Posts Tagged ‘dungeon’

Nice Heals M8!

Posted by
Wednesday, December 14th, 2016 3:46 pm

Social

Introducing “Looking For Heals” (an MMO Raid Sim). Have fun trying to heal a band of incompetent dwarven warriors as a lone priest, destined for a party wipe!

_SpellMap

 

Come play Escape from the Dungeon of Snor!

Posted by (twitter: @HeartLampGames)
Wednesday, April 20th, 2016 6:00 pm

Escape from snor logo

Our submission is a side scrolling puzzle platformers meets old school point and click adventure game. Plus, it’s got a talking demon head!

There was alot more environmental story telling stuff in here but due to some trouble merging versions it’s pretty much just the puzzles themselves. We believe they are tough but fair. If you think you’re clever enough to embark on this adventure CLICK HERE! If your eye and mind are sharp enough you can finish this thing in under 10 minutes easy.

 

Also, I wish we had metrics on how many people are beating our little prototype here, so if you manage beat it please brag about it in a comment!

-Team Heartlamp-

heart lamp

Dapper Penguin Studio – 24 Hours Check-In

Posted by (twitter: @AlecWeekes)
Saturday, April 16th, 2016 7:33 pm

Previous Update: Dapper Penguin Studio – Day #1

Welcome to another update from the team at Dapper Penguin Studio.

Before we get started on what we’ve achieved over the last 24 hours, I’d like to remind you, that I am constantly tweeting about our development, the challenges we face, and also answering questions and offering advice via my own personal Twitter Account. Got a question I’m not quite sure of? Don’t worry, I’ll put it to the team here, and they’ll draw on their combined experience of over 35 years of Game Development knowledge, from Indie to AAA development, to give you the best advice we can!

Now, with that all out of the way, let’s get down to business. (To defeat, the Huns!)

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BoltStorm – A week after the jam

Sunday, December 20th, 2015 9:08 am

Hello everyone,

It’s been a week already since we made BoltStorm, hectic snake-like dungeon shooter. If you haven’t tried it yet, we recommend you do:

PLAY HERE!

Bolt Storm indeed!

We did some major bug fixes right after the jam and now we’re working on gameplay and visual fixes for problems reported by the players. As for any other jam game, BoltStorm still needs a lot of work. If you have any feedback that you’d like to give, please do so as it will help us improve the game.

So How did we start with BoltStorm? To keep it short, our goal initially was to come up with a small concept and polish it well. Three main points of focus were: Simplicity, Juiciness, Progression. We managed to focus on first 2 points, but the progression part was lacking as the time ran out. We had more plans regarding progression but we ended up with something very simple, where player grows in size and as they level up, game becomes gradually more difficult by throwing a lot of enemies at them. Maybe we will expand on that later on.

Kickback, Screenshake, Damage feedback, Permanence.. just a bit of juiciness.

What needs to be noted is that we took examples from Vlambeer’s Art of Screenshake. If you are an indie dev and haven’t heard of it, go watch it HERE! (by Jan Willem Nijman) You will be surprised to learn that simple visual feedback in your game can make a huge difference.

There’s more to write about, but that’s it for now. If you’re interested in our projects or how we make games, find us on Facebook or Twitter and ask anything you like! Meanwhile we’ll be playing and rating your games(maybe Stream too?). Send us your games!

Cheers.

First Screenshot

Posted by (twitter: @JPSMJordan)
Saturday, December 12th, 2015 8:34 am

Hello Folks,

Here you can see my first screenshot. Currently there are no real textures but a lot of the gameplay is done.

early

DD Orks Dungeon

Posted by
Monday, August 24th, 2015 4:27 am
Hi.
My progress over the two days:
scr_LD33_DD_Dungeon_5

You play as an orc. After the death of the player you are given the neighboring orc.
Objective: To protect the treasures and \ or kill the hero.
I think I almost missed with the theme of LD: D
Ps. Sorry for bad English

Get your game on!

Posted by
Monday, April 20th, 2015 9:51 pm

Hey there, had so much fun in my first ludum dare. Here’s my attempt.



Even if you hate what you see, come check it out, you may be pleasantly surprised… or not.

 

Dungeon Blaster updated for Taco Tuesday!!

Posted by (twitter: @BrainSlugs83)
Wednesday, August 27th, 2014 2:00 am

So, still working on my game*, and I just added a way to heal yourself (besides dying), can you guess what it is?

Dungeon Blaster updated for Taco Tuesday!!

Dungeon Blaster updated for Taco Tuesday!!

(*: not modifying the Jam version or any funny business, just having fun with it, might upload it in a week or two with the caveat that it’s not the official #LD30 version…)

Dungeon Generator tool for you!

Posted by
Wednesday, August 13th, 2014 9:12 am

Recently, I stubled across the video on youtube about generating a dungeon and it was really exciting. I decided to make something like that and when I did I decided to share it with you guys. The result is quite nice and complex, just look at the picture:

dungeonPreview

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Ruby!

