Author Topic: The Forgettable Dungeon: Early Access Release  (Read 425429 times)

the lighting on the floor is a little wonky but i love the effect

Are there going to be dungeons deeper than the ones you've been testing with us?

I'd love an attempt at a 100-floor dungeon, reminiscent of nethack.

the lighting on the floor is a little wonky but i love the effect

This is not intentional, I am unsure what's causing that.

Are there going to be dungeons deeper than the ones you've been testing with us?

I'd love an attempt at a 100-floor dungeon, reminiscent of nethack.

There's going to be a lot more than what we've tested for sure, what we've been testing is basically the "demo" I've shown off at random events. Designed to be 10-15 minutes long. The eventual game is going to have a lot more floors and themes.

quoted for page loss
Improved the head chopping effect,


This is probably going to be reserved for when you crit and insta kill an opponent.

The normal effect is going to be used as a health gauge for enemies so to speak, I'll make a gif of the more complete effect in a bit.

Edit: here is how it normally will work as a pseudo health meter,

« Last Edit: July 02, 2015, 02:18:24 PM by Rotondo »

Is the only available way to play is through @Team?

Is the only available way to play is through @Team?
Rotondy will occasionally open a server for TFD, but at the moment the only way to play is through @Team

Was messing around with tweening camera effects and noticed that this actually acts as a pretty cool way to convey teleporting to the player,


I hope you put in some invincibility frames for when you can't see yourself :P

I hope you put in some invincibility frames for when you can't see yourself :P

I actually don't know if I will, but I imagine it'd be super cheap to instantly die from teleporting so perhaps some invul would be nice.

--

I messed around with some prefab room loading again, eventually these rooms are going to be spread within the dungeon so there's more variety to the dungeon.

The camera effect is going to be used for entering secret rooms that are going to be off to the side, or special rooms like boss rooms or challenge




Also just to let everyone know I'm getting surgery tomorrow to hopefully remedy some long running health problems I've been having, so development will slow down for a few weeks.

Either that or I'm going to get super high off of pain killers and make the best game ever.

Oh boy, hope everything goes smoothly! Some of the best game ideas happen when you're high tho too :O

Also just to let everyone know I'm getting surgery tomorrow to hopefully remedy some long running health problems I've been having, so development will slow down for a few weeks.

Either that or I'm going to get super high off of pain killers and make the best game ever.
Is this the same back problems you had earlier?

Either that or I'm going to get super high off of pain killers and make the best game ever.
Yes, 100% do that
On a serious note, I hope the surgery goes well! Don't push yourself to work on this, do as much as you can

yeah don't feel pressured to work on the game
if you're going to, just do what you can and don't push yourself

I hope the surgery goes fine

The theme music for this game should be Rockit by Herbie Hanrooster.

Rotondo, Have you implemented any easter eggs? Also if you don't want to spoil what the easter eggs are if there are any, I'm fine with a yes or no answer.



It's a really neat effect but I'm not sure if it's the best way to go about things.
im super late to this but i gotta say that effect looks fantastic.
since there isn't really anything else resembling large blocky walls that shift down when you get close to them, i don't think the player will be mistaking them for objects that can jumped over, especially when there's a void on the other side of the wall. the lighting seems to suffer a bit on the sides of some of those blocks, but i think you should go for that.