Updated Deeper Dungeons Game

Community Forums/Showcase/Updated Deeper Dungeons Game

Matty(Posted 2007) [#1]
Hello All,

I'm still working on my 'deeper dungeons' game and have made some changes to the gameplay, modified the level geometry slightly. If you want to download it and try it out then you can do so here:

http://home.people.net.au/~Matthew.Lloyd/lloyd/BNP2/Deeper_Dungeons.zip

(25 MB)

Designed for use with gamepad/joystick but will also work with mouse or keyboard. For details on how to play see this simple website here:

http://home.people.net.au/~Matthew.Lloyd/

Game contains a new attack mode which can be triggered when you have at least 1 'sword' pickup - it is a fiery blast in the general direction of the player which will eliminate even the toughest of critters found in the dungeon.

Health gradually ticks away (1pt per 10 seconds in dungeon) meaning you have limited time to get as much treasure and slay as many monsters as you can.

Here is an updated screenshot: (jpg so quality not great)




Curtastic(Posted 2007) [#2]
haha that game is cool.
My random thoughts:
I ended up just running past everyone collecting all the powerups. I didn't know how to heal. The guy moves fast but doesn't animate fast enough, it looks like he's moonwalking. Add some blood when you kill a guy so its easy to tell he died. I guess the gold is just for score. The wall-collision was annoying sometimes but it worked and I didn't get stuck.


Matty(Posted 2007) [#3]
Thanks Curtastic.

The player (knight) does move a little too fast but that is easily fixed (open CoreUnitTemplates.unit in the levels folder and scroll down to the line 'filename=Knight\Knight.dat' and then a few lines down is 'speed=0.25' change it to 'speed=0.17' - that should be much better.

EDIT - ignore speed adjustment above and simply copy this file

http://home.people.net.au/~Matthew.Lloyd/lloyd/BNP2/AnimationDataLowRes.txt

over the file with the same name in the Knight subdirectory - this will adjust the speed animation for the knight.

Regarding healing - there is no healing in the game, as designed. At one point I gave the player health for each monster killed but I found that good players could keep playing indefinitely, getting to the point where they have over +20 armour and a similar amount of swords - no challenge left for the player.

I think I will add blood when an enemy dies, it's pretty easy to do (already coded for but I haven't included any blood in this particular game).

The gold & treasure is just for score.

Wall collision - my fault (human error) as to why it is not precise - I did not draw the collision maps (in levels\tiles) accurately enough. Will fix before it is complete.

Thanks for the feedback.