Dynadun [Platform-roguelike Prototype]

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dandruff
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Dynadun [Platform-roguelike Prototype]

Post by dandruff » Mon Aug 06, 2012 10:58 am

Well... I have started to prototype a roguelike kind of game.
The plan is to bruteforce some graphics and core mechanics tests to get a
feel on what parts that work and what parts that don't. Right now I have a
really bad editor and some sample-graphics to play around with.
120806-003.jpg
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Lafolie
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Re: Dynadun [Platform-roguelike Prototype]

Post by Lafolie » Mon Aug 06, 2012 7:11 pm

Agh, that image makes me want to play it. For some reason, I always find over-simplified 8-bit graphics so very inspiring. Get a demo going! :)
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Jasoco
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Re: Dynadun [Platform-roguelike Prototype]

Post by Jasoco » Thu Aug 09, 2012 10:44 pm

Lafolie wrote:Agh, that image makes me want to play it. For some reason, I always find over-simplified 8-bit graphics so very inspiring. Get a demo going! :)
Technically that's 2-bit. Black and white. Off and on.

Change the color of each sprite (One color from cyan, magenta, yellow, green, red, blue and white as well as black as the second color) using setColor on the white images and you'll have a ZX Spectrum or VIC-20 type game. Then it'd be 8-bit low-resolution.

Will you be using a random level generator?

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bartbes
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Re: Dynadun [Platform-roguelike Prototype]

Post by bartbes » Thu Aug 09, 2012 10:56 pm

Jasoco wrote: Technically that's 2-bit. Black and white. Off and on.
You mean 1 bit, then?

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Re: Dynadun [Platform-roguelike Prototype]

Post by Nsmurf » Fri Aug 10, 2012 2:27 am

Looks, awesome, i can't wait! :awesome:
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Lafolie
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Re: Dynadun [Platform-roguelike Prototype]

Post by Lafolie » Fri Aug 10, 2012 12:56 pm

Blah, I posted that when I was not sober. Anyway, can we some information on the gameplay? What can we expect? :)
Do you recognise when the world won't stop for you? Or when the days don't care what you've got to do? When the weight's too tough to lift up, what do you? Don't let them choose for you, that's on you.

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Re: Dynadun [Platform-roguelike Prototype]

Post by raen79 » Fri Aug 10, 2012 1:23 pm

I really want to play this lol :P

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dandruff
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Re: Dynadun [Platform-roguelike Prototype]

Post by dandruff » Fri Aug 10, 2012 2:47 pm

I'm currently working on the uninteresting stuff. Data-structure for the map, block handling and such. I'm going to try to get something playable out as soon as I can, but I won't rush anything. The plan is this:

- Quick to learn; You should be able to learn the basics in 5-10 minutes
- Hardcore; You shouldn't be able to run through the game on your first try, and if you die... you're dead!
- Random; Randomly generated levels (Not sure what my approach will be yet... It's going to take some experimenting)
- Content-rich; I want the player to feel that there always is some item he hasn't found, some combination of magic never tried...
- Encourage Sharing; I don't know exactly how to do it yet, but I wan't the game to encourage sharing your adventures with your friends. Maybe some built in "replay" system or such. I'm open to suggestions :)

And I know you guys like screenshots, so here's one:
120810-001.png
120810-001.png (13.89 KiB) Viewed 1967 times
(It's not very interesting since it only shows that the map-drawing and sprite-handling works as it should... but it's better than nothing ;))

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Re: Dynadun [Platform-roguelike Prototype]

Post by raen79 » Fri Aug 10, 2012 2:51 pm

RELEASE A DEMO GODDAMIT haaha :) It looks awesome :)

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Roland_Yonaba
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Re: Dynadun [Platform-roguelike Prototype]

Post by Roland_Yonaba » Fri Aug 10, 2012 3:23 pm

dandruff wrote: - Encourage Sharing; I don't know exactly how to do it yet, but I wan't the game to encourage sharing your adventures with your friends. Maybe some built in "replay" system or such. I'm open to suggestions :)
Oh, that would be a very nice feature. :awesome:

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