Crypts of Avaritia is a combination of randomly generated dungeons together with a first person view with gameplay similar to Heretic/Hexen combined with Dungeon Hack, Ultima Underworld, Dungeon Master, Might & Magic, Daggerfall, Arena and other games in the same genre. The gameplay will not force the player into melee combat as many other RPGs do, instead choice will be given to approach any problem the way the player seem fit, just like in Deus Ex. As such there are many non-combat skills for the player to upgrade. There are strong survival-mechanisms coupled to the gameplay, such as the player need to sleep, eat and drink water. You can also break bones, bleed and get poisoned.
So, I have been neglecting indieDB for a while since the video upload function is still broken, but some progress has been made since the last news post.
I have been polishing the weather system and added procedural rain, will do a new video once it is "done".
But I also have re-written the dungeon generation algorithm after realizing that the old one was ugly, boring and labour intense. So I created a algorithm more similar to real roguelike games and this is what I have for now:
The maps are 2D but use depth (the stairs) so it still feels 3D:
Here is a Diablo 1 style dungeon, there are lots of options to generate different types of dungeons.
Here is a more linear level with small sections to throw the player off:
Here is an example of "structures", so programmed types of patterns, in this a grid pattern:
And the latest update, might be hard to see but "looped" sections are now possible:
Will add code to remove dead ends if wanted and other options and structures, and also the ability to add specific rooms at chokepoints for hand made puzzles or similar things.
Next thing I have been working on is the stealth system. Since I really want the player to be able to do a pacifist run, the stealth system is a really important part to realize that vision (did I mention I love Deus Ex?). So I wrote a system that takes into account the ligth conditions and sound of the player on different materials and walk speeds, just like in the original Thief games. It took some iterations which you can see here:
Since there was still some tweaking to do I uploaded a weplayer for you guys to try out that is the most up to date one.
Hold down shift to run and ctrl to sneak, the orb on the left indicates your visibility, the one on the right indicates the sound you make.
So, as per usual, if you have any feedback or general input feel free to write a message or comment!
A big update touching all the new stuff that has happened the past months, including procedural generation of a vast overworld landscape for you to explore...
A rather large update since I have been absent for a while... But, I got a new inventory and equipment system, crafting/potion cooking, new dungeon generation...
Display of some combat with functioning enemy AI and magic. Fireballs are tossed back and forth and the dynamic pathfinding is showed.
I first look of what to expect when it comes to the menus. Also some added things gameplay wise.
also will there be a demo
Yes, I have promised this before and still have that in mind, but for now there has not been that much work on tying everything together. Once that is done I will release a alpha demo.
ok thanks
are you planning on making more than one land mass, like 1 large main island surrounded by smaller islands
There will probably be one big main island and smaller islands around it, I have tested that idea with the procedural world maker and it works, just need to make it all interesting as well :)
Sounds promising you picked my interest alright.
Keep up the good work ! I will be following ;)
Thank you, I appreciate your support! :)
Can someone make a game like "Jet Set Radio Future" ?
<3
I guess someone can, I probably won't change the art style towards that direction anytime soon though... ;P
hehe ;)