With the basic mechanics implemented in the game, I realized player wouldn’t really know what to do when entering the game. I decided to update the Quest system to give user goals. I refactored a lot of code to improve the quest system and I am really happy with the result. The quest mechanic will be much easier to maintain and scale. This also allowed me to try NGUI by implementing an icon representing the state of a mission over the head of an NPC.
NPC – New Quest, Pending Quest, Quest Finished
This mechanic will be used for the main quest line. There are currently 5 quest that require tasks in the camp and in the dungeon. There are also secondary missions that can be obtained from different source and are completed automatically upon reaching the requirements.
Confident from my previous success with NGUI, I started to implement it for the in-game menu. It took me a while to get used to NGUI workflow and find a menu implementation I liked while maintaining my ancient GUI for testing purpose, but it works well now. Once all menu will be implement with NGUI, I’ll remove all the ancient interface that rely on OnGUI.
Here are examples of interface updated from OnGUI to NGUI. :
New Game : OnGUI (Left) + NGUI (Right)
Skill List : OnGUI (Left) + NGUI (Right)
Mission Log : OnGUI (Left) + NGUI (Right)
Lastly, I implemented GameAnalytics in my game. This asset makes it easy to receive information from players trying the games out. I’m still figuring which data I want to receive and when, but I’m currently using this to receive an event everytime a quest is unlocked and finished. This will allow me to see when the player stop doing the quest. I also set it to send a lot of information when a game is Saved. I receive the number of monster killed for each monster type, the level of skills and number of building created. Once I’ll have a better setup and received more information, I’ll share more information on the devblog.
I spent a lot of time working on Dungeon Grind this week. The main thing I added was the ability to save building you’ve created and to move or delete them afterward. The hammer is now the tool that allow to do this by right clicking. Also, it is now impossible to place a building if it is colliding. It will turn to red until it turn back green when it is in a free position. I also updated the quest from the Spartan in the village to fit with the previous updates.
The GUI in the current game is pretty ugly and doesn’t scale with window size. I tried to avoid spending much time on the GUI knowing I would eventually redo it with NGUI. Well I bought it from the asset store! I’ll make a total rework of the GUI that will scale with size and be much more efficient to use. I also have a better knowledge of what I want to be in my GUI, something I didn’t know when I started to work on it.
I also took some time to make a video to show the current state of the project. This will be useful to show feature and will be a good reference as the project evolve. Again, my video-editing skill are lacking and I am working on getting better result on the video. Consider that intro/texts are placeholder for now! Here is the video :
It’s been a while since my last pot. I’ve been coding the whole time and improved a lot. Since the beginning of the month, I’ve been working on a game and decided to share it here. Since I have around 3 works of works on the project, there are a lot of bugs that need to be fixed and feature that are partially implemented. Most of the fun right now come from fighting in the dungeon.
Dungeon Grind WebPlayer (Updated regularly)
Dungeon Grind Client (Updated less often)
I’ve decided to create a forum for the game even if it’s pretty early. This will allow early discussion with the player that might be interested in the project and allow them to follow it. I’m also looking to have bug reports when the game get to a farther stage.
Dungeon Grind Forum
The game resolve around a dungeon that you can enter to fight monster. You can choose dungeon level and difficulties to get stronger enemy as your character grow. The dungeon is procedurally generated with random placement of monster. The more you fight, the stronger you get. There are no overall level, but different things are leveling. For each spell, you can select if you want to level the damage, the cooldown or the mana cost while using it. You also have different skill like woodcutting, fighter or ice mage that level. Last addition to the game has been a level system for your weapon!
There is also a building and crafting system implemented but those need a rework. To craft weapon, build a Crafting Table and use it. The next image is an example of procedurally generated dungeon. There are different spider in the dungeon and the player is the white capsule. Green line represent path taken by spider that are attacking the player.
Procedurally generated dungeon level 8
And here’s an example of what the game looks like from the player perspective :
FireBat spell used on spiders while being cornered
So this is it for the presentation of the game! A post explaining the dungeon generation is coming!