Search Unity

[Dungeon Crawler] Dungeon Divers : Pixel Sidescroller

Discussion in 'Works In Progress - Archive' started by Myhijim, Dec 14, 2013.

  1. Myhijim

    Myhijim

    Joined:
    Jun 15, 2012
    Posts:
    1,148





    Introduction
    Overview
    Media






    What a way to celebrate 1,000 posts!
    Love you Unity Community


    Why make this game?

    This game is currently a school project however I plan and have always planned to take it much much further than that. It is due at my school in around six weeks, but I will continue to develop it for much longer.

    This is not only school-work, but also a challenge for me to develop something in under 10 weeks of substantial value and re playability.

    When it is finished, I plan to release on PC for free and Android/iOS for .99c.

    What is with the crummy graphics?
    Well, as you can probably tell, I am no artist. I am using Paint.Net and have no real artistic talent as my real talent lies in programming, ideas and design.

    Why are you still talking?
    I don't know, let's move on!






    Dungeon Divers is a randomly generated, room to room side scroller which contains many enemies, traps and various puzzles. It is a combination of solving puzzles and fighting slimes, spiders and other ghastly things.

    By the end of development I hope to have the following achieved :
    Upto 8 people co-op.
    Over 10 enemies.
    Over 10 bosses.
    Randomly generated puzzles
    Level Builder
    An achievement system
    Ingame purchases/ Upgrades


    Meet Pix

    This is Pix




    Pix has a wife, 2 children and his occupation as a pixel count was just not working out. He decided to try a new hairstyle :

    Well... Several Hairstyles


    OH and he has taken up a very rewarding job, dungeon diving. It's a shame the job advertisement didn't mention the gory pixel details. Death by slime, death by spikes, death by falling crate, and, worst of all, death by falling crate ridden by falling slime!
    It happens! Even ask our former... nevermind




    For those who are eager and want to know more, here is the GDD : https://docs.google.com/document/d/1R72fuKxBNVzgR5rsZ0LlIoacuXBJHieyxH6YTnqU-l0




    (Images are less blurry than they seem)

    Traps
    Spikes
    $SpikeAnimation.gif

    Enemies

    Slime
    $JumpAnimation.gif


    Interaction Objects


    Gravity Box
    $GravityBox.gif

    Triggers


    Character

    World Generator

    This world generator is by no means finished, this is one day in and rooms+tunnels are developed, over the next week or so I want to generate ladders, steps and traps!

    Pics



    Webplayer : https://dl.dropboxusercontent.com/u/86347174/GenerationTest/GenerationTest.html




    Thank you all, hope you follow the progress and enjoy the game (when it comes out soon) and well, here's to another
    1,000 posts! :D

    Cheers Myhijim

     
    Last edited: Aug 15, 2014
  2. TrueChaoS

    TrueChaoS

    Joined:
    Feb 21, 2013
    Posts:
    5
    Looking good, mate. As you know, I'm willing to help if you need anything.
    Just let me know on Skype if you do :3

    Also, congrats on the 1k ^^
     
  3. TheRaider

    TheRaider

    Joined:
    Dec 5, 2010
    Posts:
    2,250
    your art is actually pretty cool
     
  4. Myhijim

    Myhijim

    Joined:
    Jun 15, 2012
    Posts:
    1,148
    Why thank you! They are my first attempts at pixel art so, hopefully over the next 6 weeks I will improve further.

    @TrueChaoS
    Thank you very much, your testing will be required later on

    On another note
    The next major update will most likely be Tuesday.
     
  5. TrueChaoS

    TrueChaoS

    Joined:
    Feb 21, 2013
    Posts:
    5
    I actually have to agree with TheRaider by the way. Your pixel art isn't as bad as you say it is ^^
    I've tried pixel art before and you're leagues better than myself :3

    And sweet. Will be keeping my eye here and on Skype for that next update and when you need me.
     
  6. marak-v1

    marak-v1

    Joined:
    Jul 7, 2013
    Posts:
    20
    Nice, ill keep an eye on this thread, keep up the good work.

    Also im jealous of your generator script, one day? S*** im still arguing with mine haha.
     
  7. Seven

    Seven

    Joined:
    Apr 23, 2012
    Posts:
    111
    Really like the art style with this.

    Find myself being drawn more and more into pixel art, going to have to give it a try sometime.
     
  8. Myhijim

    Myhijim

    Joined:
    Jun 15, 2012
    Posts:
    1,148
    Thanks a bunch!

    Haha yeah, it was a spree of flying code and pieced together algorithms, but it ended up working so yeah!

    Thank you very much, I am unsure of my art talents so this is a very comforting gesture, thank you.



    On another note

    Try out some generation yourself, remember that this system is far from finished this is still VERY basic, it does not yet include perfect tunnels (some rooms aren't connected), rugged rooms and tunnels (waayyyy too smooth right now), limited tunnels (some levels generate like 5 tunnels to each room, insane) or any different block placement (Eg slopes and varied surfaces)

    So here it is :
    https://dl.dropboxusercontent.com/u/86347174/GenerationTest/GenerationTest.html
    Please, feel free to post any generated dungeons you find to look cool! They will of course look cooler later when I add all of the other generation features
     
    Last edited: Dec 15, 2013
  9. Blacklight

    Blacklight

    Joined:
    Dec 6, 2009
    Posts:
    1,241
    The shading on Pix makes him feel a bit out of place in the backgrounds shown.

    Matching
    $pixel_shading-matching.png Shaded Pix is what you did, shaded crate is by me.

    Mismatch
    $pixel_shading-notmatching.png

    The difference is subtle but the matching styles are much more appealing to look at.

    Also, what kind of algorithm are you using for your dungeons?
     
  10. Myhijim

    Myhijim

    Joined:
    Jun 15, 2012
    Posts:
    1,148
    Cheers for the heads up Blacklight! I will see to it that it is fixed. I should've probably picked up that I uploaded the wrong version....

    As for the algorithm I am using a custom method to handle it, fairly simple really. You cut out a square and then generate tunnels between them using their center co-ords. A simple but effective and fast system.

    Edit: If you want a code example feel free to PM me
     
  11. GeneBox

    GeneBox

    Joined:
    Nov 15, 2012
    Posts:
    480
    This is looking good!