I'm finally ready to unveil the game I've been working on, it's called 'Instant Dungeon!'
I think it fairly qualifies as a procedural death labrynth game. It sort of mixes dungeon exploration with arcade action in the vein of the classic maze games from the 80s (eg. Pacman, et. al.).
Actually would have submitted it for the PDJ but was well into developing it by the time I found out about that (and of course, it took me much longer than a week to make (not that good! ;)
Attaching some screen shots and a link to the trailer.
Full details at:
http://www.indiedb.com/games/instant-dungeon
Can't thank the opengame art community enough for all the help with the art on this one, you guys are really generous to share all your stuff, I've learned show much looking at all your great art and reading the tutorials, hope some it shows some in the final game art ;)
Have already posted the main font and controller icons, promise to post the sprites and tiles once the OGA-BY license goes live. Think they will make a nice addition as they are more in the gauntlet perspective than most stuff on OGA right now.
Asking $2 for the PC version of the game (mostly to be fair to PSM users who will have to pay for that release) but here's a link so you guys can download it for free:
http://capbros.itch.io/instant-dungeon/download/eMTbejf41zQi301HBpH5Q64P...
Hey, reading this back, think I might have phrased things poorly, so just in case there's any confusion:
the link is to get the game (full version) for FREE.
Realize the wording might make it sound like I'm asking $2, but not for anyone from OGA.
If I could favorite this or give it +1 I would. Thank you for the entertainment capbros!
thanks so much! The last six weeks of developement were pretty rough (a ceaseless parade of 'almost there's), but you really just made it all worth it!
This is like Pac-Man meets Gauntlet, and I like it. I got to lvl 12 or 13 on my first go. The menu design is nice and simple, and I like the use of keyboard controls to navigate the menu, but it would be nice to have the option to just type my name rather than having to select letters/numbers from an on-screen arcade style keyboard.
I'd like to read up on your game dev blog if you have one. :)
Syrsly
Twitch Streamer, Web/Game Developer, & Artist
syrsly.com - contact me for commissions, thanks!
> This is like Pac-Man meets Gauntlet, and I like it.
thanks! Not a bad description! I definitely consiously borrowed from Gauntlet, the Pac-Man part just came out naturally, must be all those quarters I sunk into Ms. Pac-Man in college seeping back out of my subconsious.
> I got to lvl 12 or 13 on my first go.
That's some mad skills! :)
> The menu design is nice
thanks! UI is absolutely, positively my least favorite part of making games, so very glad to hear the results are appreciated!
> it would be nice to have the option to just type my name
I'll definitely put that on the list for v1.1! Big feature I'd like next is online scoreboards. Have it working for the PSM build but need to do some digging to find a good solution for the PC build.
> I'd like to read up on your game dev blog if you have one. :)
Have a set of articles planned for the indiedb page talking a little more about the game, some of the tech, etc. Hope to do more of an as-its-developed blog for the next title, didn't do that for this one as, to be perfectly honest, I was pretty afraid I might never finish it.
@Tap:
> This is like Pac-Man meets Gauntlet, and I like it.
May I use ths quote in promo materials for the game?
> I'd like to read up on your game dev blog if you have one. :)
Just published the first such article, you can check it out at:
http://www.indiedb.com/games/instant-dungeon/features/instant-dungeon-te...
Kicks off with a little shout out to OGA :)
capbros: May I use ths quote in promo materials for the game?
Sure. You can quote it and cite it to TapSkill if you like.
Also, that blog post is nice. I especially like the part where you include a shader's code. What all did you use to make the game, though? That should be what you start with. For example, what programming language(s) did you use? Did you find any libraries or frameworks insanely useful?
Syrsly
Twitch Streamer, Web/Game Developer, & Artist
syrsly.com - contact me for commissions, thanks!
Hey Tap, I would guess it was created using either XNA or a C# framework due to the .NET framework requirement. You have some good questions that I'd also be interested to know the answer too; what technologies went into this?
> What all did you use to make the game, though? That should be what you start with.
oh yeah, guess you're right. sorry about that. I actually wrote one long article, which did start with a short blurb on this, and actually has a section on writing a cross platform engine as well as using some C# language features to setup a data pipeline for the game. Unfortunately, after writing the thing, I realized the formatting on indiedb.com was not really good enough for such a long piece, so decided to break it up into chunks, and I chose to start with the sizzle sections first.
