[Comp G] Deeper Darker

edited in Online Competitions & Jams
About

A decrepit, crumbling castle. The mystery of a centuries old curse.
Descend into darkness to discover what has been haunting a proud family for generations...

Download (Final competition build)

https://hypnotic.itch.io/deeperdarker

or direct link: DeeperDarker-v0.06-PC (63MB)

Deeper Darker
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Thanked by 2roguecode Pomb

Comments

  • edited
    ART (Dev art unless stated otherwise. If any art here does not comply with rules, please let me know :)

    Level Source
    Level Result
    Player
    Beam
    Candle
    Flame
    Skull
    Hole
    Ladder (wood)
    Evil Sign
    Crate - source: Chris Hildenbrand (http://2dgameartforfree.blogspot.co.za)
    Wooden Plank - source: Chris Hildenbrand (http://2dgameartforfree.blogspot.co.za)
    Crosshair
    Speech Bubble
    Menu Window
    NPC 1
    Title
    Chat Anim source: modified a Humble GameDev bundle image)
    Acid
    Lava
    Star
    Blood
    Key
    Door
    Gun
    UI
    UI Button
    UI Health
    UI Torch On
    UI Torch Off
    Snake
    Switch
  • edited
    SOUND

    Title Music: Quinn's Song: A New Man - source: Kevin MacLeod (www.incompetech.com)

    Background ambient - source: Humble GameDev Bundle 2015 Asset, modernsurvivaldlcpack_degica_bundle - Dungeon_-_Rotting_Cellar.mp3

    Background ambient 2 - source: (Shockwave-Sound.com) Extended License purchased 26th Jun 2014, LYN033: Horror Sounds, Set 1 - Horror dark soundscape: The Dungeon Cave

    5 Game Over Tracks (when you die) -source: Humble GameDev Bundle 2015 assets:
    (Modern-Day-Music-Mega-Pack) ME_-_gameover_01.wav
    (Modern-Day-Music-Mega-Pack) ME_-_gameover_02.wav
    (Modern-Day-Music-Mega-Pack) ME_-_gameover_03.wav
    (Modern-Day-Music-Mega-Pack) ME_-_gameover_05.wav
    (Modern-Day-Music-Mega-Pack) ME_-_gameover_06.wav

    Gun .38 - source: www.sonniss.com (GDC2015 pack, Coll Anderson - Guns "EFX EXT .38 Plus Power Shots 04 B.wav"

    All other sounds sourced from www.sonniss.com (GDC2015/2016) as well as from the recent Humble CRYENGINE Bundle.
    Thanked by 1Mexicanopiumdog
  • edited
    MISC (Technologies used)

    NPC Chat: Twine 2.0.11...

    Level Design: Tiled & AutoTileGen

    Font (Beta Dance v1.0 by Ben McGehee)

    2D Dynamic Lights and Shadows

    SpriteLamp shader

    GamePad support: XInput
  • @konman Interesting that you are using the primitives theme in conjunction with an RPG - did you imagine eerie square looking shadows and triangular candles? :D
    I can hook you up with some sound=ambience once you got some gameplay in...interested to see how you will execute this!
    Thanked by 1konman
  • @Mexicanopiumdog :) This won't be an RPG, but a top-down action puzzler. The RPG I mention in the OP was for the other prototype.

    To give you and example of the primitive art I had in mind, for a candle I want to use a red circle as the base and a yellow/orange triangle that rapidly moves left to right as the flame...

    As light/darkness is a key theme in this proto, I want to use shaders and lights along with the primitive shaped sprites. It should make the primitive sprite pixel edges light up when a light is near and I have a cool method in mind for casting real time shadows around the primitive polygons. Hopefully the effect is creepy.

    Thank you for offering some sound, that would be awesome! I won't hold you to it. Wait for a demo before you commit, it might just be crap, LOL :-P
    Thanked by 1Mexicanopiumdog
  • edited
    Update: New screenshot in OP. Added more art. Player controls and level mechanics work now along with 2D Dynamic Lights and Shadows and SpriteLamp shader juicyness.
  • This is cool man, you got quite a bit of work in already. I've always wanted to do dynamic 2d shadows. Looking forward to your progress further this month.
    Thanked by 1konman
  • First playable demo available for download, see OP. Up next...NPC chat, title screen, in-game menu. Following week is hazards and hopefully puzzles. Hazards = spinning blades and other deadly objects. Maybe even that rolling boulder from Indiana Jones ;)
  • edited
    There shall be thirteen levels. 13 exactly.

    Edit: I lied. There shall be 7.
  • edited
    Update: New video added (See OP)

    New features:

    1) NPC Chats using twine_2.0.11 (This time I am keeping the damn twine install. Each new version I have to rework the XML parser, grrrr)
    2) Added some ambient sound (from Humble GameDev Bundle a while back)
    3) Player can now jump over holes.
    4) Can push plank over hole to make it walk-able.
    5) NPC can also follow player. They are now YOUR responsibility. Make sure they are safe :)

    I'll publish a demo once I have the pop-up in-game menu working this weekend.

    Edit: I am also planning on implementing a revolver. You have 6 shots. Then clip empty. Your bullets will ricochet off walls and objects. Like an intricate pool/billiards shot you will need to align your shot. Try and hit switches in hard to reach places. Hitting the switch will perhaps open secret doors.This might be a bridge too far for this prototype though... maybe.
    Thanked by 1Kobusvdwalt9
  • New demo available, see OP: Deeper Darker v0.02 for PC (53 MB)
  • Looks cool. Very atmospheric and the story is intriguing, nice touch :)
    Thanked by 1konman
  • Hi, I was worried about the story maybe offending some people due to the religious context. Hopefully not. Most prototypes I start with an elaborate story and then fail to deliver on the "promise" hinted at.
    I am a Pisces after-all... promise you the world, deliver nothing ;-P
  • edited
    New demo available, see OP: Deeper Darker v0.03 for PC (54 MB)

    New stuff added this weekend.

