Monday, March 5, 2012

Dungeons Stray

Hello, first off I would like to say that from now on I will be updating this blog at least once a week
also from now on I will post larger updates on this blog and link back from twitter, facebook, and the unity forums after a short summary of the post, now on to the topic.

If you follow my twitter, came from the unity forums, or you're one of my facebook fans, then you know that I started this project a few months ago and I just recently restarted to give the project the quality it deserves. From the time I originally started the project until now I've learned a lot, I've also gotten much better at sticking to the current task instead of trying to do everything at once.

For those of you who have happened upon this blog let me explain what this game is. Dungeons Stray is a sort of throwback to old-school dungeon crawling rpg's with a mix of newer elements and a slight arcade feel. As you pass each floor you gain score, experience, and loot. The next floor that you arrive on is a little larger than the last and every so often you will hit a boss floor which will contain a much tougher enemy or enemies than the standard mob.

here's an example of the improvements over the previous version

this is what the dungeon generator could do a few months ago after 3 days of work:





and this is what it can do now after restarting and 1 1/2 days of work:
(the assets used here are just for testing the dungeon generator and will not be used in the game)


so this time around I am much more focused on the project.

For the people that already knew this and want some new info, the dungeon generator currently has inconsistent results in dungeon size based on the size value it uses, so that's what I'm doing right now. I need the size to be consistent so that the more floors the player finishes, the larger the floors will get.




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