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WIP Cryptarium (Dark Dungeon)

Discussion in 'Works In Progress - Archive' started by turritom, Nov 15, 2014.

  1. turritom

    turritom

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    *UPDATE*

    we working on a new leveldesign - the desert temple






    ---------------------------- /Update




    hi folks

    i work in my freetime on a roquelike dungeon crawler with random levels. my inspiration comes from the binding of isaac , endless of the dungeon, ftl and for the action fighting system dark souls.

    i work now a half year i think on my game.. 2 friends of mine helps me with grafics.

    i use unity 3d Pro and playmaker for the development .. because i am not a programmer .. i am a 3d artist ..but i have no programmer ..so i must programm by myself

    so i have a youtube video make for you to show you my game



    sorry for my english ..i try my best :)

    some screenshots

    here are a screen from the 3d tileset from the 2. level



    an older screenshot of the gui



    if you have any questions i would be pleasured to hear from you

    greetings turri
     
    Last edited: Jan 28, 2016
  2. turritom

    turritom

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    new bossdoor for the first level



    and first cathedral 3d test

     
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  3. jkarateking

    jkarateking

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    Looks pretty good. I would probably play it if it doesn't cost much :)
     
  4. turritom

    turritom

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    hehe it will be not cost to much

    some ingame screens from the first level



     
  5. playmonkey1

    playmonkey1

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    Looking good!! Good luck and let me know when it's out :)
     
  6. turritom

    turritom

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    here we have a quick test of our enviroment of the second level



    nice to hear some feedback
     
  7. Razputin

    Razputin

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    Obviously rough around the edges, but I like how it's coming along. Definitely something i'd buy in a finished state. I suggest moving the camera to a better angle though, it's kind low in my opinion really restricting your ability to see.
     
  8. turritom

    turritom

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    thx :) the cam is not final at the moment and i will definitly change it.

    here a have another video from the current version of the game

    have fun

     
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  9. turritom

    turritom

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  10. Archania

    Archania

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    Looking really good. Keep at it.
     
  11. theANMATOR2b

    theANMATOR2b

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    I actually like the point where the camera is - it's pretty much at head level and frames the action well.
     
  12. turritom

    turritom

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  13. turritom

    turritom

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  14. Ronald_McScotland

    Ronald_McScotland

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    This looks really professional and well done. I like the armor models on your indieDB page. I do agree with what previous commenters say about the camera being too low, but apart from that, it looks really good.
     
  15. McSwan

    McSwan

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    Looking good!
     
  16. turritom

    turritom

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    thank you :) .. hmm i will look to lords of the fallen and dark souls ..how this camera looks like and then compare to my cam ;)
     
  17. Schneider21

    Schneider21

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    This is looking phenomenal! Do you have a general idea of when you'll release something?
     
  18. turritom

    turritom

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    oh this takes still time .. we think we need 1-2 Years to complete this Game :) we are 3 Guys and make this game in our free time. But i will post our progress :)
     
  19. Schneider21

    Schneider21

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    Then I've got 1-2 years of reading material coming. Good luck!
     
  20. Kurt-Dekker

    Kurt-Dekker

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    I think this is great!! I love the German spoken by the enemies... to someone who does not speak German, it makes the game seem so much more like I am in a foreign dungeon somewhere far away. Very nice... I suggest perhaps you do not localize the audio track of the enemies?? Or at least leave in the German.

    I like the lighting and the dungeon layouts and how you have sprinkled in the gradual unlock like Binding of Isaac, etc. VERY nicely done all around.
     
  21. turritom

    turritom

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    haha thank you ..the enemy quotes are all spoken by me. If we have found a native english speaker we will localize the quotes and implement the option for switching between english and german. :)
     
    Last edited: Feb 11, 2015
  22. theANMATOR2b

    theANMATOR2b

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    But what about the guys who buy the game from Germany? They won't get the same effect you are experiencing because it will be there native tongue. For Germany you may want to consider another language for the enemies to speak. Cool implementation!
     
  23. turritom

    turritom

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  24. turritom

    turritom

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  25. turritom

    turritom

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  26. zenGarden

    zenGarden

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    It looks great.
    How do you manage visibility of rooms and monsters entities ? Unity default culling or do you spawn them at some distance managing some grid based level ?
     
  27. turritom

    turritom

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    at the moment i use only the camera clipping and for the enemys i have make a playmaker action who looks for a range in a sphere .. for me the action range ..inside this range it converts empty enemy objects into the full AI enemys. also lights and particle effects.

    so at the moment i work on a dark knight armor ..

    the sculpting and modeling and texturing are down .. now i must it rigging and skinning



    more images here

    http://www.indiedb.com/games/dark-dungeon/images
     
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  28. Nyt0x

    Nyt0x

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    Looks nice :)
    Good luck with that!
     
