Author Topic: The Forgettable Dungeon: Early Access Release  (Read 419641 times)


That lighting is lovey

rot you should probably test this on a mac

Ooo im gonna throw some money when i get home. I havnt checked progress in awhile.

*excited

If it's based on alpha, you can make your own skin for the game and make all the floors have some alpha to them.

I've attached a demo marble tileset. If you could show me what it looks like with the reflecties I'd be very grateful.

I'll get a pic later, the current floors have about 60-70% alpha and they look pretty good.

I hadn't thought about the concept of mixing and matching alpha blended and non alpha blended tiles, you could have things like puddles it'd be neat.

rot you should probably test this on a mac

Yes I should, mac version is coming soon I still need to figure out the optimal way to port it.




This won't be coming for a while but I built a proof of concept for stencil/volume shadows that will project onto objects as well.



For this to be fully setup I need to redo a lot of the rendering order, and do some batching of the dungeon tiles.

I need to do that anyway so I can fully support transparency on the current shadow systems that don't break the reflection.

In the end version I'd like to have an option for blob shadows -> cheap projection shadows -> stencil shadows, as each has varying levels of performance hits.
« Last Edit: February 14, 2016, 02:44:08 PM by Rotondo »

Those look great.
I'll try out some more tileset ideas tonight as well. The varying levels of transparency thing has me thinking.

No more huge stuff to report today, but I did make some progress on fixing things.

The scene is finally starting to come together:



Sadly now that the graphics have improved I need to redo pretty much every gui to match :/

I was messing around a lot today, and I think I'm going to leave it up to players to determine the brightness of the normal scenes in the option menu.

It's hard to balance for every monitor, for things like dark levels you wouldn't be able to change it though.

Also here's the pic katadeus wanted to check out,



So you guys can do more subtle reflections, will be interesting to see what you guys make.


Idk about you guys but the boomerang is completely overpowered imo with the infinite ranged attacks and the impossibility of losing it with each throw.

Idk about you guys but the boomerang is completely overpowered imo with the infinite ranged attacks and the impossibility of losing it with each throw.
Yeah, I think it should have a "staleness" factor that makes the weapon gradually deal less and less damage until you switch weapons

that looks fantastic
great work!

Yeah, I think it should have a "staleness" factor that makes the weapon gradually deal less and less damage until you switch weapons
A couple more options would be to either have it slowly become destroyed over time, or (I like this one better) make it have an increasing chance to not return the more you use it.

or have the return code do a botchy job and if you're moving around too much not fully go back > you have to go pick it up. if it falls into a pit, oh well

I tried to get two items down into the dungeon by making a chicken sleep on a bed, then taking the whole apparatus with me, but then something went wrong.

http://i.imgur.com/6yxj5aL.gifv

I tried to get two items down into the dungeon by making a chicken sleep on a bed, then taking the whole apparatus with me, but then something went wrong.

http://i.imgur.com/6yxj5aL.gifv
AHAH perfect