RPGDXThe center of Indie-RPG gaming
Not logged in. [log in] [register]
 
 
Post new topic Reply to topic Goto page 1, 2  Next 
View previous topic - View next topic  
Author Message
Mattias Gustavsson
Mage


Joined: 10 Nov 2007
Posts: 457
Location: Royal Leamington Spa, UK

PostPosted: Sun Mar 22, 2009 7:34 pm    Post subject: Escape from the Dungeon [quote]

I've posted about this game before, mostly asking what to do with it. I've finally decided where to go with it, and I'm making great progress now:



It is a turn-based dungeon exploration game, and it will be called "Escape from the Dungeon". The back story is this: three adventurers (a man, a woman and a dwarf) have been split up while exploring a dungeon, and the player controls all three (can switch at any time he like). The three characters start at different positions in the dungeon, and you simply need to bring the three together and hit the nearest exit.



I think this is going to work great for the game, and just deciding on this one thing (the objective) have given me a lot of other ideas too, for combat system etc :-)

It's great to be back working on this full on :D
_________________
www.mattiasgustavsson.com - My blog
www.rivtind.com - My Fantasy world and isometric RPG engine
www.pixieuniversity.com - Software 2D Game Engine
Back to top  
DeveloperX
202192397


Joined: 04 May 2003
Posts: 1626
Location: Decatur, IL, USA

PostPosted: Sun Mar 22, 2009 8:12 pm    Post subject: [quote]

SWEET!
I can't wait to play it man :)
_________________
Principal Software Architect
Rambling Indie Games, LLC

See my professional portfolio
Back to top  
RedSlash
Mage


Joined: 12 May 2005
Posts: 331

PostPosted: Sun Mar 22, 2009 10:41 pm    Post subject: [quote]

I remember this! Looks good :) Keep us posted.
Back to top  
Hajo
Demon Hunter


Joined: 30 Sep 2003
Posts: 779
Location: Between chair and keyboard.

PostPosted: Mon Mar 23, 2009 9:26 am    Post subject: [quote]

That's some quality artwork. I've already noticed the screenshots in the other thread, but was too lazy to answer. But they are amazing for sure :)
Back to top  
Mattias Gustavsson
Mage


Joined: 10 Nov 2007
Posts: 457
Location: Royal Leamington Spa, UK

PostPosted: Mon Mar 23, 2009 1:59 pm    Post subject: [quote]

Thanks :-) It always makes me happy when people find something to like about the art :-) Just trying to do my best with the tools I know how to use - but still consider myself just a programmer who spends more time on his programmer art :P
_________________
www.mattiasgustavsson.com - My blog
www.rivtind.com - My Fantasy world and isometric RPG engine
www.pixieuniversity.com - Software 2D Game Engine
Back to top  
Hajo
Demon Hunter


Joined: 30 Sep 2003
Posts: 779
Location: Between chair and keyboard.

PostPosted: Mon Mar 23, 2009 2:52 pm    Post subject: [quote]

Mattias Gustavsson wrote:
Just trying to do my best with the tools I know how to use - but still consider myself just a programmer who spends more time on his programmer art :P


I'm a firm believer that people can have many talents.
Back to top  
Verious
Mage


Joined: 06 Jan 2004
Posts: 409
Location: Online

PostPosted: Sun Mar 29, 2009 2:05 pm    Post subject: [quote]

The screenshots look great. I really like the style you have chosen.

Will the character portrait orbs serve as the characters' life meters? For example, will the color behind the characters' portraits drain as they take damage like the life an magic orbs in Diablo? You could also adjust the characters portraits as the characters take damage like in Wolfenstein.
Back to top  
Verious
Mage


Joined: 06 Jan 2004
Posts: 409
Location: Online

PostPosted: Sun Mar 29, 2009 3:06 pm    Post subject: [quote]

Mattias, I just tried to run the walkaround demo, but I am experiencing a weird skewing issue with the screen, see the following screenshot:



If it helps, I did not experience this issue with the following games:

    Parachute
    The Amazing Adventures of Kassandra
    Baby Viking and the Alien Invasion
I noticed Escape from the Dungeon fills the screen, but does not run fullscreen (whereas I think all of the other games I tried ran in fullscreen mode).
Back to top  
Mattias Gustavsson
Mage


Joined: 10 Nov 2007
Posts: 457
Location: Royal Leamington Spa, UK

PostPosted: Sun Mar 29, 2009 4:48 pm    Post subject: [quote]

Verious wrote:
The screenshots look great. I really like the style you have chosen.

Thanks :-)

Verious wrote:
Will the character portrait orbs serve as the characters' life meters?

I've not quite decided how it will be done yet, but will probably be a separate life meter shown for the selected character...


Verious wrote:
Mattias, I just tried to run the walkaround demo, but I am experiencing a weird skewing issue with the screen, see the following screenshot:


Ah, well, that demo is using an older version of pixie, and I'm sure I've sorted it in later versions (the other games on my website have all been rebuilt using the newer pixie, but I haven't updated this demo).

If you want to, you could try to hit alt+enter to see if it goes fullscreen, or try specifying commandline flag -forceddraw or -forcegdi, see if that solves it.

Anyway, I'll have another preview ready in a few days, where you can actually switch between all three characters and attempt to reunite them :-) And that one will be built with latest Pixie.
_________________
www.mattiasgustavsson.com - My blog
www.rivtind.com - My Fantasy world and isometric RPG engine
www.pixieuniversity.com - Software 2D Game Engine
Back to top  
Verious
Mage


Joined: 06 Jan 2004
Posts: 409
Location: Online

PostPosted: Sun Mar 29, 2009 7:02 pm    Post subject: [quote]

I tried ALT+ENTER, it didn't seem to make a difference with regards to the skewing issue.