  29. turritom

    turritom

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  30. Schneider21

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    Oh God, yes...

    :)
     
  31. turritom

    turritom

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    hehe okay i have the Dark Knight done

    here you can he see smashing the player ;)



    (best in 1080p)
     
  32. turritom

    turritom

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  33. turritom

    turritom

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    yesterday we have testet a config with 2 Kinect V2 in a network with 2 pcs .. and have record complex mocaps

     
  34. turritom

    turritom

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    testing Unity cloth and dynamic bones with the rocking goblin

     
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  35. zenGarden

    zenGarden

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    What system did you use for dynamic bones ?
    And what do you use to generate random dungeons ? How do you balance ennemies level and random loot ?
    Can ennemies open doors ? and are they able to follow you anywhere once you have opened a door and they spooetd you ? Are you using Unity navmesh or another navigation system ?

    Your graphics are gorgeous, the game looks very pro.
     
    Last edited: May 25, 2015
  36. turritom

    turritom

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    hi Zen garden :)

    i use this dynamic bone script

    https://www.assetstore.unity3d.com/en/#!/content/16743

    the random dungeon system i created by myself in playmaker ..it creates a number of random rooms and a boss / secret / trader and treasure room... the enemies level balance with the level himself .. with the change of a level the enemys are stronger and the weapons are stronger .. the weapons in each level have random values but in a restricted range and in each leve i will drop other weapons. i hope i will make the balance good :)

    enemys can not open any doors but they can folllow you anywhere once there have spottet you :) if you run and have a bigger distance slow enemys will stop follow you.

    i use Astar navigation system :)
     
  37. zenGarden

    zenGarden

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    I purchased it long time ago, it's a great plugin.

    Your own implementation or some plugin ?
     
  38. turritom

    turritom

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  39. turritom

    turritom

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    new gameplay video of the actually version

     
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  40. Jolkio

    Jolkio

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    Impressive! Keep up the good work!
     
  41. turritom

    turritom

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    thank you :) a new developer Video out now

     
  42. theANMATOR2b

    theANMATOR2b

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    Just want to play this - now!

    Three points of interest,
    - The weapon compare interface is really great for the players not to have to work there way through several layers of UI to check to see if the weapon is better than the one currently being used. Nice job with that.
    - The death animations on every character/enemy seems to be different. Very impressive to see variety applied at that level. Nice.
    - On the player character - it looks like there is only one shield up hit reaction. It would be nice to see some variety for that animation as well.

    Are you using mecanim states to control the animations, or did you build your animation controller completely in PlayMaker?
    If all in PlayMaker - how are you controlling smooth transitions and interuptable cycles? - easily done in mecanim, but a little more involved in PlayMaker.

    Extra praise for being a non-coding artist achieving this level of quality. Great job. Can't wait to play.
     
  43. turritom

    turritom

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    thank you very much anmator .. if you want you can play the game as a beta tester and give me some feedback ..
    yes some more shield reaction would be nice ..i think this is no problem ..i use mecanim of course and it looks like this :)

    https://dl.dropboxusercontent.com/u/514672/animator.JPG


    at the moment i will find a solution for a problem that i have .. the fighting system use the trigger enter function from unity ..but that do not work correct on fast moving objects .. sometime it works ..sometimes it do not work ..but the fighting system is one of the main feature so it must work perfect ..so i must think about a solution :)
     
  44. theANMATOR2b

    theANMATOR2b

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    Thanks for the info turritom.
    I can't seem to track down the beta test link, here or on indiedb.
    Care to point me in the correct direction?
     
  45. turritom

    turritom

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    testing some motion capture

     
  46. turritom

    turritom

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    new guard designed by christian .. ingame test screen

     
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  47. turritom

    turritom

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    test of the new dungeon guard

     
  48. XardyonZyon

    XardyonZyon

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    One thing that I would add to give a strong feel of control, Is to add a auto-zoom to camera when you guard. maybe an over the shoulder angle or something a little closer. I think it would emerge the player in battle more IMO. :)
     
  49. turritom

    turritom

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    i will think about it :)

    we work hard on the second level and on the players castle .. in the players castle you can use the gold to unlock new stuff and equipment for your fight in the dungeons

    the boss catherdral in the second level





    the players castle (at the moment noch dummy)





    some new icons for the magic spells (the backgroundpicture is old)



    the new map and inventory gui ..with some cards



    have fun and post some feedback if you want :)
     
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  50. theANMATOR2b

    theANMATOR2b

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    Cool looking ghost shader and lighting.
    Are the player character's sleeves too short?
    I just want to pull them down so they aren't riding up and being aggravating. :)
     
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