Saturday, April 26th, 2014 12:33 pm

screenruby

Currently included: Stone, Iron, Dirt, Gold, Ruby, Emerald, Sapphire and Diamonds.

Dungeongenerator

Saturday, April 26th, 2014 6:06 am

screen3

Now included: Dirt, Grass, Stone and Iron.. :)

The game takes shape slowly.

Dankest Dungeon – a Gameboy Roguelike Demake

Posted by (twitter: @Dahold)
Thursday, March 27th, 2014 4:17 pm

Greetings from the Victory Garden team. For our Mini LD 50 submission, we demade Red Hook Game’s upcoming squad management roguelike Darkest Dungeon, in the style of a Gameboy classic! The game’s not been released yet, so we had to take liberties here and there, but we did our best to stay true to the spirit of the game. Feel free to share your feedback and High Scores over on the project page!

There are a lot more features we wanted to get to, including more monsters, Camp and passive Party Leader skills, a surface and dungeon shops, and a classic Text String save feature. If people like this well enough, we’ll put together a Post-Compo Version with these features and more. But after a few day’s rest… it’s been intense!

...or the stone tile floor, as the case may be.

…or the stone tile floor, as the case may be.

 

All assets, design, and the game engine itself were produced for the Mini LD 50 Jam. Other than a pre-existing Java code base, and a handful of graphical assets, all content and features were created within 72 hours (with a small break taken between sessions, because it was a practice run). The game was coded using LWJGL, and managed via Trello. Audio was produced using BFXR, Reaper, and featured the Elder Thing VST plugin. Story stylistic development was inspired by Jean-Paul Sartre’s Huis Clos and Joseph Conrad’s Heart of Darkness. Character names came from Behind The Name.com, and additional names and literary references run the gamut from European and Greek Mythology, classic Combat RPGs, and H.P. Lovecraft, to works of gothic literature

If you like our stuff, feel free to check out our new devblog, Victory Garden Games, where we’ll be talking about LD plans, as well as some of our upcoming projects! Thanks a ton, and I hope you have a great time playing our game.

Credits and High Scores:

Fireh9lly: Music and Audio Effects (High Score: Infinity + 1)

Magma McFry: Programming Forever (High Score: 5,759)

Solifuge: Director, Graphics, and Game Design (High Score: 4,867)

Vector: Writing and Entity Data Scripting (High Score: 2,923)

Slow progress and having a bad flu :(

Posted by (twitter: @gsarwohadi)
Sunday, December 15th, 2013 3:13 am

Struggling to get dungeone finished in time while having a terrible flu is just terrible. I’m beginning to doubt I’ll be able to finish the game, unless some serious feature cutting. Anyway, just got the pathfinding and FOV done:

dungeone-path-and-fov

Milestone!

Posted by (twitter: @frimkron)
Saturday, December 12th, 2009 5:40 pm

Well, I’ve come to the conclusion that I don’t have a clue what I’m doing when it comes to procedural generation. I should have had this done much sooner, but I’ve finally reached the stage where I have something which could be described as procedural dungeon generation.

I don’t actually have any graphics or gameplay, but I can now generate maps from a seed number. Here’s a section of map 0:


# # # # # . # # # # # . # # # # # # # # # # # # # # # #
# # . . . . . . . . . . . # # # # # # # # # # # # # # #
# # . . . . . . . . . . . # # # # # # # # # # # # # # #
# # . . . . . . . . . . . # # # # # # # # # # # # # # #
# # # . # # # . # X # # # # # # # # # # # . . . . . . X
# # # . # # # . # . # # # # # # # # # # # # # # # # # #
# # # . # # # . # . # # # # # # # # # # # # # # # # # #
# # # . # # # . # . # # # # # # # # # # # # # # # # # #
# # # . # # # . # . # # # # # # # # # # # # # # # # # #
# # # . . . . . # . # # . . . . # # # # # # # # # # # #
# # # . # # # . # . # # . . . . # # # # # # # # # # # #
# # # . # # # . . . X . . . . . . . . . . . . # # # # #
# # # . # # # . # . # # . . . . # # # # # # . . . # # #
# # # . # # # . . . . X . . . . X . . . . . . . . # # #
# # # . # # # . # # # # . . . . # # # # # # . . . # # #
# # # . # # # . # # # # . . . . # # # # # # X # # # # #
# # # . # # # . # # # # . . . . # # # # # # . # # # # #
# # # # # # # . # # # # . . . . . # # # # # . # # # # #
# # # # # # # . # # # # # # # # . # # # # # . # # # # #
. . . . . . X . . . . X # # # # X # # # # # . # # # # #
# # # # # # # # # # # # # # # # . . . . . . . X . . . .
# # # # # # # # # # # # # # # # . # # # # # . # # # # #
# . . . . . . . # # # # # # # # . # # # # # . # # # # #
# . . . . . . . # # # # # # # # . # # # # # . # # # # #

Once I’ve had some well-needed sleep I’ll get some graphics done, tilemap rendering, get a player walking around and introduce some treasures for him to find. Bah – there’s loads of time left 😉

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