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At first place , SkullDive was prototyped as a Roguelike game, but later my thoughts changed a bit.

What about mixing my favourite types of games into one?

My aim was to mix both Classic RPG and Roguelike styles, including some adventure game details combined with a lot of platformer aspects.

The game contains many Point and Click features too, for example we have some dialogues along our journey, with multiple answers and unique petitions from the habitants of SkullWorld.

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SkullDive's system includes several actions to interact actively with the environtment. It allowsGUI Screenshot the player to solve and survive across the numerous obstacles that we will confront in the course of the adventure.

These are some of the actions we can do: light the way, stop the time, cast fire, summon partners, and a lot of different stuff!
At the time, I am creating many types of different spells but as you can see, I can't post the entire skillset.

If I do I will screw up part of the awesome details about Skulldive's plot, so If you want to see more, It's time to discover them across its storyline!

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This feature is one of the most interesting points which you will find at the game.
SkullDive has a constant evolutive environment. For example, If you "restore the peace" at one of the multiple microsystems inside the dungeon, you will earn "the favour" of the Stone Habitants. This kind of action made them react and adds the possibility to unlock new quests or even stop the Human Explorers to get to the Core of the dungeon and destroy everyone inside of it!

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The main point of the game (and the funniest one for me) is the storyline told in Skulldive.The player takes the role of Leo, the hero who shows us our adventure.

The story begins with Leo waking up locked inside a strange crypt.
He only remembers that he passed out a very long time ago but, suddenly, a strange and powerful force summoned him back to live!
Your role as a player is to help Leo bringing back all of his memories while you explore a very very huge dungeon, restoring its equilibrium in the process.

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[This section will be updated every time that the feature cheat sheet changes]

Immersive Key System [ Updated 04 / 02 / 2014 ]

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  • This description will evolve in a short time, while the game dev phase advances, this means a LOT OF NEW FEATURES, skills, music, etc...
  • Thanks to Bitgem for the assets that SkullDive is using, really, thank you mate!.

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[Update 29/06/2014]
Alpha V 0.1ea Released!

downloads


Thanks for downloading SkullDive's Alpha Version, this is the updated version of the game.

Windows Version :

SkullDive Alpha Demo V.01EA


MACOSX Version(Untested Xbox Controller Support):

SkullDive Alpha Demo V.01EA MACOSX


Again, thanks a lot friends.

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SkullDive Alpha SkullDive Alpha 1 SkullDive Alpha
Blog RSS Feed Report abuse Latest News: SkullDive Alpha Release V.0.1ea

10 comments by robertwiggin on Jun 28th, 2014

LogoAlpha

Hello people!

It's been a crazy week here in Barcelona, I've been at Gamelab Barcelona 2014 presenting SkullDive's Alpha ( Yes this small and buggy alpha) but I think this experience has been the best experience of my life, I've met great people and saw how is the indie game dev scene from inside.

The feedback I had on there was pretty awesome and changed the way that I was seeing this world and planted a seed in my mind.

This build was created after my journey on gamelab, it will be different soon and I've already started coding and designing new mechanics and even writting tons of news and creative stuff.

I'm working at the moment preparing a new build for this next month, I will try to upload an updated build of the game every 1st of the month.


I let here some photos of me and my booth on Gamelab Barcelona 2014 and one incredible and I think the most exciting fan experience that I ever lived.

Again, thank you all IndieDB, without you this would have been impossible.

Me and Tim Schafer(INCREDIBLE MOMENT)


Me and my good friend Jabel, thanks for your support dude!

Aplha v.0.1EA DEMO:

I put in hidden places several collectibles throughout the demo.
There are 8 in total, let me know if you find all!

Some Screenshots :

Windows Version :

SkullDive Alpha Demo V.01EA

MACOSX Version(Untested Xbox Controller Support):

SkullDive Alpha Demo V.01EA MACOSX

Thanks for reading and downloading the Alpha of SkullDive, I really hope that you find it interesting.

I hope you enjoy the Release.

-Rob


Downloads RSS Feed Latest Downloads
SkullDive Alpha Demo V.01EA MACOSX

SkullDive Alpha Demo V.01EA MACOSX

Jun 28, 2014 Demo 0 comments

First SkullDive Alpha Demo. Introducing new controller system. Keyboard and Joystick Compatible. (Xbox Controller Untested on Mac) V.01EA

SkullDive Alpha Demo V.01EA Windows

SkullDive Alpha Demo V.01EA Windows

Jun 28, 2014 Demo 2 comments

First SkullDive Alpha Demo. Introducing new controller system. Keyboard and Joystick Compatible. (Xbox Controller) V.01EA

SkullDive Pre-Alpha Build For MacOS

SkullDive Pre-Alpha Build For MacOS

Apr 5, 2014 Demo 2 comments

This is the first build of SkullDive! [MacOS Version]

SkullDive Pre-Alpha Build For Windows

SkullDive Pre-Alpha Build For Windows

Apr 5, 2014 Demo 2 comments

This is the first build of SkullDive! *There's an issue with this build, is way too dark, so if you want to test it you will need to switch the brightness...

