Search Unity

Games [WIP] Rogue Fantasy | Greenlit

Discussion in 'Works In Progress - Archive' started by Mad_Drifter_Studio, Sep 1, 2016.

  1. Mad_Drifter_Studio

    Mad_Drifter_Studio

    Joined:
    Aug 28, 2016
    Posts:
    62
    title_transparent_square_512.png

    A rogue-like action adventure inspired by Legend of Zelda.


    Rogue Fantasy tells the tale of a villager who awakes one day to find themselves inside a mysterious dungeon.

    Your journey through the dungeon will never be the same, and seeking the exit isn't easy with the countless dangers lurking around every corner. And is seeking the exit even the answer? The future is however you decide to take it.

    FEATURES
    • A procedural generated dungeon, filled with unexpected twists and turns.
    • Reactive enemy AI with different parameters towards the environment and stimulus.
    • Clever level design and rules that generate an unique challenge.
    • Multiple tools to deal with the dangers and puzzles.
    • First person combat and stealth making use of the surroundings.
    • Persistent perks and traits for each attempt to get out.

    Don't hesitate to give us your feedback :)




    Steam Greenlight
    Twitter






     
    Last edited: Jul 22, 2017
  2. kittik

    kittik

    Joined:
    Mar 6, 2015
    Posts:
    565
    This looks really nice, subscribing to this topic.
     
    macdude2 and Mad_Drifter_Studio like this.
  3. Member123456

    Member123456

    Joined:
    Oct 17, 2012
    Posts:
    237
    Overall I really like it. Style is great. My only issue, but it may just be personal, is that I'm not a fan of the reticle at all. It feels very distracting to my eyes when the white bit goes around to represent stamina depleting, and I feel the thing is just way too big to accommodate that mechanic. Anyway, good luck!
     
  4. Mad_Drifter_Studio

    Mad_Drifter_Studio

    Joined:
    Aug 28, 2016
    Posts:
    62
    We're not too much of a fan either :)
    It's a placeholder for now and we will be working more on the UI soon hopefully.
     
  5. Mad_Drifter_Studio

    Mad_Drifter_Studio

    Joined:
    Aug 28, 2016
    Posts:
    62
    Small update, climbing ladders and using bow & arrow :)


     
    RavenOfCode likes this.
  6. Mad_Drifter_Studio

    Mad_Drifter_Studio

    Joined:
    Aug 28, 2016
    Posts:
    62
    This is to detect the hazards and interactive objects :
     
  7. theANMATOR2b

    theANMATOR2b

    Joined:
    Jul 12, 2014
    Posts:
    7,790
    Very "No Mans Sky" esque.
    Probably other games have used a similar effect but since Ive seen this effect recently in nearly EVERY game related youtube video - its the first references to come to mind.
    Nice work on pulling it off. Looks good.
     
    Mad_Drifter_Studio and PhilippG like this.
  8. Mad_Drifter_Studio

    Mad_Drifter_Studio

    Joined:
    Aug 28, 2016
    Posts:
    62
    Arcs
    These mystical sources of power may appear from time to time inside the dungeon, and it’s up to you to figure out how to utilize the power that they offer.


    The visual of the arc itself need some adjustments :p
     
  9. virror

    virror

    Joined:
    Feb 3, 2012
    Posts:
    2,963
    Nice with a rouge like that does not have boring dungeon walls only : D
     
    Mad_Drifter_Studio likes this.
  10. Mad_Drifter_Studio

    Mad_Drifter_Studio

    Joined:
    Aug 28, 2016
    Posts:
    62
    WIP in progress of snow area :
     
  11. Mad_Drifter_Studio

    Mad_Drifter_Studio

    Joined:
    Aug 28, 2016
    Posts:
    62
    Another cave WIP :p
     
    Gametyme, Eagle-Sense and lestavergen like this.
  12. Mad_Drifter_Studio

    Mad_Drifter_Studio

    Joined:
    Aug 28, 2016
    Posts:
    62
    Here are 2 recent pics from our twitter:



    This is still the cave area, i will have to make more rooms and add more puzzles for this theme :)
     
    theANMATOR2b likes this.
  13. Mad_Drifter_Studio

    Mad_Drifter_Studio

    Joined:
    Aug 28, 2016
    Posts:
    62
  14. MelonBurrito

    MelonBurrito

    Joined:
    Sep 7, 2015
    Posts:
    11
    I love the lighting in your level design! But I almost want to see more lighting. This game could look even more decorated and beautiful than it already does. I think if you could get a lot a visual benefit to breaking up the level design a lot more with some clever lighting in some areas. But it really is so pretty :3

    This reminds me a bit of turok for the 64 :) great game! I hope all runs smooth!
     
  15. Mad_Drifter_Studio

    Mad_Drifter_Studio

    Joined:
    Aug 28, 2016
    Posts:
    62
    Thanks :)

    there is definitely room for improvements, right now we are working on adding more sounds to the environment.
     
