Game
The Last Minute Dungeon

8 years ago

Devlog #4: Chaos! ...and a new story


Okay, I added four more enemies like I told you last time, which means all the enemies in the first round are finished (and the enemies in the second round will be just variations of these enemies).

The gif looks pretty chaotic, maybe because the game is chaotic. The enemy generator is still work-in-progress, so there are too many enemies of one kind and some enemies spawn too close to the player, but these things will be fixed later.

Note the working score counter in the top-right corner. No, I have nothing more to say about it, it just works, that’s it.

In the title, I mentioned a new story. Yes. I rewrote the game story, here’s the raw version:

Once upon a time, in a faraway kingdom, there was a woman who refused to pay taxes to her king. She said that king doesn’t use the money to improve the public welfare, but rather to buy golden underwear. The king - who was truly wearing the golden underwear - got mad and sentenced the woman to death. He sent the best warrior in the whole kingdom, you, Brave McHero, to kill this “witch of pure evil”.

After slaying 12,359 monsters, 3,212 bandits and burning four villages, you have finally found the way to the witch’s lair - which was next to your house, but you didn’t know that before visiting and killing a prophet in North. Unfortunately you have only one minute left since you spent too many nights in those inns and taverns and spent too many hours doing irrelevant side-quests. One minute later the witch will commit suicide and that’s not fair, the king ordered you to kill her, and you don’t want to disappoint the king!

To gain more time, you must collect magic clocks to obtain more time, but it won’t be easy: the witch’s lair is filled with friendly monsters who want to hug you too badly, and thus they must all die! You must improve your fighting skills to survive the epic dungeon and find a teleporter to the final encounter!

I also did a lot of balancing and bug-fixing, but you may not notice these things in the gif animation.

What next:

Here’s some things I’m going to do next (probably not in that order):

  • Fix/balance the enemy generator…

  • Sound effects, so I can record a video

  • Special items. See those four things in the right-most corner? I should finally implement them to the game

  • Traps

  • Pause menus

  • Title screen

In the next update, I hopefully have a video to show you better gameplay with a higher framerate…



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Sometimes I start a project but I lose motivation to finish it. This is one of these projects. The source code is available on Github, though, and there you can also play the prototype:

https://github.com/jani-nykanen/unnamed-dungeon-crawler

Some funky hand-drawn animation. And I really mean hand-drawn animation: I drew the frames on a paper with a pencil and then scanned the result and created the gif.

Night is coming.

Note that "night" is just used to reveal some objects that are required to collect to enter the final area, it's not a distinct game area.

More about it later.

(don't let the video "thumbnail" confuse you, this is a new video!)

Hey cool, video uploading is up (heh) and running again!

I added intro sequence and intro map to the game. The story is going to be a bit more minimal than I originally planned.

The working title is "A Memory of Owls". I'll start a devlog if this project survives that long.

Stuff

Devlog is coming once I draw the logo and create the game page.

Some progress. I'll start a devlog once I decide the name for this game (the working title is "A Tower for Memories").

Who would have guessed, making a puzzle game with metroidvania-like progression for MS-DOS with CGA graphics didn't really work, but if you want to try it, see here: https://github.com/jani-nykanen/the-curse-of-cga (see "Releases"; requires DOSBox)

I still had fun, though.

Devlog #3: Enemies ahead!

Here's some #art. You don't have to thank me.