Author Topic: The Forgettable Dungeon: Early Access Release  (Read 407318 times)

spelunky roguelike with mad multiplayer action and more goofs. more fun than difficult conpared to spelunky, but still got that theme where you wreck dungeons for spoils

rotondo: after the last update or the one before, my esc key never works.

will there be multiple bosses for each theme

I definitely want there to be, but it'll depend on how much time and creative juices I have in me for them.

Can you do an abriged description on what the game is about to probably convince me into playing...

Kill things, don't die, also there's chickens.

spelunky roguelike with mad multiplayer action and more goofs. more fun than difficult conpared to spelunky, but still got that theme where you wreck dungeons for spoils

rotondo: after the last update or the one before, my esc key never works.

Out of curiosity go to the main menu press enter, you should be taken to the start server screen.

Then hit escape and see if it takes you back to the main menu.

Edit:

Working on the new trailer for the steam store page, took this pic of the shopkeeper.



I forget how cool the game looks up close, also just realized the shopkeeper room doesn't have the wall detail on the back need to fix that.
« Last Edit: March 24, 2016, 01:18:37 AM by Rotondo »

When does it officially release on steam? How far would you say the game is to completion? (I know that's kinda redundant).

is the cursor supposed to re-center every time you hit a button on the controller in the menu? that's the only thing that bothers me about menu support for controllers.

I'm still not sure what to do about this, I want the pits to be deadly but also fair.

Out of curiosity are you having trouble moving your character walking along small paths? Or are you getting knocked into it somehow?

I slid on ice. whoops.

When does it officially release on steam? How far would you say the game is to completion? (I know that's kinda redundant).
In the stream he did, I remember they said sometime in June.

I don't think I'm right, please back me up on this.

When does it officially release on steam? How far would you say the game is to completion? (I know that's kinda redundant).

Honestly the release date is still up in the air, as I basically have to have the game in a "complete" state at least a month before to do press and such.

I'm aiming for a bit after may, and I want to avoid releasing near the summer sale.

Feature wise the game is getting closer and closer to completion, but I honestly need at least double the content if not more.

is the cursor supposed to re-center every time you hit a button on the controller in the menu? that's the only thing that bothers me about menu support for controllers.

I slid on ice. whoops.

The cursor is not supposed to recenter, I actually added in a thing to prevent this. There's an issue where windows will send the "update cursor" signal to the window erroneously and repeatedly.

Causing it to frantically recenter, the solution to this is to actually take control of your windows cursor but I want to avoid this to be honest as it seems a bit heavy handed.

I added in a thing to make it so it would happen less frequently, basically whenever you move the cursor with your controller it should lock out your windows mouse for about 4 seconds or until you click something with it.

--

Ice needs to be looked at honestly, I still feel like I fall into pits at times and I'm not at fault.

This isn't acceptable, even if it did marginal damage.



Sorry not much new gifs or anything lately, I've been concentrating on making things more.

Plus I've been working on the new trailer for the steam page, which is honestly a bit of a slog.

I might end up remaking the intro scenes with the new graphics, then tag on the old trailer at the end with the message "OLD GRAPHICS".

Actually... that seems like a terrible idea and will confuse people. God damnit I want to work on the game, not make a trailer again :(

i think i posted about this before but idk if you got to it

the boss introduction cutscenes still have off-time camera shakes. it's disappointing going into a boss battle and seeing it flash to the next camera angle but the camera shakes a fraction of a second before the switch, and while i'm actually fighting the boss, its health bar doesn't even appear. i have to just keep hitting it and hope for the best.

With regards to the health bar, that was intentionally removed because you can estimate damage on enemies by how much has fallen off their bodies; which seems to be a preferable way to do it anyways thanks to this.

With regards to the health bar, that was intentionally removed because you can estimate damage on enemies by how much has fallen off their bodies; which seems to be a preferable way to do it anyways thanks to this.
that makes sense.

i think i posted about this before but idk if you got to it

the boss introduction cutscenes still have off-time camera shakes. it's disappointing going into a boss battle and seeing it flash to the next camera angle but the camera shakes a fraction of a second before the switch, and while i'm actually fighting the boss, its health bar doesn't even appear. i have to just keep hitting it and hope for the best.

Yeah I need to look at this again, I'm hoping I can do a quick fix until I write a custom system for the boss cut scenes.

Like Pecon said I removed the health bar to put more emphasis on the pieces falling off the bosses.

Personally I hate guis, I'm going to be redoing the current ones over the course of development once I finalize a few more things.

Honestly I'd remove all guis if I could lol..



By the way guys I'm sorry for being so late on this but I'm going to be showcasing the game tomorrow at the Boston Playcrafting event.

https://www.eventbrite.com/e/playcrafting-early-spring-expo-tickets-22280188644



If you're in the area you should come down.


In game news I have a few fun things to show this week, I also improved the performance of loading the dungeons a decent amount.

This should hopefully solve a few of the loading issues you guys were having.

Edit: Btw I figured out that escape menu glitch, when joining a server a variable I was checking didn't exist. Will be fixed in next update.
« Last Edit: March 27, 2016, 10:09:59 PM by Rotondo »

How was the Boston Expo?

How was the Boston Expo?

It went really well, wasn't a huge amount of people but I knew that going in.

One kid had to be torn away from the game by his father, that was a good experience lol.

Also got some good feedback from people on the in game gui, I think I have a good idea how I'm going to redo it now.



I've been working a lot on the game, as I mentioned before I sped up a lot of the loading times and the overhead for loading dungeons.

Next version I'm going to test having slightly larger room sizes for the dungeon.

I also figured out a few of the bugs you guys mentioned, the escape glitch turned out to be only when you joined someone elses server.

So yeah that's fixed a few others.

I still need to fix the cut scenes for the boss stuff, but I'm trying to push that back as that requires making a whole new event system for the music and camera cuts.

Awesome. That's funny about the kid getting dragged away from his dad.

Keep up the good work.

I managed to crash the game by disconnecting before a game over screen, then immediately attempting to start a new game as it was supposed to do the circle wipe.

I managed to crash the game by disconnecting before a game over screen, then immediately attempting to start a new game as it was supposed to do the circle wipe.

Thanks for the bug report, I really need to make sure everything resets cleanly if you exit no matter what.

Speaking of game over screen, what kind of stats and info would you guys like on that screen?

I should probably get to actually adding that now lol.