Author Topic: The Forgettable Dungeon: Early Access Release  (Read 424850 times)

if there's something similar to boston fig on the west coast would you come over

same goes for the midwest


if there's something similar to boston fig on the west coast would you come over

We're trying to exhibit at PAX Prime this year, but I'm not sure if we'll get in.

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New spike trap:



This is going to be neat with some good sounds added in.

Double toast, I finally added a minimap, people have been suggesting it since v1 of The @Team lol.

Hopefully this will prevent those moments where people are just meandering about.



White dots are other players, you get updates from them as well.

Orange is the exit, green is you.

Perhaps add some level of transparency to it, and maybe match the palette to something more pertaining to dungeon colors? (either the floor or something gray)

As for the traps, are you gonna add ones that are just timed? (not triggered)

Perhaps add some level of transparency to it, and maybe match the palette to something more pertaining to dungeon colors? (either the floor or something gray)

As for the traps, are you gonna add ones that are just timed? (not triggered)

This is just the testing version, I already added transparency to the in game version, though I'm still not sure of placement on the ui.

There's going to be some timed traps as well, generally I favor trigger based traps, it's like building a rube goldberg machine.

This is just the testing version, I already added transparency to the in game version, though I'm still not sure of placement on the ui.

There's going to be some timed traps as well, generally I favor trigger based traps, it's like building a rube goldberg machine.
make trapdoor traps that send you to a room with more traps :cookieMonster:

make a room filled with traps, that one can only access by teleporting to it via a teleportation trap, and can only be exited via a teleportation trap hidden among the other traps. it should probably have some treasure in it too, because, you know. traps.

Both above ideas are cool, will definitely be doing a lot with traps so stay tuned.

I added monsters to the mini map, so now you can have moments like this, http://webm.host/b31b6/vid.webm , with all the monsters aggravated.


Looking at that video, I might need to tone down some of the effects, even though aggravating all monsters is usually a death sentence anyway.

Edit: My favorite part of this vid is when the grave comes flying in from off screen lol.

The Red Overlay seems to get very obnoxious in a situation where one would better need to see things. It should always flash when taking damage, but it should never get that level, instead I think it would look better if it left a smaller but noticeable red vignette on the rims so that the player knows how low their HP is getting.

so we can know how low our hp is for 360 no scopes
« Last Edit: June 12, 2015, 03:00:44 PM by Alphadin »

The Red Overlay seems to get very obnoxious in a situation where one would better need to see things.
this

I need to do a test with multiple players, if you want to try the game post and I'll send you a client so you can connect to my server.

It's a bit late tonight so I'm not sure if I'll do it tonight or tomorrow, depends if people are around.

Basically I just need to make sure certain things are working correctly over network, feedback is welcome as well.

if you want to try the game post and I'll send you a client so you can connect to my server.
Please


I need to do a test with multiple players, if you want to try the game post and I'll send you a client so you can connect to my server.
yeS PLEASE