Dungeons of Mysteria

Started by GrindalfGames, April 27, 2021, 17:27:13

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GrindalfGames

I have recently been making a procedurally generated first person dungeon crawler in Blitz3D.
It has procedurally generated dungeons, weapons and spells. Other items(like apples and potions) are not procedural.
death is permanent but you get a nice little tombstone in town telling how you died.
and when you get to a certain level of wealth you can retire that character who will open a shop and build up the town.

but a trailer shows off more than I can explain so here is my badly thrown together trailer :P


iWasAdam


RemiD

nice, you leveled up man, congrats :)

Xaron


GrindalfGames

A friend of mine AmalgamAsh plays through the wip demo of Dungeons of Mysteria
Apart from me leaving escape as an end program button I think it went quite well


RemiD

#5
nice :)

some suggestions :
-impact particles (when a projectile hits, or when a weapon hits)
-explosion / destruction bodyparts (when an ennemy is killed)
-a way to save / load the game or a way to respawn in the room where player was killed
-step by step help screens on how to play

GrindalfGames

Quote from: RemiD on May 14, 2021, 21:33:02
nice :)

some suggestions :
-impact particles (when a projectile hits, or when a weapon hits)
-explosion / destruction bodyparts (when an ennemy is killed)
-a way to save / load the game or a way to respawn in the room where player was killed
-step by step help screens on how to play

1:there are particles when projectiles hit. I will look into adding them for weapons as that could look quite nice thanks :D
2:Yeah I was thinking of some kind of dead body type thing when an enemy dies. it would also help distinguish between when the Watchers teleport and die and the ghosts disappear and die as I noticed a couple of moments where he killed a watcher and thought it had teleported and kept looking for it.
3:its a permadeath roguelite so that kind of goes against the nature of the game. although it does have some basic saving. It saves between dungeons but once that character dies the save is deleted.
4:yeah Im looking at a nice way to present some kind of help screens. maybe a tutorial dungeon. Im really not sure what would be best at the moment, but he does struggle with understanding the basics so it is certainly needed.

Thanks for the pointers :)

RemiD

#7
Quoteyeah Im looking at a nice way to present some kind of help screens.
i am going to post a code example soon, that i have added in my game VShooter.

the idea is to have triggers recorded when specific events/actions happen, and only show the relevant help screen if the previous trigger/help was triggered/shown and if enough time has passed since the last help screen was shown (and then hidden manually by player).

this way the help is shown step by step and also does not flood the player with many help screens (and allows him to play between each help instructions)



another suggestion :
-when player dies, make him fall randomly at left or at right...

GrindalfGames

Quote from: RemiD on May 15, 2021, 08:07:09
have triggers recorded when specific events/actions happen, and only show the relevant help screen if the previous trigger/help was triggered/shown and if enough time has passed since the last help screen was shown (and then hidden manually by player).

Thats quite a good idea actually

GrindalfGames


Today I put together a new trailer for dungeons of Mysteria

GrindalfGames

The Itch.io page is up and a demo is available to try out(limited to a single seed dungeon)
any advice is always welcome :)
https://grindalf.itch.io/dungeonsofmysteria


iWasAdam

I really like how your journey has taken to this point - brilliantly well done
I'll sort something out on itch.io :)

GrindalfGames

Thanks Adam that is high praise coming from you :)

blinkok

Some awesome character design there. Nice work

iWasAdam

No problem - I dropped you a little something via itch.io too  :o

If you want any help with a mac/wonkey version - I can give you all the support and help with code, etc ;)