Deeper Darker (A stab at a roguelike)
Deeper Darker: Developer run
This is work in progress. It is a real-time/ turn-based RPG with some rogue-like elements.
What does that mean?
-Random Dungeon Generation
-Fantasy creatures
-Magical items and lore with inventory management
-Turn-based combat (real-time exploration)
-Permanent-death (well death normally is permanent, but here I mean, you have to start over and lose all items and progress)
The combat is not just based on luck, but stats and equipment play a role in the outcome. I had to dust off the old DnD Player companion! LOL
The video shows the game from a developer perspective. The tools I'm using and you can see how I had to cheat a bit with a health booster here and there. ;)
Flaws (many): Isometric tiles overlap slightly, hence the yellow lines when lights are used - transparency.
At some point I'll need to get an artist involved for more isometric tile variety and item art... if I want to pursue this further.
It currently runs on Android and would be cool to get it going for Windows Phone as well.
The OnGUI() has a huge FPS hit on Android though when viewing the map.
Next up, I want to be able to view enemy stats and go down to level 2, persist level 1 (JSON?) and reload it when player goes back up.
Thanks for watching!
This is work in progress. It is a real-time/ turn-based RPG with some rogue-like elements.
What does that mean?
-Random Dungeon Generation
-Fantasy creatures
-Magical items and lore with inventory management
-Turn-based combat (real-time exploration)
-Permanent-death (well death normally is permanent, but here I mean, you have to start over and lose all items and progress)
The combat is not just based on luck, but stats and equipment play a role in the outcome. I had to dust off the old DnD Player companion! LOL
The video shows the game from a developer perspective. The tools I'm using and you can see how I had to cheat a bit with a health booster here and there. ;)
Flaws (many): Isometric tiles overlap slightly, hence the yellow lines when lights are used - transparency.
At some point I'll need to get an artist involved for more isometric tile variety and item art... if I want to pursue this further.
It currently runs on Android and would be cool to get it going for Windows Phone as well.
The OnGUI() has a huge FPS hit on Android though when viewing the map.
Next up, I want to be able to view enemy stats and go down to level 2, persist level 1 (JSON?) and reload it when player goes back up.
Thanks for watching!
Comments
I've now also added inventory management with equip-able & consumable items.
Level persistence also works. Going down to lower levels and coming back up will remember the previous level and also where you've already explored (map). Your items are unfortunately lost between levels, LOL! Have to find a way to NOT do that...
The placeholder up/down stairs art is courtesy of Clint Bellanger (OpenGameArt.org)
Anyhow, here's some shots of the new inventory system and stairs:
and...
My biggest concern as a developer is to get hold of the important stuff like unique graphical art or epic musical soundtracks to make a game come alive... :)
UPDATE: Traps - all dungeons need them...
The dungeon was a bit empty and lacked environmental hazards. (So I added these yesterday)
I'll probably drop an APK here at some point?
Would love to see how it plays though :)
@dislekcia I hear what you're saying. This was firstly designed for mobile/touch, so screen real-estate is at a premium. This is what i came up with as a possible solution to the problem? So you only use your thumb on the phone... might get old quick, you could be right...
I wanted to get this game playable for a big international competition where entry expired this past Monday, but there was still too much to do. I got very depressed when I realized I wasn't going to make it. Luckily, the universe, moon, sun and stars aligned and a chance to collaborate on a new project appeared that was more likely to get done in time, thank you MGSA! :)
So I partnered up and we got another new game done. We barely made it and and were pushing 12-16 hour days for the last 2 weeks for a shot at it. I'll pick up Deeper Darker again in the near future.
and yes that is Kevin MacLeod's music. isn't he great? :) I felt it blended well with the atmosphere. Thanks for the interest :)
You can check Dungeon Run out over here...
http://www.makegamessa.com/discussion/2184/dungeon-run-2014-indie-game-maker-competition#Item_4