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Creepy game/ dungeon crawler
#400274
04/28/12 00:00
04/28/12 00:00
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Joined: Sep 2003
Posts: 6,861 Kiel (Germany)
Superku
OP
Senior Expert
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OP
Senior Expert
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
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I've just seen the following screen and I think the game looks very scary, even more frightening than today's horror games (maybe except Dead Space 1).  I don't know much about those games (Dungeon Crawlers?!) but it makes me want to create such a game (at least a prototype) myself. What do you guys think, does such a game(play) and genre still have potential these days? Obviously, you don't appeal to the masses but IMO as an indie you shouldn't even try to do that. Maybe a modern take on the concept could evolve into something interesting and it's rather easy to do with Gamestudio.
"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual Check out my new game: Pogostuck: Rage With Your Friends
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Re: Creepy game/ dungeon crawler
[Re: Superku]
#400277
04/28/12 05:39
04/28/12 05:39
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Joined: Dec 2003
Posts: 988 Germany, Magdeburg
JoGa
User
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User
Joined: Dec 2003
Posts: 988
Germany, Magdeburg
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If you don't get lost in such a labyrinth, I think it has potential. But just a labyrinth would be too stereotyped. But that's just my opinion  The reason why I answer you are not these two stupid sentence above, but a video of a game. Maybe you know it, maybe not. It is a "remake" of such a game and I remembered it, when I saw your thread, maybe its interesting for you? grimrock-video on youtube
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Re: Creepy game/ dungeon crawler
[Re: Superku]
#400278
04/28/12 05:39
04/28/12 05:39
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Joined: Jan 2003
Posts: 4,305
Damocles
Expert
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Expert
Joined: Jan 2003
Posts: 4,305
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Grimrock shows there is still potential in this gameplay. Plus: since the mechanics are quite straigtforward, it should be easy to implement in gamestudio. I would still try to use more than one hight-level (like having an 2 hightlevels: upstars/downstairs) Else the maps look really generic. A second level gices you the option to have bridges as paths, wich makes navigating more interesting, and give the gamedesign more options. (Bridges, Trapdoors, attacks from above, levitating magic) http://www.grimrock.net/
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Re: Creepy game/ dungeon crawler
[Re: Joozey]
#400334
04/28/12 21:58
04/28/12 21:58
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Joined: Sep 2003
Posts: 6,861 Kiel (Germany)
Superku
OP
Senior Expert
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OP
Senior Expert
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
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Well I wrote a very basic system yesterday evening.  But as long as I don't have a good (gameplay) idea, I probably won't continue it so I don't waste too much time on it. Although I like to experiment with game(play) prototypes, I often think it's a better idea to think about it and visualize it in your head first. I don't say that you can know what is fun before you've actually programmed it, but I'm sure you can say what's not fun to play when you only hear or read the idea/ concept.
"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual Check out my new game: Pogostuck: Rage With Your Friends
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Re: Creepy game/ dungeon crawler
[Re: Superku]
#400503
05/02/12 13:49
05/02/12 13:49
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Joined: Oct 2004
Posts: 4,134 Netherlands
Joozey
Expert
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Expert
Joined: Oct 2004
Posts: 4,134
Netherlands
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Procedural gameplay is fun  . Let the dungeon evolve with the choices you make. Turn in a mossy path and the rest of the dungeon is potentially getting more mossy. Turn in a path with light emitting rock, and a variety of colours will present as you choose your paths. Make the monster evolve, and let the reward at the end depend on the final evolved cave... somehow.
Last edited by Joozey; 05/02/12 13:49.
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Re: Creepy game/ dungeon crawler
[Re: Helghast]
#400548
05/03/12 11:11
05/03/12 11:11
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Joined: Jul 2002
Posts: 3,208 Germany
Error014
Expert
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Expert
Joined: Jul 2002
Posts: 3,208
Germany
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I feel I should point out the existance of the Etrian Odyssey-series, a kind of "revival" of that gameplay style for the DS.
It was pretty fun, actually! You drew the maps on the touchscreen and everything. Pretty neat. And it had the FOE-mechanic: Midbosses (also, real bosses) would walk around on the map - you could see them on (your self-drawn!) map. They'd take a step whenever you took one and for every round in battle, and could even join battles. So if you were battling random encounter-enemies, that midboss might join and force you to flee.
A pretty cool mechanic, actually!
Perhaps this post will get me points for originality at least.
Check out Dungeon Deities! It's amazing and will make you happy, successful and almost certainly more attractive! It might be true!
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