  16. Mad_Drifter_Studio

    Mad_Drifter_Studio

    Joined:
    Aug 28, 2016
    Posts:
    62
    Here another place near the graveyard :)
    Dungeon-Escape - Tools - Camera Fly (1) - 2016-09-07 03-31-26 - 1920x1080x1.jpg
     
  17. Korok

    Korok

    Joined:
    Dec 19, 2011
    Posts:
    179
    the levels look great gratz pal
     
    Mad_Drifter_Studio likes this.
  18. Mad_Drifter_Studio

    Mad_Drifter_Studio

    Joined:
    Aug 28, 2016
    Posts:
    62
    Here is some combat :)
     
    Last edited: Sep 21, 2016
  19. theANMATOR2b

    theANMATOR2b

    Joined:
    Jul 12, 2014
    Posts:
    7,790
    Nice work on level layout. They look real nice, though I agree some more focused lighting on areas of interest could improve them even more.
    This is what I see from your last post. Is that supposed to be an image or video?

    upload_2016-9-19_14-17-49.png
     
  20. Mad_Drifter_Studio

    Mad_Drifter_Studio

    Joined:
    Aug 28, 2016
    Posts:
    62
    Its suppose to be a gif, postimg.org was down for a while :/
    I can see it so hope it works for you now!
     
  21. RavenOfCode

    RavenOfCode

    Joined:
    Apr 5, 2015
    Posts:
    869
    Still not for me.
     
  22. Mad_Drifter_Studio

    Mad_Drifter_Studio

    Joined:
    Aug 28, 2016
    Posts:
    62
    I changed where the gif was hosted, hopefully it works for everyone :)
    Let me know if you still have issues.
     
  23. theANMATOR2b

    theANMATOR2b

    Joined:
    Jul 12, 2014
    Posts:
    7,790
    Yeah Mad - it is showing now. Nice action and lighting in that scene!
     
  24. Mad_Drifter_Studio

    Mad_Drifter_Studio

    Joined:
    Aug 28, 2016
    Posts:
    62
    Thanks :)
     
  25. Mad_Drifter_Studio

    Mad_Drifter_Studio

    Joined:
    Aug 28, 2016
    Posts:
    62
    PhilippG and RavenOfCode like this.
  26. theANMATOR2b

    theANMATOR2b

    Joined:
    Jul 12, 2014
    Posts:
    7,790
    Nice work progressing to get up on greenlight.
    The trailer overall is well done, however I think the first 30 seconds is low impact and you might loose a lot of impatient viewers. The visuals are great and show nice subtle stuff going on, but it might be too much of a slow lead in - into the meat of the trailer.
     
  27. Mad_Drifter_Studio

    Mad_Drifter_Studio

    Joined:
    Aug 28, 2016
    Posts:
    62
    Yes this is something we've been thinking about and you are probably right, looking at trailers we liked we went for this.
    We do plan on making another video which will only show gameplay hopefully i can finish that one soon!

    If you guys still like what you see, don't hesitate to leave a vote on Greenlight and retweet some of our tweets to help us bring more attention to the game!

    Thanks :)
     
  28. Mad_Drifter_Studio

    Mad_Drifter_Studio

    Joined:
    Aug 28, 2016
    Posts:
    62
  29. DevMember

    DevMember

    Joined:
    Aug 6, 2016
    Posts:
    45
    Really interesting Project *_*
    I stay tuned :---)
     
  30. Mad_Drifter_Studio

    Mad_Drifter_Studio

    Joined:
    Aug 28, 2016
    Posts:
    62
    Copy of our announcement (http://steamcommunity.com/sharedfiles/filedetails/updates/770424934/1475633974)

    After 8 days, we're greenlit thanks to all your support! We're processing the Steamworks registration, and once it's done, we'll make sure the game is free from all the bugs we could find and phase into a closed beta.

    Being fully aware of what the community wants is part of our goal, so we'll try to set out a day where we can prepare a devlog to show what we've been working on every week. Once we feel like there’s a good amount of gameplay, we'll roll out early access to fix any minor bugs (the game will be fully playable and optimized at this point) and request feedback from the community on features and gameplay.

    Once again, we really appreciate the support, and we'll make sure that we can deliver a product that you'll be satisfied with.

    We'll get back to work, and see you guys back next week with another devlog!
     
    PhilippG and theANMATOR2b like this.
  31. PhilippG

    PhilippG

    Joined:
    Jan 7, 2014
    Posts:
    257
    Hey guys, I would really like to read a little about how you tackle procedural generation. Any chance this will be featured in your devlog?
     
  32. Mad_Drifter_Studio

    Mad_Drifter_Studio

    Joined:
    Aug 28, 2016
    Posts:
    62
    We are using DunGen (https://www.assetstore.unity3d.com/en/#!/content/15682) for the generation :) We picked that one over some others to keep the ability to create rooms by hand, so that the procedural part support the level design and not the other way around (if that make any sense)

    As shown a bit in the last devblog we made our own occlusion culling on top of DunGen as we run into performance problems with other solutions.

