∞ Dungeon

GeorgeN

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h1rnz1lla

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phew... deadline is approaching faster than i expected...

update

+ basic leveling system added
+ upgrade screen where you can spend gold on upgrades
+ speeded up the monster calculations
+ added "dynamic lore" to the start screen

tomorrow i will try to come up with some cooler enemies, if i have enough time.
basic soundscape will be integrated too.


travisofarabia

  • Posts: 219
Looks and feels great, After you die you can continue to move, the minus or plus numbers appear and the screen still shakes on collision.

h1rnz1lla

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you kill enemies before they can attack you. the bigger ones though need more strategy to outsmart them. thanks for the bug report, thats an easy one to fix.

travisofarabia

  • Posts: 219
Having fun with something so simple has got me excited for another update. I noticed another small bug. If a coin pile spawns on the same block as a chest you cannot open the chest.

h1rnz1lla

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hehe glad you enjoy it so far, thanks will look into that. right now i'm clicking random buttons in http://www.bfxr.net to make some sounds.

GeorgeN

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hehe glad you enjoy it so far, thanks will look into that. right now i'm clicking random buttons in http://www.bfxr.net to make some sounds.

I think the UI needs more work. I mean those icons are to close. Spread them a bit.

h1rnz1lla

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Soooo i would call that a thing.
Updated to the final Version.

+ sounds
+ music
+ added traps
+ small blobs can enrage

I did not manage to implement other enemy types, but i'm with the result anyway. For about 15 Days part time this is a pretty complete experience.

Have fun & Good Luck to all other participants ;)!

Jon

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  • Posts: 17529
I think the game needs more contrast, especially between the floors and the white part of the walls.

It's an interesting take to use a "modern" style to a dungeon crawler (versus a traditional take like this), but I have to second this. I'd like to dig in more to the game, but the low contrast / use of white are making it hard for me to play.

travisofarabia

  • Posts: 219
Hey, Quick question that i've searched for in the forums but maybe i'm using the wrong terms. When you kill an actor how do you get the text to appear about the dead actor? I understand how you would do this if you didn't mind creating a new actor for the number every time but it seems like you used a draw text function?

h1rnz1lla

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yeah, the thing with the low contrast visuals is that it works as intending on iOS Screens as they are pretty good. i see that it doesen't work very well on super crapy monitors :). so i understand the critic but it's not something i would like to change if i would release this for iOS at any point.

for the floater:
i do create a new actor with a label attached to it every time. i set the label text to what happen, collected gold, got damage, collected exp etc and use different font sets for it. after i fade out the text actor with the label i just kill it.
so its pretty easy to do actually.

« Last Edit: November 20, 2013, 03:17:27 am by h1rnz1lla »

Jon

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i see that it doesen't work very well on super crapy monitors :).

Heh, I'm viewing this on a 30" ACD, one of the last matte displays for Apple to produce. ;)

irock

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I actually played this on a 2012 iMac display and had a little trouble in a couple instances distinguishing the wall from the floor.

h1rnz1lla

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ok ok guys :D your monitors are fine, i'll take it as a critic and improve the visuals when i work on it again.