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Post news Report RSS Crimson Keep News: Inventory and traps!

This week Ian talks about the recent changes including new sound infrastructure, the inventory screen, and traps.

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Hey everyone, Ian here, artist and game designer for Crimson Keep. It's been awhile since our last article, but we're back with some good progress.

inventory


Crimson Keep is coming along! It now has: melee combat, enemies, procedural level generation, level difficulty transitions, abilities, leveling etc. A lot of the infrastructure for creating the rest of the game is in place. The last big piece of the puzzle is items, equipment, and inventory. Ben's started working on defining different item types and manipulating items within an inventory UI.

altar


Before starting work on the inventory and items, Ben wrapped up the game's sound infrastructure, and we're now hooked up and using Fabric by Tazman Audio. This allows us to easily define a pool of sounds the game will randomly pick from when an event occurs, along with random pitch modulation. It also cleared up an issue we were having with sounds cutting other sounds out.

skullbrazier


On the art side of things, I'm continuing to fill the Crypt rooms with props and things for the player to encounter. I'm also looking at further tweaking elements of the Crypt's design until it looks just the way I want. Following that I'll be working on the next area, an overgrown cave full of plants, water, and trees, called The Grotto.

spiketrap2


Another welcome addition to the game is traps! The first trap is just a simple spike trap driven by an animation. They don't do very much damage now, but I'll probably balance them to be pretty dangerous. I don't think we'll have a system for disarming traps as I feel it just slows the player down for no real reason, when it should be easy enough to dodge and avoid a trap. Using traps against enemies of course is another option, but the fact that a major part of progression is leveling your character and weapon skill, will make sure that traps don't become the best solution against enemies.

That's about it for now. Thanks for your continued support! We're almost at 200 subscribers here on indie DB and that's pretty exciting. Stay tuned for more development news from Crimson Keep!

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Quantinus
Quantinus

Very nice)

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IanAtherton Author
IanAtherton

Thanks :)

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Franz999
Franz999

good work :)

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IanAtherton Author
IanAtherton

Thanks!

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suopa
suopa

Looks awesome!

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IanAtherton Author
IanAtherton

Thank you!

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TheSoulSeekers
TheSoulSeekers

Very cool!

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IanAtherton Author
IanAtherton

TY

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Muffet985
Muffet985

seems amazing :o

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IanAtherton Author
IanAtherton

you're amazing :o

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blacklemon0
blacklemon0

can you explain in short how the items are going to impact the gameplay?

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IanAtherton Author
IanAtherton

Well, since there is no natural health regeneration, and we only allot 1 healing ability for your class when you play, searching the dungeon for food or healing items can be very important. Armor and weapons will affect your resilience and damage, making them important as well. On top of your class abilities you get from leveling, you'll also be able to find spell books allowing you to use additional abilities as you find them. So, we aim for it to have a huge impact on gameplay.

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catchthebear
catchthebear

sp00ky

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IanAtherton Author
IanAtherton

spoopy!

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