Red eyes in the darkness (dungeon crawler) Alpha
Posted: Mon Feb 25, 2013 8:38 am
Hi
I'm implementing a dungeon crawler and combat engine for my game red eyes in the darkness: The tainted blood
Original ideas thread about the game
As I have finished the first version of the dungeon crawler I would need people to test it out and give me feedback (thus a alpha test).
What I would like:
*Feedback on bugs
*Feedback on what feels good and what feels bad there and what is missing
*Feedback on planed features if anything feels missing or isn't good
*Also feedback on layout and design
*Feedbaack on any spelling errors (or gramatical errors)
*Feedback on loading times and lags
*....
Then a bit about what the crawler engine is about (features), and what I have planed and not planed to be part of the demo.
As it stands I'll upgrade the engine as the alpha testing phase continues and update it accordingly on this thread.
Current version: 0.31
Features:
*Move through a forest and increase/decrease enemy alertness (in this case wolves mostly).
*Fog can be turned on or off (by the program not the player)
*Combat ends when the enemies reach <=0 hp.
*Combat random enemies
Planed but not in now:
*Movement options: wait and rest (bandage wounds if bandages are in the inventory). Both decrease enemy alertness.
*More skills, more types of enemies
*Levelup system and xp / treasure gain from enemies
*Events (they are possible but currently didnt create any)
*Using bars instead of numbers to represent hp, mana and love status (question: Switchable via option in the option menu better?)
*Sprites for the enemies (I don't want to use placeholders so no enemy sprites shown till I have them from my sprite artist)
*Pic shown in the status display of: Group, enemy, love interests
*Better minimap (graphics instead of symbols and also other position...directly under the lover interests)
*Current ingame time and date to be shown on the screen and it changes as the player moves around
*Optional: Nighttime graphics
*Using keyboard to click on options instead of only the mouse as option.
*Sound effects
*Minimap using graphics instead of text for representation
*Effects of range (thus no melee attack in more than 0 feet dstance to the enemy)
Not planed:
*Music (music exists already but I don't think it is necessary at this stage of testing to use it)
---------------------------------------------------
Movement:
Screenshot
You move around by clicking on the arrows. With left/right/back changing direction only.
To the upper left the status of the group is shown.
Upper right the affection rating of all love interests. ??? means that you dont know the name of this love interest so far.
Bottom right a minimap with current direction is shown. (. = free, x= obstacle)
On the top right corner a small square is shown. This has 4 values: Green, yellow, orange, red and represents the alertness rating
of enemies in the area...thus how likely random encounters are.
Combat:
As combat begins enemies appear within a distance that is defined by the environment (in the fogged woods between 0 and 20 yards from you).
At the start of combat a random initiative order is defined (the higher your dex the more likely you will get to act first).
During combat you can choose different commands to use and if more than 1 enemy is present and you attack you will have to choose
which enemy to attack.
Screenshot
Left fro the affectionlist a list of all enemies is shown.
Download links:
Here(Only windows platform) Versioni 0.33
EDIT: This was a link to the old file (thus deleted. New file see posts below)
Change log:
v0.33:
*Eliminated "memory leak" (was an infinite loop) when the party looses a fight.
V0.32:
*Keybinding for movement "8","4","6","2","7","9"
*Added a turnleft and move ahead and turnright and move ahead button
*Added 2 new skills: Kick and headbutt. Kick does more damage than punch but is not as accurate. Headbutt does the least damage but can stun an enemy.
Both kick and headbutt reduce the own defense for 1-2 rounds (headbutt longer than kick).
*Added a few test sound effects
*Hit probability has increased
*Alertness level is reset after each combat (although if combat takes very long it will be higher than otherwise)
*Made some minor spelling checks
*
V0.31:
-Rebalanced battles so that wolves are now easier
-Corrected display of mob names when they were fleeing
-Removing enemies that fled or are dead from the list of displayed enemy statuses
-Disabling minimap during combat
I hope I get lots of input there...the more the better
Edit:
Current version of the file:
I'm implementing a dungeon crawler and combat engine for my game red eyes in the darkness: The tainted blood
Original ideas thread about the game
As I have finished the first version of the dungeon crawler I would need people to test it out and give me feedback (thus a alpha test).