    DunGen has its own limitation which we try to deal with to keep things interesting.

    We decided to not build lightmap or precomputed realtime, even though there is solution to make baking work the result were not that great and was slowing down our pipeline.

    Hopefully this answer some of your questions :p
     
  33. PhilippG

    PhilippG

    Joined:
    Jan 7, 2014
    Posts:
    257
    Thanks for the insight :) So do you really just use it to build the environment or will there also be unique encounters/story plots etc?
     
  34. Mad_Drifter_Studio

    Mad_Drifter_Studio

    Joined:
    Aug 28, 2016
    Posts:
    62
    We have our own random spawner which can be mix with some of the random feature that dungen propose to make some element of a room appear or not.

    We plan to add story element yes :p

    Edit:
    We will expand a bit more on this in the next devblog :)
     
    Last edited: Oct 5, 2016
    theANMATOR2b and PhilippG like this.
  35. Mad_Drifter_Studio

    Mad_Drifter_Studio

    Joined:
    Aug 28, 2016
    Posts:
    62
    RavenOfCode and theANMATOR2b like this.
  36. DevMember

    DevMember

    Joined:
    Aug 6, 2016
    Posts:
    45
    Great work,
    I can see some influence from Zelda!
    ^__^
     
  37. Mad_Drifter_Studio

    Mad_Drifter_Studio

    Joined:
    Aug 28, 2016
    Posts:
    62
    Thanks :)

    Here are some WIP models :

    monster01_3d.png
    WIP_3D.jpg
     
    RavenOfCode and DevMember like this.
  38. Mad_Drifter_Studio

    Mad_Drifter_Studio

    Joined:
    Aug 28, 2016
    Posts:
    62
    Here is the hand that will go with the earlier big head :p
    Will probably make more sens once together animated but its kind of like the bongo bongo boss in Zelda.
     
    DevMember likes this.
  39. Mad_Drifter_Studio

    Mad_Drifter_Studio

    Joined:
    Aug 28, 2016
    Posts:
    62
    Also here is the creature with some WIP textures:

     
    DevMember likes this.
  40. Mad_Drifter_Studio

    Mad_Drifter_Studio

    Joined:
    Aug 28, 2016
    Posts:
    62
    For information about those models, it can look a bit amateurish because we are not experienced 3d artist, but several feedback were about people wanting to see custom assets instead of the one from the store which is understandable (that's what we wish too). So we decided to try to provide at least some custom ones in the best of our abilities learning along the way :)
     
  41. PhilippG

    PhilippG

    Joined:
    Jan 7, 2014
    Posts:
    257
  42. PhilippG

    PhilippG

    Joined:
    Jan 7, 2014
    Posts:
    257
    Ah one more question though, you write that you "tweaked the navmesh generation to be faster and run async runtime" - I assume you do not use Unitys built in solution, since that can't generate on runtime?
     
  43. theANMATOR2b

    theANMATOR2b

    Joined:
    Jul 12, 2014
    Posts:
    7,790
    Keep at it. The models don't look terrible. They look a little clay-ish but that is common when starting out.
    I think the art 'style' will fit well in the game.
     
    Mad_Drifter_Studio likes this.
  44. Aiursrage2k

    Aiursrage2k

    Joined:
    Nov 1, 2009
    Posts:
    4,835
    Thats a nice looking project
     
    Mad_Drifter_Studio likes this.
  45. Mad_Drifter_Studio

    Mad_Drifter_Studio

    Joined:
    Aug 28, 2016
    Posts:
    62
    Hey thanks :)

    Here is the hand textured:
    upload_2016-10-22_11-0-9.png

    We are using the "A* pathfinding project" : http://arongranberg.com/astar/
     
    DevMember, Kushkyy and PhilippG like this.
  46. Mad_Drifter_Studio

    Mad_Drifter_Studio

    Joined:
    Aug 28, 2016
    Posts:
    62
  47. Mad_Drifter_Studio

    Mad_Drifter_Studio

    Joined:
    Aug 28, 2016
    Posts:
    62
    Testing the workflow for an exterior area, currently using Gaia and Map Magic:
    terrain01.jpg
     
    Not_Sure likes this.
  48. Wiremuch

    Wiremuch

    Joined:
    Jan 28, 2015
    Posts:
    104
    Great work so far! The atmosphere you're building towards is looking really nice. Just wondering if there was a way to add a little more depth perception on far away objects. Especially on the first pic of your last post, I feel like you can see a little too much detail.

    But this is really exciting!
     
    Mad_Drifter_Studio likes this.
  49. Mad_Drifter_Studio

    Mad_Drifter_Studio

    Joined:
    Aug 28, 2016
    Posts:
    62
    Some more WIP :

    screen.jpg

    Rogue Fantasy - Floor003_Rooms.jpg
     
    DevMember, PhilippG and RavenOfCode like this.
  50. ImAldu

    ImAldu

    Joined:
    Mar 6, 2015
    Posts:
    64
    I really like this!