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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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    in the next time we add also random traps to the rooms .. we are building it at the moment ..



    at the moment i work on the boss door animation and the boss room
     
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  2. zenGarden

    zenGarden

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    Awesome :)
     
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  3. turritom

    turritom

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    thanks :) little video about our goblin animation ..from motion capture to unity 3d ingame

     
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  4. turritom

    turritom

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    two hand sword mummy ..testing armor look



     
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  5. turritom

    turritom

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    new enemy new fun :)

     
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  6. theANMATOR2b

    theANMATOR2b

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    Really enjoy seeing your progress.
    One minor critique comment. Is the mummy supposed to be a middle eastern type mummy?
    I ask only because the armor seems to match middle eastern or southern Asiatic, but the sword design - I believe - is a northern European design. It's a little nit-picky - I know, but if the mummy wakes from his coffin with his armor and weapon, it would be expected that he have the same design in armor and weapon he was originally buried with. The armor and weapon would match each other.
     
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  7. zenGarden

    zenGarden

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    This is a similar pattern to common melee ground ennemies, you need really different parterns to avoid always same flat gameplay. Like ennemies able to jump hight and hang on some column while shooting you from distance or ennemies that can do a big back flip and quickly hide behind a cover before getting back to attack.
    You can check these videos about ennemies abilities and groups behaviour making combat more engaging than melee only.
    www.youtube.com/watch?v=AP_4iWhw3L8
     
    Last edited: Feb 8, 2017
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  8. turritom

    turritom

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    i will think about new enemie patterns .. more different attack types ..

    at the moment i do overwork the system in the background of the game .. i use only one scene not multiscene ..it works good .. also i have add a new gui with options and language selection ..and a achievment system like binding of isaac .. so if you beat the first boss 5 times ..a harder boss will replace the first boss ..and so on ..

    and the temple will also spawn at night

     
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  9. zenGarden

    zenGarden

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    You are not a studio with lot of people working on the game, polishing small thinsg like menus and effects can be very long, let new ideas for later.
    The traps is a cool addition and add a new difficulty level.
    It looks like there is big frame rate issues looking at the video ?
    It's not very easy to see but is there some lock on system like Dark Souls games ? It should at least be a game option as it really make a combat system lot better with it.
     
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  10. turritom

    turritom

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    a lock on system like dark souls is integrated :) the frame rate issues .. i think i need a better computer ..the fps is okay but in the video it looks choppy ..

    new enemys are arrived .. the wizard ..the assasin and the guard mummy

     
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  11. turritom

    turritom

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    in the start areal you can buy weapons and armory and update your stuff for the fight in the dungeons of cryptarium.

     
  12. turritom

    turritom

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    testing the far fighter ai with a fight vs 2 mummy priests :)

     
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  13. zenGarden

    zenGarden

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    Last edited: May 26, 2017
  14. Kurt-Dekker

    Kurt-Dekker

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    This looks AWESOME. Good work sir, good work.
     
  15. turritom

    turritom

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    thanks kurt .. and thanks zengarden .. the shops in the startareal are dummy at the moment ..and will be different in the future

    at the moment we work on the first dungeon ..a mix between basement, jail and sewer .. and will replace the old first dungeon

    first impressions

     
  16. zenGarden

    zenGarden

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    What it is ? a tutorial ? Players could have some hint like the character saying : "I don't have any weapons, i must hide from that creature and reach that closed door" (and better a cinematic camera showing the door).
    The torches are great but they emit too much smoke, they could fill the room with smoke lol ( a light smoke effect or some sparks instead would look more realistic).
    Anyway , the game looks good as always.
     
  17. theANMATOR2b

    theANMATOR2b

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    Possibly add a sneaking animation even at the same movement speed as the walking animation. That would relay to the player to sneak past the bad guy instead just casually walk past him. ;)
     
  18. turritom

    turritom

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    @zenGarden .. interesting idea . :) and a sneaking animation will also a great idea :)
     
  19. turritom

    turritom

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    the torches are a asset from the asset store .. maybe i will change is in the future
     
  20. ToshoDaimos

    ToshoDaimos

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    There are some shadow issues in that dungeon video. They seem to flicker.
     
  21. zenGarden

    zenGarden

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    The only issue is the smoke , there is too much, you can reduce the smoke a lot or replace it with fire sparks, the torches and fire looks good.
     
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  22. turritom

    turritom

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    ok i will reduce the smoke

     
  23. turritom

    turritom

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    testing some traps in cryptarium jail level ... you can also use them to defeat the enemy

     
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  24. Kurt-Dekker

    Kurt-Dekker

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    This seriously looks good... nice work!!
     
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  25. zenGarden

    zenGarden

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    Traps brings some good level interaction.
    Why not more interactivity ? The user must press a button or turn some wheel during some time to activate a trap or fames or whatever.

    Keep up the good work.
     
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  26. turritom

    turritom

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    good idea ...i will have this in my mind ..

    so we just launch our patreon site and here you can help us and also play a pre-pre-pre-alpha version of the game

    https://www.patreon.com/cryptarium
     
  27. zenGarden

    zenGarden

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    Why don't you go kickstarter ? You can get a big income to help you buy models or hire 3D artists.

    I got some other ideas that could fit your game :
    - Why not using physics ? like explosive barrels you can lift and throw or place in strategic places.
    Or some rolling ball exploding when you fire on it within distance.
    - Ranged weapon like gun, dealing minimum damage but usefull to trigger environment buttons or systems that could be anywhere or on level heights (like Zelda elbow wich is used a lot for puzzles)

    Will you break the combat routine a little ?
    - Doors and keys to progress trhought the level : for example tree sort of keys and tree specific appropriate doors.
    - Side Quests : revisit already finished levels with objectives like retrieve some object, win a treasure , find people or whatever.
    - platforming zones : zones asking the player to climb some walls and do precise jumps to progress
    - few mini random games rooms spread among a level : like breaking stuff in some time amount, play some hazard game with a character to win some bonus or some object, beat some ennemy withint some time limit, why not fishing mini game lol

    Anyway good to see the game is getting there :)
     
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  28. Bud-Leiser

    Bud-Leiser

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    Looking good man!
    is he speaking jibberish??
     
  29. zenGarden

    zenGarden

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    Hi @turritom ,
    Is there some news from your awesome game ? :)
     
  30. turritom

    turritom

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    sorry for the delay , i posted most updates in my discord channel at the moment, but today i have a picture for you from our necromancer enemy in the deamon cathedral :)

     
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  31. zenGarden

    zenGarden

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    I'll check if i can find your discord.

    Anyway, fantastic model and effects :)
    Will this new character be challenging enough ?
     
  32. turritom

    turritom

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