The Forgettable Dungeon: Early Access Release

Author Topic: The Forgettable Dungeon: Early Access Release  (Read 345516 times)

Would it light you on fire or would it be like spikes that do damage once and then pass through you?

Or do they just explode in your face dramatically?

Any way sounds like loads of fun.

Looking really good.

it needs some fancy flame-like emitters, even if it's tiny

what you should do for the flames is make them rotate randomly in like 20, 40, or 60 degree bursts every hundred milliseconds or so

like simulate choppy sprite art with choppy spinning

Depending on sales any plans to release on consoles and VITA/3DS?

I'll buy it day 1 on VITA. I still need some good vita games.

maybe like, more holes in the ground would appear quicker, more knights in one room, more of a chance for bad potions and scrolls, staffs explode quicker, meat gives less health, items are more rare, etc.

My end goal in terms of default difficulty is somewhere between spelunky and binding of isaac. I would go full spelunky but very few people can actually beat that game.

Isaac has an element of randomization that allows people to have easier/harder runs that can offset the skill a bit, this is something I'm hopefully going to be able to mimic.

How about having them start at a different point in their rotation cycle? Not a huge deal, it just looks a bit geometric to me. Super pretty though, I like it a lot.

I'm actually doing a trick right now to save on some rotation calculations but I'm most likely going to give up on that in the long run and implement individual rotation since it looks nicer.

Would it light you on fire or would it be like spikes that do damage once and then pass through you?

Or do they just explode in your face dramatically?

Any way sounds like loads of fun.


Right now they just do damage then pass through you, I'm still messing around with other ideas but I want it to not be too painful.

what you should do for the flames is make them rotate randomly in like 20, 40, or 60 degree bursts every hundred milliseconds or so

like simulate choppy sprite art with choppy spinning

Good idea, I'm definitely going to mess around with this in the future. Might be cool for all items that rotate to do a sort of 45 degree rotation to mimic older games.

45 snap rotation with a slight bob up and down at a lower framerate would look pretty cool I think, right now some of the rotations are a bit too smooth.

Depending on sales any plans to release on consoles and VITA/3DS?

I'll buy it day 1 on VITA. I still need some good vita games.

Some publishers have shown interest in bringing the game to other platforms but I'm not going to even think about it until after the PC version is out.

Though personally the game would be rad on 3DS with the stylus and what not.



Implemented the fire traps into the dungeon room generator, when they're created the rooms main ambient light is disabled to show off the lights more.



Also added a slight pulse to the fullbright effect, going to mess around with bushidos idea for the spinning sometime later.

Note: ignore the weird pop in, when in orbit cam that type of thing is more apparent because it doesn't have your player to gauge information on where you really are. Also ignore the slight light in the center, it's estimating where my orbit cam is looking and putting a light source there, usually you have a faint light source by your player.

Going to try and figure out a simple way to apply this fullbright effect to all light sources, it's pretty neat and the pulse really makes the fire stand out.

I hear it's worse to produce indie games for Nintendo as opposed to Playstation.

I don't know if this is still in effect but the guy for Retro City Rampage said he can't put his indie game in the Nintendo store unless he had a real office and not set up in some basement lol.

"Retro City Rampage Wii version a '$20,000 gift to fans'"

I hear it's worse to produce indie games for Nintendo as opposed to Playstation.

I don't know if this is still in effect but the guy for Retro City Rampage said he can't put his indie game in the Nintendo store unless he had a real office and not set up in some basement lol.

"Retro City Rampage Wii version a '$20,000 gift to fans'"

They can't put it on Wii U because they don't want to recode the entire game. Plus, there's a bunch of other stuff.
However, Wii version got the DX update so it's cool over there if you just play in Wii Mode.

http://retrocityrampage.com/wiiu.php
More on that here.

They can't put it on Wii U because they don't want to recode the entire game. Plus, there's a bunch of other stuff.
However, Wii version got the DX update so it's cool over there if you just play in Wii Mode.

http://retrocityrampage.com/wiiu.php
More on that here.

That was a really interesting read. I'd definitely love to see the game on Wiiu, or really all consoles, but it'd depend on money, demand, and difficulty.



Really exciting game development ( Warning ears ): https://vid.me/BYtB

Always fun to cause weird things like that.

Well 3D dot game heroes was on PS3 you could always put it on PS4 lol.

Really exciting game development ( Warning ears ): https://vid.me/BYtB

Always fun to cause weird things like that.

Uh what happened here

That was a really interesting read. I'd definitely love to see the game on Wiiu, or really all consoles, but it'd depend on money, demand, and difficulty.



Really exciting game development ( Warning ears ): https://vid.me/BYtB

Always fun to cause weird things like that.
What a nice particle effect

Really exciting game development ( Warning ears ): https://vid.me/BYtB

Always fun to cause weird things like that.
Ow my ears. What happened?

Really exciting game development ( Warning ears ): https://vid.me/BYtB

Always fun to cause weird things like that.
is this that new skrillex song everyone was talking about?

What a nice particle effect

I find the secret to good particle effects is to take the normal particle effect then play it 1000x more frequently

Uh what happened here

I implemented a feature that makes a little puff of smoke appear when you start moving or drastically change direction. This is for general game feel and it also helps to locate your player since the puffs only show on the character you're controlling.

What you're seeing in the vid is me screwing up and it being called constantly, along with the jump sound since I just copied that chunk of code at the time.

Don't worry the final version won't have that sound.



Nothing too exciting to show off but look at this pic of fireball spam...



I've also been messing around with a piece of software that does guitar to midi conversion, allowing me to rough out chiptunes quicker.

http://vocaroo.com/i/s0uJo0ZCcF39
http://vocaroo.com/i/s0ye9zzpC8vW

The flubs are 50% me being out of practice and 50% of it not being fully configured properly.

It's a pretty cool piece of software, can't wait to write some jingles with it.

I've also been messing around with a piece of software that does guitar to midi conversion, allowing me to rough out chiptunes quicker.

The flubs are 50% me being out of practice and 50% of it not being fully configured properly.

It's a pretty cool piece of software, can't wait to write some jingles with it.

oh cool. what's the software called?