Author Topic: The Forgettable Dungeon: Early Access Release  (Read 419452 times)

Random half-wall placement with respect for exit placement?


add this in for the undertale fans

but i guess its confirmed you're generating random layouts for the rooms for extra randomness!

hey uh there are still skeletons in the first level and they kill you in like 2 hits

hey uh there are still skeletons in the first level and they kill you in like 2 hits

Honestly I like the difficulty, but I'm going to tweak this.

Ideally you should not be able to die at all in the first first level.



No one was able to guess what the image was, that's because it was extremely obtuse so my bad lol.

It was actually the beginnings of me batching the dungeon tiles, which is going to give us a huge boost in performance thankfully.

Here's two more pics from the batching tests:



Not only is this a huge boost in performance, but it also makes it much easier to manage the sorting of things.

I've also been working on my own rendering order for stuff, so now we can have transparent shadows!



( Ignore the tops of the dungeons, and the culling. still need to finish the batcher )

That is really really pretty.

jesus if you could find some way to add an option for making the game look like that it'd be beautiful

oh stuff alright thats actually how the game is going to look thats sick
« Last Edit: February 18, 2016, 12:47:42 AM by Flatflyer »


Which dungeon is this again?

I forgot


so what about non-graphical content? is that done enough to keep with the current scheduled release date on top of these graphical improvements? although these updates are beautiful i worry about whether or not backers will be satisfied with this and not as much content.

also remember to update the kickstarter page: this stuff is beautiful and will definitely renew interest from the backers.

also remember to update the kickstarter page: this stuff is beautiful and will definitely renew interest from the backers.
This... Kickstarter backers can be vicious.

so what about non-graphical content? is that done enough to keep with the current scheduled release date on top of these graphical improvements? although these updates are beautiful i worry about whether or not backers will be satisfied with this and not as much content.

also remember to update the kickstarter page: this stuff is beautiful and will definitely renew interest from the backers.

There's a few things being changed and added, but the woods theme isn't coming in the update with the graphics.

I'm pretty sure they'll be happy to see this, without them this wouldn't have been possible.



Can't post this as a gif because it's so long:

http://i.imgur.com/q6zkVM7.gifv

I just got the basic batching working for the pixel debris, so now performance should be much much better.

Keep in mind this is a debug build, and the vid is 60 fps.

Edit: The blocks are big for testing purposes, and also because it's funny.

Edit 2: also you can't really tell from that vid, but the debris now shadow with the new system as well.
« Last Edit: February 18, 2016, 11:48:14 PM by Rotondo »

it's like a ballpit but instead of balls it's cubes

so, a few oddities I ran into while playing, couldn't really get any screenshots though so just take my word for it:
- if you fall down a pit and land on an enemy as you plummet to the ground, the invincibility frames prevent you from taking fall damage
- sometimes, an enemy (seems to be most likely with shopkeeps) can run into a corner and get stuck there, but can still attack you
- blindness potion on enemies doesn't really seem to do anything imo, may be wrong
- getting a status effect while one is already in effect seems to extend the first status effect to the length of the second effect. kinda like this: (status 1     (status 2         )) if that makes sense.
« Last Edit: February 19, 2016, 04:42:08 AM by Glass Joe »

- blindness potion on enemies doesn't really seem to do anything imo, may be wrong
I once used a blindness potion on a dark knight and he walked right into a pit. It works wonders.

it's like a ballpit but instead of balls it's cubes

so, a few oddities I ran into while playing, couldn't really get any screenshots though so just take my word for it:
- if you fall down a pit and land on an enemy as you plummet to the ground, the invincibility frames prevent you from taking fall damage
- sometimes, an enemy (seems to be most likely with shopkeeps) can run into a corner and get stuck there, but can still attack you
- blindness potion on enemies doesn't really seem to do anything imo, may be wrong
- getting a status effect while one is already in effect seems to extend the first status effect to the length of the second effect. kinda like this: (status 1     (status 2         )) if that makes sense.

Thanks for the feedback.

- Falling down a pit then landing on the enemy makes you bounce off the enemy and damage him, I like this idea a lot as a "rare save" type thing but I can see how it's confusing. This may have glitched out with the past update, I'll check it out

- the stuck issue I don't know what's causing it, I'll keep an eye out. Though I have noticed it only with shop keepers hmm.

- blindness makes them randomly move around and lose the ability to navigate, honestly a lot of the potions need to be more powerful and directly noticable imo

- yeah this is an issue for sure, it's a hold over from a long time ago. I'll write this down.



More progress, finished batching the debris.



Go here to view the full gif, and at 60 fps: http://i.imgur.com/qT5bcPD.gifv

The pixels are scaled up for testing so I can tell if it's working easier, also because it's fun.

I'm pretty happy with it so far, in debug build I don't drop below 60 fps ever now.  With release I never drop below 150, I'll be curious to see how everything runs on your pcs.

Edit: Debating on batching the sprite objects in game as well, but I think this can wait for a later update.

Edit 2: made a fade in for the lights when the camera transitions, more noticeable in the 60 fps gif.



Full 60 fps: http://i.imgur.com/7ppXqpa.gifv
« Last Edit: February 19, 2016, 07:48:21 PM by Rotondo »