I look forward to the new demo.
Back to top  
Mattias Gustavsson
Mage


Joined: 10 Nov 2007
Posts: 457
Location: Royal Leamington Spa, UK

PostPosted: Sat Apr 04, 2009 12:00 pm    Post subject: [quote]

And here's the new prototype:
http://www.colossusentertainment.com/forumref/eftd_0_1.zip

The controls are cursor keys to move, TAB to bring up the map. 1,2,3 to change character (or click their portrait)

The main addition to this is the ability to control three characters, have them meet up and walk together, but I've also added some minor things like doors (at the moment can only be opened from the other side) and a little intro.

The characters start some distance away, and sometimes it's a bit tricky to find a way to bring them together. There's no monsters yet, and there's not even an exit for you to find, but it'll all get added in due time.



As always, any feedback/thoughs on this is greatly appreciated
_________________
www.mattiasgustavsson.com - My blog
www.rivtind.com - My Fantasy world and isometric RPG engine
www.pixieuniversity.com - Software 2D Game Engine
Back to top  
Verious
Mage


Joined: 06 Jan 2004
Posts: 409
Location: Online

PostPosted: Sat Apr 04, 2009 3:19 pm    Post subject: [quote]

The new version works great. I am able to play on my Virtual PC.

The graphics look great and really have a consistent feel throughout. I also like the way the players walk and group-up when they reach the next room.

A few thoughts, take 'em or leave 'em:

If your engine supports mouse input, it would handy to be able to click on the character portraits to switch between the characters. It would also be helpful if you could click on the edges of the screen to walk in that direction.

The map makes the game a bit too easy. To increase the challenge, each character should have their own version of the map, which only shows the areas they have explored. Also, the player should only see the location marker for the currently selected character. The location marker should be positioned in the center of the map screen and the map should move instead of the location marker. That way, you don't know which direction the other characters are in. When the player gets within a few rooms of another characters they should call out to the player. The volume of the sound file and/or the message could vary based on the distance.

EDIT: I just noticed you can click on the characters, but the coordinates are off when in full screen mode. In window mode, the bottom edge of the screen is cut-off by approximately 25 pixels (and the window cannot be resized, which is probably by design).

See the following screenshots for reference:
Fullscreen Mode
Window Mode
Back to top  
Mattias Gustavsson
Mage


Joined: 10 Nov 2007
Posts: 457
Location: Royal Leamington Spa, UK

PostPosted: Sat Apr 04, 2009 3:46 pm    Post subject: irel [quote]

Verious wrote:
The new version works great. I am able to play on my Virtual PC.

Yay :-)

Verious wrote:

If your engine supports mouse input, it would handy to be able to click on the character portraits to switch between the characters. It would also be helpful if you could click on the edges of the screen to walk in that direction.

Ah, yes, the game will eventually be controlled entirely by mouse (though I might keep the keyboard shortcuts in as well)

Verious wrote:
The map makes the game a bit too easy. To increase the challenge, each character should have their own version of the map, which only shows the areas they have explored.

That's a good point, and I'll definitely keep your ideas in mind going forward. I'm hoping though, that the addition of monsters, and placing the players further apart when you start, will make the game plenty tough enough.


Verious wrote:
EDIT: I just noticed you can click on the characters, but the coordinates are off when in full screen mode. In window mode, the bottom edge of the screen is cut-off by approximately 25 pixels (and the window cannot be resized, which is probably by design).

Ah, I see what's happening - thanks for finding this. The game fails to use the DirectX9 renderer (probably due to VirtualPC), and must be falling back to either the DirectDraw3 or WindowsGDI, and I must admit I haven't tested those code-paths as thoroughly - but I'll see to that! In the proper version, the coordinates isn't off, and in windowed mode, the game is resizable.


Thanks a bunch for the great feedback!
_________________
www.mattiasgustavsson.com - My blog
www.rivtind.com - My Fantasy world and isometric RPG engine
www.pixieuniversity.com - Software 2D Game Engine
Back to top  
Mattias Gustavsson
Mage


Joined: 10 Nov 2007
Posts: 457
Location: Royal Leamington Spa, UK

PostPosted: Sun Apr 05, 2009 5:20 am    Post subject: [quote]

Hey verious, I just wanted to ask.. what was performance like when you ran the game through VirtualPC - Did you notice it being slow or jerky?
_________________
www.mattiasgustavsson.com - My blog
www.rivtind.com - My Fantasy world and isometric RPG engine
www.pixieuniversity.com - Software 2D Game Engine
Back to top  
Verious
Mage


Joined: 06 Jan 2004
Posts: 409
Location: Online

PostPosted: Sun Apr 05, 2009 1:50 pm    Post subject: [quote]

I didn't experience any noticable or obtrusive performance issues when running in the Virtual PC, but my machine is moderately powerful:

  • Windows Vista Business (Host Operating System)
  • Windows XP Professional (Guest Operating System)
  • Pentium D 3.0 GHz (Dual Core)
  • 4 GB RAM (only about 3.3 GB is usable because I am currently running a 32 bit OS)
Keep in mind Virtual PC does not support multiple processors, so the game was effectively running on a single core and my Virtual PC is only allocated 768 MB of RAM.

My new quad core machine should be arriving this week. I'm planning to install Windows Vista Business 64 bit as the host OS. I'll retest once I get everything up and running, but I anticipate it will run even smoother since the new machine will have 8 GB of RAM and I will be allocating more memory to the Virtual PC.
Back to top  
Post new topic Reply to topic Page 1 of 2 All times are GMT
Goto page 1, 2  Next 



Display posts from previous:   
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum