Dungeon Contractor Strikes Back (DCSB) is an inverted roguelike where you, the creature defending an overlord's dungeon from invading heroes, takes matters into its own hands (claws?) when the paycheck is late too many times in a row and the perks are decidedly lacking. On your way to "hash things out" with the boss you will encounter former allies, indigenous dungeon lifeforms, and invading heroes - how you deal with them is up to you.

Ultimately, the game will have a roguelike + Dungeon Keeper lite vibe. There will be a shift in tactics as you reach the overlord's stronghold where you will be required to defend your dungeon as the new overlord. This will require setting up defenses and hiring allies as the heroes - hearing about the overlord's demise and rushing to loot - will now pose a serious challenge.

Currently I am working to get all the necessary roguelike elements into place and to add content. The basic mechanisms for randomly generated levels and loot are in place as is basic combat, but everything else is in early stages yet.

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Concept UI with inventory icon Concept UI in the context of the game. Some items (not yet in-game)
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0 comments by marcinm on Feb 9th, 2012

I have decided to throw Dungeon Contractor Strikes Back onto IndieDB as an early attempt to drum up interest and perhaps spur myself on as well. I won't be moving a ton of content here, and you'll always get the updates at codesquares.net first, but major milestones will definitely be mentioned in both places.

WIthout further ado, here is the tentative TODO list for MVP. As always, the current state of the game can be played at www.codesquares.net/game. This is pulled directly from GitHub where the code and master TODO is maintained, so it's pretty current.

  • Basic NPC design, start with 6 or so. Types, level occurrence,
    creature level implementation (stat improvement on XP gain), stat
    variation, a few special abilities.
  • Basic PC design, start with 1 race (orc) (races, perks, graphic assignment), per this post.

  • Armor gen, basic per this post.

  • Ranged combat. The ability to "throw" stuff, basically. When a
    ranged weapon equipped, "throwing" uses weapon's ATT value. Non-ranged
    weapons throw does some random amount of damage based on STR. Partially completed.
  • NPC goal management (IN PROGRESS - 50% goals, assuming pathing works)
Post comment Comments
Zollec Sep 11 2012, 10:11pm says:

totaly track this.

+1 vote     reply to comment
L0n3r May 10 2012, 8:46am says:

Nice concept!

+1 vote     reply to comment
xivel Feb 10 2012, 12:10pm says:

Looks cool!

+1 vote     reply to comment
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Dungeon Contractor Strikes Back
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