Improving the dungeon “dark” feeeling + corresponding dungeon music theme ![]()
and a new dungeon (mausoleum) filled with skeletons
Improving the dungeon “dark” feeeling + corresponding dungeon music theme ![]()
and a new dungeon (mausoleum) filled with skeletons
Started prototyping timed procedural dungeons as an alternate game loop, not sure if this is the right way to go
the idea is:
Eldoria is the shared town hub (no enemies); dungeon gameplay happens in private instances. Players prepare in town, enter normal or daily dungeon instances through existing entrances, clear required enemies, defeat the champion, earn persistent rewards, and compare daily challenge times.
I’ve done a few runs, but I dont think the current combat system fits this style of game loop, but i’ll keep trialing for a while longer.
A few shots of the test branch:
Hi,
I’ve done some good progress on improving the combat flow and speeding up the overall gameplay. I’m happy with the ranged combat, but melee combat still needs a bit of work.
A few of the latest changes:
As usual, demo can be found here: https://t5c-v2.onrender.com/
That’s it for now,
Cheers,
Orion
holly molly, loving the progress, keep it going! I went ahead and jumped onto the game and loving the music, the ui, everything!
The only struggle I have (had in the past as well) was that I forgot how to move the character. After a couple of attempts I finally got the character to move, I noticed that I have to hold down the left click on the mouse and drag the cursor in the direction I want them to go. But at first the character was moving at odd angles and not following my cursor at all. I only got it to work properly by moving my cursor allllll the way to the borders of the screen. I guess my macbook pro screen must not be the ideal viewport for this game ![]()
Honest feedback here: why not use a simple click-to-move mechanic instead of click-hold-and-drag? I think it would make the movement completely foolproof (for an idiot like me) something like this (a game im working on) game.gangwars.io. I noticed you have click to move for attacking monster and picking up items. Might not be too much work to convert. Or, maybe fix the click-and-drag mechanic so that the character moves toward the cursor no matter how far away the cursor is from the character.
keep up the good work, love seeing the progress. ![]()
ps: digging the new logo ![]()
About the progress, yeah I’ve done a big push lately, glad it shows in-game ![]()
You’re 100% right, just a few days ago, I was explaining to someone how to move, it is obviously not clear enough. The transition to click-to-move is easy (most of the logic is already integrated), it should be live on the demo now.
I did also notice the drag was slightly offset yesterday even on a standard screen, this should be fixed now too.
Thanks for testing and encouragement ![]()
This is fun! The editor is taking shape.
I’ve got my world streaming in place (3600 cells of 32x32m) and the editor to work with it.
On the server, the whole world is a single colyseus room, but everything is loaded/unloaded around players so it’s still holding up pretty well with 50-100 test players running around doing things (not counting the hundreds of NPC and ennemies but sthey stay dormant if noone is around).
The game client handles it like a champ even with more players. If i teleport from the center to a island in the corner, it is pretty much all instantaneous even on my crapy computer.
Note: Current zone is just a generated test world so i can test features. But i will recreate eldoria once i’m happy with the overall systems in place.
The current challenge
I will get the demo updated eventually (maybe this weekend) ![]()
Thats it for today.
Demo has been updated:
New dungeon, mixing terrain and the building system ![]()
Note: if the demo is slow, disable the SSAO in the options.
Ok much better terrain texturing in place. 4 is still the limit for each spot, but now it is has simple as choosing a texture and painting, editor does all the heavy work ![]()
The water looks great! ![]()
Added multiple floors capibilities to buildings (fully walkable using stairs)
This house is so cute! ![]()
In 5 minutes, you can get some cool results ![]()
With thumbnails, it is MUCH easier to use the level editor ![]()
This looks so incredibly cool! The first image in particular the house on the left for some reason reminds me of Ultima VII ![]()
Massively increase the amount of possible permutation for characters and equipable items. A video would showcase this better ![]()
Slowly fleshing out Eldoria, it’s time consuming ![]()
Hi,
1) Improved the building system,
It now allows to choose a type (house/port/bridge for example) and a style (wood/stone for example) and it will allow to place parts of that “type” on a grid. Everything just snaps to place and it makes it a breeze to build something decent. Below is 2 example of what can be built very quickly.
2) More progress on the world.