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Kraden's Crypt is a momentum driven, rogue-like, dungeon crawler currently under development. Our target platforms are Windows, Linux and Mac. Are you brave enough to enter the domains of Kraden and face the creatures that there dwell?

Post news Report RSS Kraden's Crypt: Post crunch report

Bull boss, new sounds, random level generation, new spells, character outer glow... those were the remaining adjustments we did before presenting our game at the London Anime&Gaming convention.

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We have just got out of a crunch time, which means there's tons of news to talk about. Firstly, Sam and Pete have made our first public play session at the London Anime&Gaming Con this weekend. The outcome of the convention is something we'll discuss in another post. For now, let's focus on the features that were recently added to Kraden's Crypt!

Bull boss

Originally proposed in the game's pitch video, the bull boss became a challenge we wanted to present our players as a means to assess their fluency with the currently available weapons.

Sound effect hooks and Background music

Originally, we only had a small set of improvised sound effects, which I used to write the base of the sound loading and playing routines. However, most of the sound hooks were still missing, and there was still no support for background music. Therefore, I implemented several weapon-related sound effect hooks. I also added support for music, which can be specified for the entire level (while special rooms can override the level playlist), and transition with an equal power crossfader.

Random Level Generation

In Kraden's Crypt, a level consists of several interconnected rooms. To enhance replay value, we decided that the levels would be composed by a random amount of rooms. Ian has implemented the generator so as to allow our artists to specify which types of rooms each level will have (and how many of each type will be used). It also makes sure to allocate space for a boss room and its surrounding rooms.

New spells

We added three new spells, each with its own strengths: The fireball, which was already implemented, causes higher area damage; the mana ball is a basic all rounder; the ice is the fastest and the earth has the greatest damage and knockback.

Player color indicators

While testing multiplayer sessions, we noticed it was difficult to associate each player with its own HUD. Since each player is assigned one color (which is displayed on the HUD), we decided to make each player start with a different outfit color. As they grab new armors, they still can see their colors by activating their outer glow (which currently only has the aesthetical purpose).

Near future

With the convention over and tons of feedback, our immediate priority is to fix the main issues, which will allow us to release our first pre-alpha demo.

If you want to know more about the game's progress, make sure to check our TIGSource thread!

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