    Health and damage is now a thing: circular blood decals, red flash and screen shake (yay!)
    3 traps added: travelling blade, lava/acid and my personal fav, "a-breath-o-foul-air".

    This is the last update for a bit.

    Next week I want to maybe add more traps/objects and experiment with a ricochet mechanic.

    I am dreading the level design phase. Not my forte.
    All objects (bar walls) are manually placed in the scene currently. I still need to add all objects to Tiled if I am ever going to make 13 levels.

    I'm going to go watch something comical now...
    All weekend trapped in that gloomy bottomless pit is affecting my mental health :)
  • edited
    Mid-week madness! New demo is up! Deeper Darker v0.04 for PC (54 MB)
    See first post for download...

    Updated:

    1) Revolver: Ricochet, BULLET TIME... OMG, first camera shake, now this gimmick too!
    2) Doors and keys... a means to control player movement in dungeon (eventually)

    Now don't go shooting any innocent bystanders, yourself included, okay? :-O
  • edited
    New demo available: Deeper Darker v0.05 for PC (55 MB), see first post for link.

    Updated:

    1) Game objectives clarified.
    2) New UI.
    3) Health pickup added.
    4) New creature: Snake
    5) More Traps: Spitter / Lazer beams.
    6) Sandbox level expanded to accommodate new traps.
    7) Various bug fixes.

    Next week is level design. Following week will focus on sounds, polish and wrap-up.

    This is probably the last playable demo until 31st March.
  • edited
    After some internal turmoil I have decided to changed direction slightly regarding theme and context. See first post.

    If you haven't guessed, the main game mechanics so far are exploration, survival, delivery mission (key->door) and escort mission (npc->destination)... I have yet to determine a reason, in a Lovecraftion-fashion, why an NPC would follow me to a specific destination. I feel I need to read some more Lovecraftian stories to pull some ideas creatively.

    Also I have managed to get to a point where I can construct levels now by painting props/traps in the Tiled editor which should allow me to create new levels far more rapidly.

    I am torn currently between adding more unique traps and starting the thought processes around creating the puzzle level elements. I realise building fun puzzle levels by using the limited props available is a skill in its own...one I doubt I have.

    I need to do some more research on puzzle games that utilize obstructing/unobstructing mechanisms as currently deployed for some ideas, but time is running out. :-D
  • Progress update...

    Added:

    1) The story (by H.P Lovecraft)
    2) A switch object that triggers a door from a distance.
    3) Auto-save after level complete with resume feature on title screen
    4) All Audio
    5) Created levels 1-4 as well as the end level, level 7 (in case I ran out of time).

    Currently crunching to get levels 5 and 6 done then some spit, polish and bug hunting if time permits.

    Will upload the demo tomorrow at 23:59:59.
    Thanked by 1Kobusvdwalt9
  • Phew! Done!

    Final compo build ready for download: Deeper Darker v0.06 for PC (63 MB). See first post for links.

    It feels good to get a project done. :)

    Well done and good luck to all contestants, I look forward to playing your creations.
  • I made a very short video of my play through. I will attempt to do proper reviews with commentary over the course of the next 2 weeks.

  • @fengol That is so cool, thanks!
    I still need to do a mini post-mortem and remove those unnecessary .pdb files from the zip at some point.
  • Post-Mortem

    What worked well?

    This is a top-down, 2D game very similar to other prototypes I've done previously.
    Development was accelerated by using code snippets from those prototypes as well as using productivity enhancing tools like: AutoTileGen/Tiled/Twine etc

    I am pretty pleased that the game has an actual ending/conclusion.
    My first prototype ever that does, short as it may be. (+-30 minute playtime/7 levels)

    What didn't work?

    I hoped to collaborate with others on this project for sound/art/level design/story/game design etc...
    There just was no interest, which was disappointing.

    Story/Context-wise I also had to back-track a bit. I initially introduce too much story that could potentially
    sidetrack the project and alienate an audience... the whole Revelations theme and story in general... I think the game feels better for going the H.P. Lovecraft route instead of the religious context planned.

    What would I do differently or change?

    I need to design/plan more on paper instead of in my head...
    As usual, when I started out, I envisaged a game much larger in scope than the final compo build...
    More fun mechanics, more levels, more enemies, more traps etc :)

    I somehow need to engage the community more too, by attending events etc if I want collaborate in the future.

    Scope versus time is still something I need to get to grips with properly in order to grow as a game designer/developer.
    I am a total novice when it comes to game jams. Not sure I like a time constraint/deadline, even if it is a month.
    Also don't know how I'd fare in a team.

    Final thoughts:

    Unsure if I'll spend more time improving this game. Interest seemed luke warm which is also good feedback.

    I have since started resuming experiments on another, older prototype that is fun to spend time with right now.

    Overall I am humbled by being a part of something like this. Sharing something I love doing along-side my peers.
    The different perspectives and talent visible in this community is amazing and very inspirational.

    This compo was hugely educational and I hope to see many more like it on MGSA.

    Stats: itch.io

    Earnings: $0.00 Purchases: 0 Views: 57 Downloads: 6
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