Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Dungeon Crawler game - untitled atm, WIP  (Read 1369 times)

FrozenShade

  • Escaped Lunatic
    • View Profile
Dungeon Crawler game - untitled atm, WIP
« on: July 16, 2015, 02:15:54 pm »

Hi everyone.

I live in Poland and I'm programmer. Here is a game, that I'm developing together with friends. The game is inspired by such titles like: Dungeon master, Eye of the Beholder, Stonekeep etc. We are NOT taking pattern from Legend of Grimrock, which is actually nothing more than a copy of Dungeon Master.
Things that will be different from classical, old dungeon crawlers:
- side quests,
- town with shops,
- unique AI for every kind of monster
- boss monsters.
and few more...

Here is a video of an very early version:
https://www.youtube.com/watch?v=WqWpnF3wZGY

And some screens:




There are still many things to do, but I'm curious of your actual opinion.
Logged

IWishIWereSarah

  • Bay Watcher
    • View Profile
Re: Dungeon Crawler game - untitled atm, WIP
« Reply #1 on: July 17, 2015, 05:36:10 am »

Hello,
The type of game reminds me of the Wizardry series, personally. differences ?

Also, questions :
Do you handle a front row and a back row ?
Would moving the party (from a map-square to another) be part pf the tactically viable movements ?
Logged

FrozenShade

  • Escaped Lunatic
    • View Profile
Re: Dungeon Crawler game - untitled atm, WIP
« Reply #2 on: July 17, 2015, 06:07:14 am »

As far as I remember in Wizardry series the combat is turn based. We will have real time combat. I played only Wizardry 8 which was more like M&M6/7 than classical crawlers.

We will handle the position of every character in party. It means if monster attack player from behind, it will hit the characters in back row.
Moving the party during combat is a part of the combat. Player will be able to use terrain (eh, dungeon) elements like doors, trapdoors etc.
Logged