Dungeons of Tal'Doria is a coop sandbox exploration game mixing Diablo rpg skills, loot, and leveling within a Cube World like game; go exploring an infinite world of unique biomes, collecting and training pets you find, discovering dungeons, and looting treasure while augmenting your abilities and advancing as a Knight, Mage or Archer. Then return home for respite were you can craft items, go fishing, and learn professions that can help you and your fellow explorers.
Tal'Doria is an infinite, randomly generated world. It is made up of different biomes, which are unique in every aspect. The name is based on the creator and goddess Doria. Throughout the game you will find animals, monsters, dungeons and other villager. You will also have opportunities to equip yourself for your journey by trading what you don't need with travelling merchants.
Decide if you want to play as a strong Knight, a wise Mage or a dexterous Archer. Each class can choose between at least three different skill sets and gain many new powers. Train your new powers to become even more formidable!
The most powerful of enemies awaiting you and should never be faced ALONE! Take your friends with you and increase your chances of success. But beware: Even in a group you should bring your most potent weapons along!
There are many different creatures in Tal'Doria, all of which can become your pet. Collect, train and evolve them to become even stronger!
Become a great crafter and give yourself the best possible chance of survival. Collect resources, such as minerals and herbs, to make the most lethal weapons, strongest armor and helpful potions.
We are a two man team that have already published two smaller games for Android. Now we are working on a game that we are dreaming of. We need and really appreciate your help in developing this game, so please tell your friends about Dungeons of Tal’Doria and share your opinion with us. Your ideas and suggestions will help us make this game the best it can be! Follow our social media channels and don’t forgot to post some cool stuff like fan art etc. You can find us on Twitter and Facebook and through our website.
It has been about a month since our last DDD, and we have made some significant progress since then. Thanks to everyone for killing all those skeletons in the demo so that we can now move on to smaller but quicker foes that you will have to face off with in the world. We also have been working on other Points Of Interests(POIs) and have our first village that will be spawning on the world map! So keep reading on!
If you have followed any of our social channels like Twitter or Discord, you may have had a sneak at a couple of our enemies. For those who haven't, we have those photos and some additional info in regards to our newest enemies that will be entering the fray alongside the skeletons.
To get ready for our new village that we will be adding into the world, we will be including both friendly jungle tribesmen and some undead versions. The slight changes between them should require you to pay a close eye to any tribesmen you come across so that you don't take an arrow to the back.
Just like the Skeletons, Tribesmen will come in many forms including fighters, archers, and healers. They will be quicker and smaller than the Skeletons and will use that quickness to overrun you, so you will need to be careful how you engage them.
The other enemy we have in store is an orc, the green brutes of our jungle that are tough and have the ability deal a lot of damage with only a few swings.
But there will be even more!
Biome generation was something that we finished weeks ago, but it is common during game development to come across issues which cause developers to have to redesign some elements to continue advancing. The problem we faced was that it wasn't possible to spawn objects like our village into the current generation of the region without it coming out ether flying in mid-air or other parts of the village getting stuck halfway below the ground. Sun came up with an excellent solution, that we have named the "POI-System", which will account for pre-generated content like our village during the chuck generation allowing it to be at the set height and block type for that point of interest. This system will allow us much more flexibility with future points of interest and make sure that it doesn't conflict with the current generation of the biomes.
Here is a look at the new village in the biome:
Many of you have been asking for more details about how the class system will work in terms of skills.
First minutes of gameplay with our new aiming system!
The technical side of the dungeon generator and optimizations.
We're showing off our first results of our world generation.
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Public Test-Alpha released! Play it with your friends and have FUN :)
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