Post comment Comments  (0 - 10 of 24)
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Guest Aug 4 2014, 5:33am says:

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MegapiemanPHD
MegapiemanPHD Jun 30 2014, 8:48pm says:

I rather enjoyed the things shown off in the new demo, though I was not a fan of the camera system. I found the auto camera very annoying and would much rather be able to have a free camera where the character turns with your camera automatically, and you can hold a key to just turn around your camera. It was also annoying that I could not look down at the ground for the platforming bit. Overall it's some good progress and I look forward to seeing the magic/spell mechanics from the previous demo being used with the ideas of the current one.

+2 votes     reply to comment
robertwiggin Creator
robertwiggin Jul 3 2014, 11:38am replied:

Thanks mate, I'm aware of the problems that the new camera system introduced :( I'm working on cleaning this and implementing a new system of camera control, new mechanics to know where to go, and add the old skill system to the new controller manager ^^

Thanks for the test mate!

+1 vote   reply to comment
SteamFireEnt
SteamFireEnt Jun 30 2014, 12:36pm says:

i dont like the fact that at the start of the game you have multiple Tip menus that most people wont read if its about movement and jumping and you cant skip them .. this made ma a little bored at the start :)

+2 votes     reply to comment
robertwiggin Creator
robertwiggin Jul 3 2014, 11:40am replied:

Thanks SteamFireEnt,
Your feedback is really appreciate and tons of people told me the same, seems like my bad in there, he he , I just wanted to let the player know how to move and do stuff :P

Thanks again for the feedback :)

+1 vote   reply to comment
robertwiggin Creator
robertwiggin Jun 1 2014, 7:49pm says:

SkullDive is not dead!
I'm working very hard to get a lot of content done for the alpha release!

I'm really excited, the game is evolving very fast!
Can't wait to get it done!

Thanks for watching!

+2 votes   reply to comment
Silentplaygames
Silentplaygames Apr 12 2014, 11:21am says:

Promising game! But as someone noticed, it is little bit too dark. And it will be really cool if player can rotate camera by holding right mouse button (for quick maneuvers etc.), and camera angle maybe will look better if it will be little above the player, and not behind. Thanks for attention :)

+2 votes     reply to comment
robertwiggin Creator
robertwiggin Apr 12 2014, 11:26am replied:

Thanks for the feedback mate!

-The Issue with the darkness is solved right now (At the alpha version I mean)

-The camera is rotating while holding the right mouse button ! :D

About the camera position I will try to optimize the place ASAP.

really , many thanks for the feedback ^^

+1 vote   reply to comment
MegapiemanPHD
MegapiemanPHD Apr 6 2014, 1:39am says:

Looks good so far. A few things though
1. The game is stupidly dark and needs much more lighting. I had to put my face next to my monitor to see what I was doing.
2. The first unlockable door seemed to get rid of the silver key, so I could not go past the 2nd door.
3. The key is stupidly small and is very hard to see in the darkness.

Although I didn't get far enough in the demo to try out the Skill system, I like the ideas behind it. The graphics and music so far work well together and I look forward to seeing where this project goes.

+2 votes     reply to comment
robertwiggin Creator
robertwiggin Apr 6 2014, 4:58am replied:

Oh, I'm sorry to hear that you can't get the spell caster(annie) just after the second gate you can see in the dark, the thing is that like CalenLoki , I dont like to see in the deep dungeons without spells or torches, it's weird, but in the next build I will try to fix this, making the player use a "burst" skill to light a little the way (time limited) and creating beamlights to light a little the dungeon.

About the key, and the door bug, I will check it to make sure that thing not happen again.

Thank you MegapiemanPHD for the feedback and I encourage you to try the game again until you got the light spell, the game feel changes a lot!

Again, thanks and hope to see you soon :)

+1 vote   reply to comment
MegapiemanPHD
MegapiemanPHD Apr 6 2014, 5:37am replied:

It could be possible that there is a second Silver Key I'm missing, though I've tried to be thorough with my searching.

+1 vote     reply to comment
robertwiggin Creator
robertwiggin Apr 6 2014, 6:49am replied:

Oh, Talk to Soul Bringer, he can give you a couple of hints!
That is the difficulty of the demo ^^

Thanks for keep trying it ^^

+1 vote   reply to comment
CalenLoki
CalenLoki Apr 6 2014, 4:40am replied:

There is spell that can summon light, but you get information about it after second gate. Personally I hate games where you can just see in the deep dungeons without any torch or spell.

+2 votes     reply to comment
MegapiemanPHD
MegapiemanPHD Apr 6 2014, 5:28am replied:

I agree that relying on a spell or torch in order to see in the dark can add some good atmosphere to a game. In this case though it may just be the placement of such things. If there where some kinds of lights to fallow till you got the spell so you knew where to go, it would be helpful.

+1 vote     reply to comment
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SkullDive
Developer & Publisher
Ripper Games
Engine
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