Coldfire Keep

Just setting up a spot for myself for my new project “Coldfire Keep”.

The game is an old-school, first-person, grid-based RPG. The game features lots of secret areas to discover, puzzles to solve, an interesting plot, and lots of interaction/dialog between the party characters.

I’m currently working mostly on the game systems programming and on environment modelling. Once all of this preliminary work is done, the game should just come together… a little like Lego :slight_smile:

I have a couple of partners in crime who are handling the majority of the artwork (2D UI elements, 3D static props, 3D creatures).

I’ll post anything interesting here that happens to come along during the development process. And I’ll definitely post some screenshots shortly once I complete the layout of the first environment and get some of the temporary UI replaced with “official” stuff.

A little teaser video that I’ve put together…

Looks brilliant mate, can you shed some light on how you’re getting that fog effect?

is that an awesome mist shader?

It’s actually just the stock-standard GlobalFog effect included with Unity. Might be Pro-only from memory.

Great atmosphere you have going on in the video, already makes me want to play it! :slight_smile:

It’s amazing what you can do with 15 minutes, iMovie, and no skills what-so-ever :slight_smile:

I agree though - it actually suits the game’s mood really well…

Little proof of concept with Coldfire Keep running on my iPad2. Shaping up nicely…

Comment, thoughts, suggestions, criticisms welcome.

EDIT: By the way, I know there’s some weird red patches and stuff in there. Beast went a little nuts on me and I need to redo the lightmaps.

Very old school, but I love it :slight_smile:

It might be an idea to try and smooth the Stop → Move → Stop feel, but I’m not sure if that would ruin the retro feel or not… hmmm…

Yeah - I know exactly what you mean by that. I added a tiny pause between steps when holding the button for continuous movement to try and give it a “stepping” feeling. Some easing on the actual movement might help though. Will play with that.

Just a little bump to reassure myself (as much as everyone else) that I’m still working on this project and things are happening.

Currently redoing all of the environment pieces as I wasn’t happy with what I created previously (seen in the videos).

New video coming soon.

looks interesting, are you possilbe going to add combat or is it like a complete maze type thing. also you logo is sweet looking

Yes, the game will have combat etc. The video “level” is just a sandbox area in which I’m writing all the code for the game.

Maybe you could make fog fade little better, right now it is little too hard blending between no fog and fog.

Definitely. Like I was saying, what I had in that original teaser was just the un-tweaked default global fog. It needs to be a lot more subtle.

Looks like it runs really smoothly on the iPad. Nice work!

I love these ‘Dungeon Master’ type games. Actually I am currently playing Legend of Grimrock and am loving it. Can’t wait for this… keep us posted on progress!

Best Regards,
Matt.

looking pretty good.

you should also enable navigation to a touched location. you could easily tell which tile was touched with a raytrace and then walk there without move-stop-move-stop while keeping tile-based-navigation - but of course keep the key-control for the hardcore oldschoolers ;D

Looks phenomenal.

I was looking to create a dungeon like this, as practice on my modelling. But I want to do it a modular style so I can model a bunch of pieces, hallways, turns, etc, and then piece them together on a grid in unity.

Where did you learn to make modular pieces like that?

I am guessing its self explanatory, but I was wondering if there is any tricks I should know.

Thanks!

Dusk

To quote myself, “Currently playing the best game to be released since 1987: a little thing called Legend Of Grimrock” :slight_smile:

I’m on my second playthrough - it’s an incredible achievement for those guys. I feel like a little kid again playing it.

I’m not keen on messing with the formula when specifically trying to “revive” a style. The old square by square movement is the thing I love most about these games. Also, it wouldn’t really be possible to “touch to move” as the screen space is where items are, you’re throwing things, etc. I am thinking about adding a couple of small things like a “sprint” button that helps you evade some traps and monsters, and… some other little tricks I have up my sleeve…

To be honest, this is the first serious modelling I’ve done, so I wouldn’t put too much faith in my “technique” :slight_smile: In my previous dungeon crawler (Descend) I used DeleD to build the levels as a single piece of geometry. This time I wanted to do things “properly” and make a much more flexible system. I just bought myself a copy of modo501, watched a few tutorials, and started making pieces. I did maybe 10-15 “prototypes” before I started to get the hang of things and then made the “official” parts. I’m putting the levels together in modo and then exporting an FBX to Unity. Apply occlussion culling, light mapping, and you’re pretty much ready to run around and test some code. I will say this: modo501 is the smartest purchase I’ve made since Unity Pro.