> I would guess it was created using either XNA or a C#
yeah that's right, C# with SDL Dot Net and OpenTK (OpenGL bindings) for the PC version. C# over PSM SDK for the PSM version.
Choice of language mainly because that's what PSM uses, although i was not unhappy using C#, it's got some nice features...
> Also, that blog post is nice.
thanks! glad you liked it. I've learned so much from other dev's web sites over the years, it's nice to have a platform to return the favor.
> I especially like the part where you include a shader's code.
thanks, I was worried that might be getting too technical, but then I know from experience that it helps to see the actual code to make sense of an algorythm.
> Did you find any libraries or frameworks insanely useful?
Other than SDL Dot Net, it was all me. SDL Dot Net was great, although getting it to interoperate with OpenTK was a little awkward. The main feature I found useful was C#'s built in reflection. Will post a part about using that to setup my data pipeline later.
Next article is up for any that are interested:
http://www.indiedb.com/games/instant-dungeon/features/instant-dungeon-te...
Also, saw the OGA-BY 3.0 license went live so will post all the tiles and sprites ASAP.
All, some good news and bad news.
First, if you missed it the art pack for this game was posted a few weeks back:
http://opengameart.org/content/instant-dungeon-art-pack
Also, have officially launched a Steam Greenlight campaign for the game, so if you like, you can vote for it at:
http://steamcommunity.com/sharedfiles/filedetails/?id=269915470
Finally, the bum news, I have disabled the key posted above. The reason being that I have signed a publishing agreement with Flying Interactive. They are the ones helping get the game on Steam, and I don't think it'd be fair to them to have a key for free copies of the game floating around on a public forum. Nobody's looking to make it rich on Instant Dungeon! and if it was just taking sales/money from myself, I would be fine just leaving the link active forever, but I don't think it'd fair to the folks at Flying Interactive who are working hard to promote the game to be undermining those efforts in anyway.
That said, I am still dedicated to saying thanks for the OGA community for all their help with the game, so if anyone from OGA wants to contact me privately at scott.matt@gmail.com, I'll be more than happy to oblige you with a key for a free copy of the game.
ps
Just to be clear, no one at Flying Interactive asked me to disable this key and, in fact, the partnership agreement we signed specifically leaves me the right to distribute the game however I want. It's just my own internal sense of conscious that has me doing this.
So after a successful Greenlight campaign, Instant Dungeon! arrived on Steam late last week.
And as a way of saying thanks for all the Greenlight votes, I put together a HUGE update which includes 2 new game play modes, 3 new boss battles, 7 new dungeon monsters, 10 new player characters, and 10 new power ups and weapons.
You can read more at:
http://www.indiedb.com/games/instant-dungeon/news/instant-dungeon-arrive...
Just got through posting up all the new art for this build (sorry for posting as a new entry, I appear to have bungled updating the old art quite badly).
Anyway, I do have a number of Steam keys that I'm happy to share with folks from OGA. Unfortunately, I can't think of a good way to post them publically, but if anyone from OGA wants to contact me privately at scott.matott@gmail.com I'd be happy to reply with a key. Just include your OGA handle in the message.
thanks,
Scott
itch-io-icon2.png 48.6 Kb [1 download(s)]
Hey man I would like to check out your game. Looks like a very interesting speedy dungeon crawler. I love the audio and editing in your trailers. The choose your flavor screens look beautiful as well.
Like I say, drop me a line!
Thanks for the compliments! Music and trailer was by Voytek.
Credit for the flavor screens is owed to this collection:
http://opengameart.org/content/420-pixel-art-icons-for-medievalfantasy-rpg
by the very talented 7Soul: http://7soul1.deviantart.com/
Just finished the demo. The game is good. Very simple and I like that. Well done.
thanks! the demo is actually missing quite a bit of stuff (weapons, spells, etc) that I added in the v1.4 update. I haven't had time to update the demo to reflect all the changes yet. Which is just to say, there's even more goodness in the full game for you.
This looks like a cool game I will have to check it out. I like the lighting effects in this game and how it looks like he is carrying a flashlight or torch. It adds a lot to the game atmosphere.
thanks!
I did two write ups about the how the technical details of how the lighting was done, you can check them out if you're into that sort thing:
http://www.indiedb.com/games/instant-dungeon/features/instant-dungeon-te...
http://www.indiedb.com/games/instant-dungeon/features/instant-dungeon-te...