Author Topic: The Forgettable Dungeon: Early Access Release  (Read 346659 times)


that's darn tootin dandy, this here targeting system

would be great if there was a ranged primary weapon to go with it. then again maybe hte ability to just walk around your enemy dodging without having to point yourself at the enemy to attack may be enough

on the wind walker particles: i don't like how curvy/spherical they look compared to the voxel environment, maybe something less vector-graphicsy?

that's darn tootin dandy, this here targeting system

would be great if there was a ranged primary weapon to go with it. then again maybe hte ability to just walk around your enemy dodging without having to point yourself at the enemy to attack may be enough

on the wind walker particles: i don't like how curvy/spherical they look compared to the voxel environment, maybe something less vector-graphicsy?

I'm thinking of switching things around so there's 3 separate item slot sin the game, main weapon, alt weapon, and movement item.

This would allow for some cool combinations like auto aiming with daggers and the z targeting system.

X would be main attack, Y alt attack, and B would be the movement.

Movement would be the jetpack/dashboots/zTargeting/feather and other various infinite items that don't really fit the ammo counter.

Maybe instead of 'movement item', you could just call it like 'trinket' or something, since I think things like the Ocarina could fit in that slot too.

Maybe instead of 'movement item', you could just call it like 'trinket' or something, since I think things like the Ocarina could fit in that slot too.

Yeah, that's a better word for it.

The ocarina would work perfectly in that slot for sure, this would make a lot more sense I think since items that run out are a bit of a weird comparison to infinite items like a jetpack or dashboots.

still curious as to the use of ocarina. can you confirm if a use for it has been implemented already?

would be interesting to discover how we're supposed to use it.

I'm thinking of switching things around so there's 3 separate item slot sin the game, main weapon, alt weapon, and movement item.

This would allow for some cool combinations like auto aiming with daggers and the z targeting system.

X would be main attack, Y alt attack, and B would be the movement.

Movement would be the jetpack/dashboots/zTargeting/feather and other various infinite items that don't really fit the ammo counter.
Would also like to be able to take a potion along in the ammo slot.

if you dont mind slightly more complicated ui, the trinket slot could have 3 open slots and allow people to choose what to use by holding down a key
eg hold down right bumper button to show ui, then arrow key to select; or just quick use the reusable trinket with b (for xbox)
for pc: hold down middle mouse button or keyboard keybind, then press e r or t to use one in the slot. just tap the key/mouse button to use the reusable trinket

probably not really needed though.

is there a way to change the health bar on keyboard

still curious as to the use of ocarina. can you confirm if a use for it has been implemented already?

would be interesting to discover how we're supposed to use it.

I'll be truthful, it has no use yet.

When I add what I'm planning I won't announce what you have to do exactly, just that it exists in the game.

Would also like to be able to take a potion along in the ammo slot.

if you dont mind slightly more complicated ui, the trinket slot could have 3 open slots and allow people to choose what to use by holding down a key
eg hold down right bumper button to show ui, then arrow key to select; or just quick use the reusable trinket with b (for xbox)
for pc: hold down middle mouse button or keyboard keybind, then press e r or t to use one in the slot. just tap the key/mouse button to use the reusable trinket

probably not really needed though.


I'm basically worried about overcomplicating things, very few of you have played the versions that had super complex inventory and such.

The functionality I want ideally would involve having Attack/Alt Item/Movement/Ability to store one item for emergencies.

I'm just afraid that if I break away from the core of pick up/beat up/throw/use that stuff will start being convoluted.

I'd love to hear more of everyone's thoughts on the matter though, or better yet if you could suggest games that had good inventories that accomplished some of what we're attempting.

is there a way to change the health bar on keyboard

No, I'll add that to the list.

Going to add it to the options menu at least, the toggle is more for the split screen stuff anyway since each player doesn't have individual

If you want to toggle it now you can call the function healthBarTypeToggle(); in console.

thanks for the health toggle command
anyway, maybe there should be a spare inv. spot for whatever you pickup in the dungeon
a good game i've played as an example, Catacomb Kids, lets you pretty much pick up any item and keep it in your inventory
items are sorta handled how you're handling them now, you can throw them at an enemy to learn about what potions do or throw rocks at goblins lol. i feel like theres more depth to the game if you can keep a potion for when you really need it just in case.
also idk if the wind waker style smoke effects work for this game, im kinda inbetween about them.
also man, im sorry i saw a glitch with the terrain where i couldnt fall down the hole but it was completely normal looking, like there was something in the way but there wasnt, and i didnt make a gif of it :^(, atleast i eventually fell down after swinging at nothing for a second

agreed with maplelink, i don't think the windwaker smoke particles work for this at all. not only does it not fit the style, but it's also clipping through the ground (i know it's early but still) and that just makes it look really super amateur. Sure, add it as an option/easter egg maybe, but please PLEASE do not force it on everyone.

2 more things too

i did that with a boomerang lmao, it still activated the trap tho when i picked up the idol so thats good
also staffs are just colored red in the alt. weapon spot

i picked up a green staff
idk if these are significant but they're there
« Last Edit: May 16, 2016, 10:10:54 PM by maplelink64 »

thanks for the health toggle command
anyway, maybe there should be a spare inv. spot for whatever you pickup in the dungeon
a good game i've played as an example, Catacomb Kids, lets you pretty much pick up any item and keep it in your inventory
items are sorta handled how you're handling them now, you can throw them at an enemy to learn about what potions do or throw rocks at goblins lol. i feel like theres more depth to the game if you can keep a potion for when you really need it just in case.
also idk if the wind waker style smoke effects work for this game, im kinda inbetween about them.
also man, im sorry i saw a glitch with the terrain where i couldnt fall down the hole but it was completely normal looking, like there was something in the way but there wasnt, and i didnt make a gif of it :^(, atleast i eventually fell down after swinging at nothing for a second

Going to pickup Catacomb Kids when I get some spare time to play around with it, would be interesting to see how their inventory evolved since the kickstarter.

I definitely agree there's more depth with being able to store items, I'm just worried since the game has a much faster pace now that a standard inventory would bog things down.

Having one spare slot would be cool, I just want to avoid any complex inventory management.

The wind waker particles are just me testing things out, before that we were still using mostly stock torque particle textures with a few from Blockland thrown in as well.

I feel like more solid, less trans/alpha stuff works though the specific wind waker style somewhat doesn't.

That is a strange glitch, was it a black tile that had a perfect reflection under it? If so this was actually a glitch with the dungeon batcher that I've been trying to figure out for a while now.

2 more things too

i did that with a boomerang lmao, it still activated the trap tho when i picked up the idol so thats good
also staffs are just colored red in the alt. weapon spot

i picked up a green staff
idk if these are significant but they're there

I'll have to fix the boomerang thing, it should definitely move the item but it needs to trigger the trap.

Staffs are actually going to be switched to a new item type, given their volatile nature and quick use they're going to function more like a breakable object that you can shoot a few times.

It's basically going to be an extension of the interactable system we have now with the pots/chests/potion type items, this will also allow us to have things like special weapons that the enemies drop that you can use which break in a few hits.

It wasn't a black tile, as there was another hole to compare it too below it
it felt like there was something there but there was nothing
strange indeed
Edit: lmao can you believe i found a glitch with the newly added z-target!

as in i dont have it, i died with it
it doesnt work so thats good
« Last Edit: May 16, 2016, 10:48:08 PM by maplelink64 »