Hello, i am glad to introduce you my game HERETIC GODS.
It is designed to feel like a Diablo-stile game but with the handling for touchscreens on mobile devices.
Before i give you deeper information just watch the trailers:
I built the generator with some old-school technics like PVS(PotentialVisibleSet) and sectorized dungeon-parts for the benefit to use infinite level-sizes (sector-streaming/culling).
To generate randomness i use blueprints which i can edit at creationtime.
Then i have to assign a blueprint (or more) to a level which is used later at runtime.
So adding a new level to the game just needs a few minutes. Workflow:
thank you and hey… Dungeon Siege was great !
I fell in love with this genre since Diablo1 and thats the reason why i do this game now.
And perhaps also the 12 hours bus-ride with wifi but not any mobile game in the playstore like diablo
I dont know if you will like that but here i have a full playthrough in Apocalypse-Mode with a hunter-build.
I died at lvl24 (final stage) from a hell-skull attack.
originally its 30mins but i did a timelaps (x8) so its just 4mins… also sounds funny hehe
@ outasync:
in total i worked 18 months for the game now but i had help from a friend who did a huge part of the user-interface grafics.
My plans for the pricing are a free-version with level-cap and a full retial-version but no ingame-purchase.
About the sounds i use mono-clips (adpcm) with 2D-linear attenuation in devoutness
to the allmighty FPS-God
The fact that sometimes it comes up to around 50 active enemies with pathfinding requires me to use any dirty tricks in performance-optimization where i found out its not really about tris-count but a big deal with audio, rigs, lighting and non-opaque shaders.
i use two test-devices:
Samsung S3Mini: 25fps (10fps worst case),
Sony Xperia Z3 Compact: 60fps (40fps worst case)
i also try to limit dungeon-creation times to <3 seconds which was not very easy with the untiy asset-system.
@ outasync: Thank you for that, looks like you are experienced with the mobile game-settings in unity.
If its ok for you i will ask you soon to check my player-settings for optimization.
I will share some specs about the implemented PVS and how the sectorization works in my game:
On dungeon-creationtime after the layout is done all dungeon-sectors are placed in the scene.
The next step is to calculate the PVS (Potential Visible Set) for each sector by detecting each sectors
neighbours and add them to the sector-neighbours-list.
A parent-gameobject will be created for each sector wich holds all structurs and entities.
After the dungeon-creation the player gets positioned to its startpoint and from now on every time the
player crosses a sectorportal the game just have to look into the PVS-table to enable/disable sectors.
Edit:
Just forgot to say that these techniques i learned first in my early leveldesign-days with quake engines and later with renderware on playstation2-development
I am close to release a early-access version of the game… around 2 weeks.
but i would need some help with VertexLit-based shadercode, so if anyone here can help please drop me a line.
My husband just downloaded the beta and he LOVES it. The only thing he could suggest so far is maybe having an option to show more blood/gore. He is super impressed with the game though, fabtastic job!!!
I have downloaded the game since one week and I play endlessly. It’s the best Diablo clone ever. Congratulations my friend. The graphics are a bit poor but the game is fast and small for downloading. I have paid for the full version and I found the price really cheap. I am level 40 Hunter and I just begun the hell mode. In the future you need to add more dungeon levels in the game. 16 is too little. And I think the characters are not so balanced. I believe that Hunter is much more than the mage but I’m not very sure. I really loved the game. I’m an old school rpg player and ofc I begun with Diablo I. Keep up the good work!!!