Dungeon crawl coding started
Friday, 26 June 2009

Well the initial design pass is done. This doesn't really mean what it does in a normal studio. This basically means the direction for the prototype is done. I try to design a reasonable amount up front and then explore what works and what doesn't. I take out or fix what doesn't work and expand on what does. So the final project may or may not look like the initial design. For those that want to have their ideas heard still, don't worry there is still plenty of time.

I have now split the code base and all of the initial assets are setup. Right now it basically is Kivi. The final game will resemble DoP more than Kivi, but the Kivi assets match the codebase more at the moment so it's a better starting point. I have already cleaned up some of code. The nice part about splitting the code base is I can't screw up things like save games and directory locations. Well I can, but it won't effect anyone else but me.

I'm hoping that I can really quickly have the game running with the structure I have in mind: random world, some starting random quests, dynamic quests after this, and when all of the quests are solved you have "won" that world/town. It will be interesting to have the basic game running so quickly. It's going to feel like spending all of my time on polish which will be nice. Fundamentally it won't all be polish since something like a new monster isn't polish.

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Monsters teamwork
Tuesday, 23 June 2009

In our next game I would like monsters to work together a bit more than in previous games. I don't really want this to get very complicated though.  My goal is that monster X works in some interesting way and monster Y works in a different but still interesting way, but if you mix the two you get something different. Some quick examples: the mage type monster that buffs other nearby monsters or in DoP when you attack a female imp the male imps kind of go berserk and attack in full force (no more hit and run).

What are your ideas?

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Interactive objects
Monday, 22 June 2009

In the dungeon crawl, I want to have more interaction with objects in the world.  Depths of Peril has traps, doors, chests, torches, and probably a few other things.  Kivi's Underworld added more types of traps, levers/buttons, and barrels. All of these things will probably be in the dungeon crawl, but I want more things. 

It's my goal for there to be lots of things for the player to interact with on purpose, some things that can happen on accident if you aren't careful, things that change your strategy, some things that you have to choose which is the best action, and even some things the monsters can interact with.  I'll give an example of each of these to show what I mean.

Doors, levers, and chests are conscience choices by the player to interact with (usually).

The player might blow up a barrel on accident if his cast fireball explodes too close to it.

The player might notice the barrel with explosive substances right between a group of monsters and instead of hitting the monsters with the fireball he might blow up the barrel and hurt all of the monsters.

I'm planning on some doors being locked, but the player will have some choices, don't bother with the door, find a key, or bash down the door and make a lot of noise.

Maybe some monsters will know how to use fountains or doors.

Anyway, these are just examples to get your thoughts going, I have a much longer list of things I'm already planning and probably more interesting than my few examples.  What kind of interactive objects would you like to see in an action RPG that's primarily underground?

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Favorite DoP & Kivi monsters
Thursday, 18 June 2009

I think our next game is going to share the same mythos as does Depths of Peril and Kivi's Underworld, so I'm planning on carrying over some of the monsters from those 2 games.  Some of them are going to have interesting changes too. What monsters did you guys really like that you want to see again in the dungeon crawl?

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Starting next game design
Wednesday, 17 June 2009

Well I've started working on the design of the next game and as I have promised before I'm going to try to be more open during the process. This is not an official announcement or anything because it's always possible I will change focus.  However as of right now, our next game is going to be more of a hardcore, realtime dungeon crawl (hardcore compared to Kivi that is).

It's going to be an action RPG that is going to take some elements from Depths of Peril (no covenants though) and some from Kivi's Underworld. I'm thinking of having some of the key features revolve around random elements (controlled randomness), a very dynamic world, and lots of smaller game mechanics that can interact to result in some more emergent gameplay than is usual in an action RPG.

This doesn't give you much to go on yet, but now is a great time to give your input of what you would like to see in a realtime dungeon crawl. Don't worry I have plenty of ideas to make this a really cool game, but I love hearing feedback from all of you. I will try to comment more than I usually do on ideas.  Even if I do not comment on your idea, I will read it and consider it (assuming it's not spam).

I'm only going to use ideas that fit my vision of the game though, so please don't get upset if I don't use your awesome idea.  BTW, sometimes ideas really are awesome, but can't be used for various reasons like it's not feasible to do with this team or within this game's time frame or it just doesn't fit with this specific game.

Anyone have any cool and fun ideas?

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