Thanks, hopefully the final result will look even better with more variety, but I like the swamp as well :)
Thanks, hopefully the final result will look even better with more variety, but I like the swamp as well :)
Thanks! I see you have already made another game, makes me feel slow :D
Yes, I have promised this before and still have that in mind, but for now there has not been that much work on tying everything together. Once that is done I will release a alpha demo.
There will probably be one big main island and smaller islands around it, I have tested that idea with the procedural world maker and it works, just need to make it all interesting as well :)
There will be something released for people to try out yes, and I hope to do some form of alpha funding once I think the game is worth putting out there.
I think the demo will include all features but be limited to one floor, but that might change since I am still a long way to go :)
Thank you! Oh, why do you say that? If you think about the price my hopes are to get into an indie-bundle in the future, so you might be able to pick it up cheaper :)
Thank you, I appreciate your support! :)
Hehe, thanks, the idea is to make him really mean, still far from end result but I like the concept at least :)
I guess someone can, I probably won't change the art style towards that direction anytime soon though... ;P
Thank you, your support is appreciated!
Thank you! Atmosphere and tension will play a great role in the final game, so hopefully it will be even tighter once finished and polished :)
Thanks! Well, I will change the texture at least for each element (fire, water, wind, earth, spirit), might also change the model but all small details take a lot of time, right now I am trying to focus on the big pieces :)
Thank you, in case you have missed it, there is a update with some added features.
Yes, I am working on this alone, mostly because I am learning as the game evolves and don't want to waste anybody else's time. Plus it is kind of nice doing exactly what you want.
Hmm, have not really thought about that, but I am guessing pretty low. Depending on how much time I can put into it (and thereby add polish and more features), it can be anything from $5 to $20.
Thanks! No, no release date I am afraid since this is something I during nights and available weekends, but I do as much as I can to speed things up.
In case you missed it, I just posted some new stuff right after your comment. And thanks for tracking!
Just a quick update (without using a news post):
I have re-written the entire dungeon generation algorithm (again...) so now there is practically no limit on the size of the dungeons. The biggest I have gone so far is 2.5x2.5 km^2 per floor and a total of 99 floors, totaling at about 620 km^2. There is nothing stopping it from going bigger but I think you get the point :) Loading times are a couple of seconds and then your are good to go adventuring into the deeps. There are no load screen in between levels so it is all one big seamless dungeon.
Another milsestone is the magic system, it is now in the game and functioning like I want it to, you can have one spell on each hand for some cool visual effects. This will be my next news and video update.
The third thing I have been working on is the AI. This one is going to take some time I assume, but I have the concept down at least. The problem is that no navmeshes can be used since the dungeons are generated at run time, so I have to write a way to do pathfinding on the go. This is not going to be as advanced as a navmesh solution but I really think and hope that it will work fine.
So, video update coming in the following week or so, but now you know stuff is happening at least!
Thank you! (and I promise to make the next latest news a bit more up to standard :))
I would love to supply concept art but since I would not really call me an artist I will save you the horror of looking at my sketches. But the style I am going for is realistic and gritty yet simple and functional 3D models (at least to begin with). The whole game is made so that models can easily be changed for something better if my skills increase or I get someone else on board that is a talanted 2D/3D artist.
But think Gothic 1/2, Morrowind and a bit of Quake and Hexen and you got a pretty good idea of what I am going for.
Thank you! In case you have missed it now there is a playable snippet of the game available, just look at the news section.
The blocking is manual (you click on the corresponding mouse key to hold it up or put it down) and you have passive mode (the shield down as in this picture) and active mode (as in the picture with the sword). In passive mode you will get some of the armor value that the shield has but not all of it, in active mode you get the whole value but your eyesight gets restricted because the actual 3D-model is blocking your FOV. I want it to work this way because it adds some tension to the fighting and is a bit more realistic, I try to encourage people not to just hack and slash but instead use tactics and feel vulnerable.
Thanks! So did you try it out? Did you get to the top? :)
Haha, thanks man, those are some big shoes to fill, but I do feel that I am putting together a really nice game here, even though it takes a lot of time to do it. Hopefully some people will enjoy it!
Finally someone noticed :) Will of course change this before release, but I was in need for some nice sounds for testing functionality and Quake was easy to source and a nice fit.
Thank you! Hopefully there will be something to release to the public in the coming weeks/months, just missing some key features (AI and enemies, I see some late nights ahead of me...), but again thanks for checking by!
Thanks, have not actually played that (not start to end at least, but I am well aware of what game it is, might play through it once Daggerfall XL is done) although I remember reading the review in PC Gamer :D There are going to be a lot of traps and hidden passages which is what I am working on now, so keep updated!
Thanks, I am doing all the basic stuff now to get everything set before I do a lot of content so I don't have to go back and redo a lot of work. Have done some nice progress lately so check by in few days!
Thanks, I try to make it look somewhat OK while still keeping it light weight, a large scale is more important to me than graphics.
Thanks, will work as often as I can on this to bring some new content :)
Thanks for the kind words, my plan is to somewhat as you describe (using bumped diffuse and bumped specular materials in unity). But due to limited knowledge and low priority right now not all enemies/objects have real normalmaps, just simple ones made from grey scale of the normal texture. But it is on my to do list! :)
r3jonwah85
Jonathan joined
This member has provided no bio about themself...