Crypts of Avaritia is a combination of randomly generated dungeons together with a first person view with gameplay similar to Heretic/Hexen combined with Dungeon Hack, Ultima Underworld, Dungeon Master, Might & Magic, Daggerfall, Arena and other games in the same genre. The gameplay will not force the player into melee combat as many other RPGs do, instead choice will be given to approach any problem the way the player seem fit, just like in Deus Ex. As such there are many non-combat skills for the player to upgrade. There are strong survival-mechanisms coupled to the gameplay, such as the player need to sleep, eat and drink water. You can also break bones, bleed and get poisoned.
So, I have been neglecting indieDB for a while since the video upload function is still broken, but some progress has been made since the last news post.
I have been polishing the weather system and added procedural rain, will do a new video once it is "done".
But I also have re-written the dungeon generation algorithm after realizing that the old one was ugly, boring and labour intense. So I created a algorithm more similar to real roguelike games and this is what I have for now:
The maps are 2D but use depth (the stairs) so it still feels 3D:
Here is a Diablo 1 style dungeon, there are lots of options to generate different types of dungeons.
Here is a more linear level with small sections to throw the player off:
Here is an example of "structures", so programmed types of patterns, in this a grid pattern:
And the latest update, might be hard to see but "looped" sections are now possible:
Will add code to remove dead ends if wanted and other options and structures, and also the ability to add specific rooms at chokepoints for hand made puzzles or similar things.
Next thing I have been working on is the stealth system. Since I really want the player to be able to do a pacifist run, the stealth system is a really important part to realize that vision (did I mention I love Deus Ex?). So I wrote a system that takes into account the ligth conditions and sound of the player on different materials and walk speeds, just like in the original Thief games. It took some iterations which you can see here:
Since there was still some tweaking to do I uploaded a weplayer for you guys to try out that is the most up to date one.
Hold down shift to run and ctrl to sneak, the orb on the left indicates your visibility, the one on the right indicates the sound you make.
So, as per usual, if you have any feedback or general input feel free to write a message or comment!
A rather large update since I have been absent for a while... But, I got a new inventory and equipment system, crafting/potion cooking, new dungeon generation...
I first look of what to expect when it comes to the menus. Also some added things gameplay wise.
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