added
New 3d models added
New map decor
Map changes - crypt tree added
Clicking knight displays information and raises and lowers
Clicking a monster gives you some information
Knight now faces proper direction
New 'inhabit' mode, where you get the view from the knight - activate from new icon at top
Direction arrows added when there is new ground at edges of tiles
Title: Re: BloodCrypt
Post by: Steve Elliott on March 14, 2018, 03:49:56 PM
Some nice effects here and the game is progressing nicely, but definitely needs an epilepsy warning.
Title: Re: BloodCrypt
Post by: iWasAdam on March 16, 2018, 07:43:48 AM
flashing is now toned down :)

V1.04 now upped. Here’s the changes…
– if a monster can be attacked cursor glows red
– corrected knight eye view
-basic food added. some food has random chance of being nasty. food is static, when it’s there. it’s always there
– clicking monsters now display health and attack levels
– monsters now display health and attack points above them when clicked and attacked
– new movement and attacking system for monsters
– red square to attack text added to menu
– attacking monsters has a 30% chance of the monster getting an attack in first
– monsters now drop 1..4 gold when killed
– more map locations to discover
– top indicator now shows both health (now green) and attack (silver)
– max health extended to 8 (previouly was 4)
– bestiary now includes gribbmax: a more bigger, badder gribble
– monsters now act in groups
Title: Re: BloodCrypt
Post by: iWasAdam on March 23, 2018, 12:55:12 PM
V1.05 is nearing release.
So here's a quick peek at the new map function. It even updates while you move in the background!

all in all - coming along quite nicely.
Title: Re: BloodCrypt
Post by: iWasAdam on March 24, 2018, 12:59:29 PM
last post before updating. This shows the new jumping animation plus the arrows showing that new ground is available:
Title: Re: BloodCrypt
Post by: Qube on March 24, 2018, 10:31:51 PM
Looking good :) - I see there's a native Mac version too, good choice :P. Will download and have a play.
Title: Re: BloodCrypt
Post by: iWasAdam on March 25, 2018, 06:39:27 AM
wait for a few days until V1.05 is uploaded - it has all the new stuff in it ;)
Title: Re: BloodCrypt
Post by: iWasAdam on March 25, 2018, 07:34:46 AM
new release for Windows and MacOS (

Here is a list of changes:

menu buttons now use game font
Keys A/D now rotate view
UI graphics slightly altered
smooth camera motion now added
blood hits screen when monsters attack you
Top Left UI now shows bones when a monster is killed
New Monster: Skeleton. appears after 6+ bones!
general output light is now brighter LightGrey instead of Grey
lighting brightened and toned down
Key i now activates inhabit mode
Key o now activates overhead mode
Escape Key goes back to menu
inhabit mode tidied up a bit
bone graphics modified
monster info shortened
rotate buttons added to bottom right of screen
new icon graphics fitting with style
monster movement tweaked
gribmax has 30% chance of giving you health when killed
new trapdoor animation and models making things much easier to see
new tree models and tree textures
new inhabit icons at bottom right giving movement and fight
new rotate icons at bottom right
new keyboard controls for inhabit arrows, qweasd.
bugfixes to new tile routines
corrected inhabit to an from normal errors
level jump codes added
some food has higher probabilty of being poisoned
crates, barrels, rocks, plant, cross  added
new tiles added
tile colors modified
sound trap and get-to internal tile triggers added
dressings now have a height value
new menu graphics
trapdoors now open when the key is collected
pink knight now moves properly
monsters now move properly
monsters now display blood scratches when hit
4th fluid shader added
New Map view added with icon and keyboard M to activate
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