Dungeon Romp -- full version feedback preview

Earlier, you saw my 4k dungeon game. I’ve been working on a “full” version — here’s where it’s at so far.

Known bug — walking can get wonky if you’re next to a wall. Dunno what the cause is — it goes away if you run Flash in a debugger. I’m working on it.

Controls:

  • Arrows to move. If you press left or right while walking forward or backward, you’ll walk diagonally. Otherwise, you’ll rotate 90 degrees in the direction you press.
  • Space to advance opening scene (which sucks, it’s just there for placeholder).
  • Press “C” to “camp”, which currently just lets you save your game.

You can add party members to your group via the tavern square, but they don’t actually contribute. Also if you die, there’s no restart the game code in place — it just warps you back to the tavern. Unless you manage to heal above 0 health in your first fight, you’re gonna game over again repeatedly. Better to quit and reload your last save.

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Quite awesome. Love the

Quite awesome. Love the smooth movement. Does the 3d become much more difficult to manage if turning does not always place your line of sight perpendicular/parallel to the walls?

Depends. The rendering of it

Depends. The rendering of it is exactly the same, and thus is already implemented.

What gets tricky is figuring out which cells are visible and when to stop rendering ‘em. I’d have to implement visibility algorithms (probably using some sort of ray casting), backface culling (using normals), and view frustum culling (using whatever people use for that). While this is all doable, it might make more sense to switch to Away3D for that sort of stuff rather than implementing my own. It’s just a time investment I don’t want to spend right now — I’m more interested in working on game mechanics and other more fun stuff. I can always go back and change the rendering method later.

I think I may have mentioned

I think I may have mentioned this to you before, but something I’d like to see is a trapdoor/secret passage function. Like in the board game Clue. (Sorry, no video game comparisons came to mind.) So that if — after playing a certain floor for a while — you get stuck at a dead end the secret passage saves you from having to go back through tons of area you’ve already explored. Would this be feasible?

That could totally happen.

That could totally happen. I’d probably implement as some sort of magic spell/item to keep you honest — use up a charge, or lose magic points to cast, so you’re not always using it.

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