What I would like:
*Feedback on bugs
*Feedback on what feels good and what feels bad there and what is missing
*Feedback on planed features if anything feels missing or isn't good
*Also feedback on layout and design
*Feedbaack on any spelling errors (or gramatical errors)
*Feedback on loading times and lags
*....
Then a bit about what the crawler engine is about (features), and what I have planed and not planed to be part of the demo.
As it stands I'll upgrade the engine as the alpha testing phase continues and update it accordingly on this thread.
Current version: 0.31
Features:
*Move through a forest and increase/decrease enemy alertness (in this case wolves mostly).
*Fog can be turned on or off (by the program not the player)
*Combat ends when the enemies reach <=0 hp.
*Combat random enemies
Planed but not in now:
*Movement options: wait and rest (bandage wounds if bandages are in the inventory). Both decrease enemy alertness.
*More skills, more types of enemies
*Levelup system and xp / treasure gain from enemies
*Events (they are possible but currently didnt create any)
*Using bars instead of numbers to represent hp, mana and love status (question: Switchable via option in the option menu better?)
*Sprites for the enemies (I don't want to use placeholders so no enemy sprites shown till I have them from my sprite artist)
*Pic shown in the status display of: Group, enemy, love interests
*Better minimap (graphics instead of symbols and also other position...directly under the lover interests)
*Current ingame time and date to be shown on the screen and it changes as the player moves around
*Optional: Nighttime graphics
*Using keyboard to click on options instead of only the mouse as option.
*Sound effects
*Minimap using graphics instead of text for representation
*Effects of range (thus no melee attack in more than 0 feet dstance to the enemy)
Not planed:
*Music (music exists already but I don't think it is necessary at this stage of testing to use it)
---------------------------------------------------
Movement:
Screenshot
You move around by clicking on the arrows. With left/right/back changing direction only.
To the upper left the status of the group is shown.
Upper right the affection rating of all love interests. ??? means that you dont know the name of this love interest so far.
Bottom right a minimap with current direction is shown. (. = free, x= obstacle)
On the top right corner a small square is shown. This has 4 values: Green, yellow, orange, red and represents the alertness rating
of enemies in the area...thus how likely random encounters are.
Combat:
As combat begins enemies appear within a distance that is defined by the environment (in the fogged woods between 0 and 20 yards from you).
At the start of combat a random initiative order is defined (the higher your dex the more likely you will get to act first).
During combat you can choose different commands to use and if more than 1 enemy is present and you attack you will have to choose
which enemy to attack.
Screenshot
Left fro the affectionlist a list of all enemies is shown.
Download links:
Here(Only windows platform) Versioni 0.33
EDIT: This was a link to the old file (thus deleted. New file see posts below)
Change log:
v0.33:
*Eliminated "memory leak" (was an infinite loop) when the party looses a fight.
V0.32:
*Keybinding for movement "8","4","6","2","7","9"
*Added a turnleft and move ahead and turnright and move ahead button
*Added 2 new skills: Kick and headbutt. Kick does more damage than punch but is not as accurate. Headbutt does the least damage but can stun an enemy.
Both kick and headbutt reduce the own defense for 1-2 rounds (headbutt longer than kick).
*Added a few test sound effects
*Hit probability has increased
*Alertness level is reset after each combat (although if combat takes very long it will be higher than otherwise)
*Made some minor spelling checks
*
V0.31:
-Rebalanced battles so that wolves are now easier
-Corrected display of mob names when they were fleeing
-Removing enemies that fled or are dead from the list of displayed enemy statuses
-Disabling minimap during combat
I hope I get lots of input there...the more the better
Edit:
Current version of the file: