Thursday, 27 February 2014

Dungeon Burglars DevLog: 1

As I have made some progress I thought I would post the first devlog of my mobile project: Dungeon Burglars.

This game involves defending your dungeon and treasure against would-be burglars of varying types. It has a simplistic pixel art style and is designed to be a 'quick to play - easy to lose' game involving frustrating, yet enjoyable gameplay. Burglars will attack in progressively faster and more numerous waves with occasional random bonus rounds. Burglars will vary in type and some will be resistant or immune to certain traps. Traps will be bought and placed by the player to defend your dungeon. Once all your treasure has been taken you lose the game. This means your 'health' is also your in game currency, so an element of strategy is needed.

This video shows a demonstration of the 7 traps used to stop burglars from stealing your treasure. The numbers at the top of the screen show the total treasure, and the highest total treasure (score). These burglars add 10 treasure to your total when killed, but when they get to the right hand side they return to the entrance with 100 pieces of your treasure. Burglars that are killed before they escape will drop the treasure stolen and it will return to your total. The numbers you can see upon clicking the trap to activate it is the cool-down before you can use it again.




This video primarily shows the activation of traps. All art is subject to change, and assets and numerical feedback is temporary so I can see that it's working. Multiple animated burglars (which you can see in the last still image I posted) and trap animation to be added.

So here is basically what's been done so far in the last week:
  • Pixel art for the burglar and trap on/off assets, as well as the background
  • Walking and death animation for one burglar type
  • Burglar collisions and duration damage/effects with all 7 current traps

Decisions that I need to make now are:
  • Length of waves (the game is supposed to be fairly fast and quick to play)
  • Treasure 'return' system. Does treasure return to your total upon death of a burglar, or at the end of the wave? (the latter would make it more challenging which is what I think I'd prefer)

My next devlog won't be this lengthy! Any feedback is welcome! Next time I may talk about a sort of 'accompanying' text based dungeon adventure idea which came to me yesterday - with an emphasis on social/community interaction. Maybe! -oP

Thursday, 13 February 2014

New Mobile Project (Title TBC)

I had an idea a while back for a non-digital dungeon themed game, however this week I transformed the concept into a mobile game. Here is the first mock up of the level design. There is minimal GUI as I haven't decided exactly how to lay out the rest of it. It's a very simplistic pixel art style, with fast gameplay for short sittings. I hope to have an underlying theme of humour represented in the death animations and SFX.

What is shown is the 'health' bars for the enemies, and for the player (treasure represents your currency, score and also health). These bars will be swapped with a more elegant representation of their respective stat (pile of gold that shrinks etc). The dungeon corridor is the basic arena of play (who designed this dungeon, jeez?), and shown here are examples of enemies (burglars) and the traps you can use to damage, hinder, and ultimately kill them with (trap door, spikes, saw blade, fire, poison cloud, slow crushing ceiling and acid). I won't go into any more detail gameplay wise until I have a basic working tech demo. Also there's no title as of yet.

I know this is all very vague so I hope to get a more polished draft done this week which will put things into context. I already have my own criticisms including how even and clean the brickwork is and I most likely will change this. Comments are welcome. -oP




Monday, 10 February 2014

Transference: New Art Design

I decided to experiment with some assets today to try out a new art style for this project. I replaced the small, hard edged sprites with a more subtle design. I also tried out a simple background fading into the distance. Please refer back to my previous examples for a comparison.

Both 'Golems' are different coloured versions of my current design. The golem is an old, possibly ancient construct and I liked the idea of him being rusty. Both orange and blue/green colours will be used on the same Golem as it represents a certain 'state' of the player. The grey design may end up getting lost into the more detailed backgrounds. I'll experiment further.

The situation in this image has absolutely no context within the story, it's just me experimenting as I haven't done much art in this style. - oP