Before i wanted to go to bed i saw two nice videos:
Torchlight II (Finally)
Legend of Grimrock Editor Beta (Oh, this will be fun. Not Ruby but at least LUA)
Before i wanted to go to bed i saw two nice videos:
Torchlight II (Finally)
Legend of Grimrock Editor Beta (Oh, this will be fun. Not Ruby but at least LUA)
Funny I just mentioned on another post how games are so visual and I just like all the flashing colors rings in the first clip. You take a look at the second and think so boring if you weren’t listening and trying to navigate via sound.
I’m glad some people are thinking of those things.
Look at all the pretty colors
Holy crap Torchlight is colorful.
The Beta came in rather pastell shades, maybe they pimped certain aspects from there on to make it more colourful which would help as the texturing of the landscape sometimes was quite subtile.
@goat
LoG looks pretty good if you’re playing the game, highres textures, not this saturated colouring, the lightning is nice with realtime shadows, ssao, proper filter settings, nice wallsets, some very good monsters, some of the items, the gui, the portraits could look better but there exist portrait sets which let you even import the Dungeon Master images. They also showed attention to the sfx and as a gamer you should as well as otherwise you won’t be able to solve certain riddles.
All in all a very dense atmosphere and very well executed product with tons of gameplay&fun due to the convincing game and puzzle design, although the dungeon could be more interactive and lacks a few options you were used to from DM already, but i’m confident that such issues will be adressed in a V2 with more funding, a great game!
What i love about the game is the if you get stuck, it’s your own fault. The game has no puzzle related bug. Some people (also game journalists) complained that the game had a bug here and there because they couldn’t progress or open a certain door but they just didn’t find the solution. This can be quite a big difference to today’s games when you’re used to bugs&glitches and then facing a game which just works fawslessly in this respect.
Btw. do there exist any Dungeon Master projects done with Unity?
Quick search offered:
Darkwurm - DM clone crawler ror iOS (sadly no demo-link)
A Unity demo from myjean17
http://www.mediafire.com/file/mzndnmimu3k/DM3D%20Win.zip
Escape from Dragon Mountain - predecessor of LoG
http://www.dungeon-master.com/files/efdm/efdm.zip
And many other abandoned not Unity related clones. There also exist editors and lots of interesting information about DM.
Forgot to mention that i also stumbled over a 3D model viewer in WebGL. http://p3d.in/
Kind of funny, we already did this a decade ago in Shockwave but now it works without a browser plugin and in a more decent quality.
I might be late on this one.
http://www.coldfirekeep.com/
The Indiegogo didn’t turn out well.
http://www.indiegogo.com/Coldfire-Keep
Didn’t turn out well is a very polite way of saying it
The show goes on though - the game will be done in December/January.
Well, i tried to be very polite this time by intention. ;O)
From the screens it looks good. You’re using a colour palette like a number of Amiga games did (Shadow of he Beast) , when they were using a limited less saturated palette were the colours were close to each other. This way the painted portraits fit much better to the 3d view. I’m not this sure about the interface though. Do you have a playable demo (webplayer or OS X). I would be curious to take a few steps.
No “public” webplayer demo at this stage. A few people have played it, but it’s still a mess as I tend to experiment within the levels when building new ideas (traps, puzzles, etc).
I know what you mean about the interface. I originally planned to have it all redone. Now I’m not so sure - it’s grown on me, but of course it’s hard to detach yourself from your project and see whether or not it’s any good. Once I have something I’m willing to open up for play, hopefully you guys can give me some guidance.
Nice to add another name to the list of folk who are fans of these games though
Yep, i’m definitly a big Dungeon Master fan and it’s great to see that LoG was such a commercial success. Hopefully a few other good clones can benefit from this too. Well, if you want to share something (official or not) you can send me a private message. Btw. how is your dungeon built up? As you target mobile, do you bake your dungeon upfront in the editor, combine it during runtime?
I build the locations by just snapping together my pre-made parts in modo. Then export the whole thing as an FBX and pop it into the Unity scene. Add props - doors, switches, furniture, etc. Apply occlusion culling and lightmapping. Drop my Player prefab in and DONE.
I’m no genius when it comes to the “best” way to do these things, but it runs nicely on my iPad2 and that’s all that matters to me
I’ll send you a PM with the current web player to tinker around with.
Thanks for the insights. There are probably a number of routes how to do it, ranging from fully dynamic to static dungeons. They all have their pros and cons. Going a static route you can use the pre baked lighning (if you let Unity do it) and built in occlusion culling. On the other side, if you have the time to, an flexible editor can help you a lot with generation/experimenting and fine tuning. But then again you could write an easy editor for the layouts and once you feel great about them transform them into whatever the engine needs.
These things heavily vary on the scope of the project/the resources, where you primary spend your time on and so on. If you go a dynamic route, it’s fun to think of the format you store your maps into (text files, textures, do you use different layers, …), implement your own for such scenarios, more simple occlusion culling, tweaking ssao and the realtime shadows, … Anyway I’m looking forward to your pm. :O)
One last question, how do you handle different levels of the dungeon? Do you keep all, several (like two or three) of them in memory? How many levels do you plan and how big are they?
I keep telling myself that I’ll create some sort of editor for the next project. We’ll see if that actually happens. I’m planning on making these types of games for the foreseeable future, so I really should develop some tools.
The Legend Of Grimrock guys have done an incredible job on that editor of theirs. They’re much smarter than me though
Every location in Coldfire Keep is a separate Unity scene. Some “levels” have multiple locations - e.g. there is a level 2a and 2b. As these are not directly linked however, I can just treat them as completely separate locations, each with their own unique entry and exit points. If that makes sense…
Anyway, sending you that link.
@taumel What games/things have you made in Unity? You have been a member of these forums sense the prehistoric era yet I’ve never seen any of your work, care to share?
Hey, i already share short tryouts from time to time, my thoughts (almost two every day since V1) that’s enough publicity on the forum. I even shared a picture of myself. :O)
@SteveJ
I know this feeling. It was sort of a Pac Man clone many years ago i first wrote an editor for because i found it annoying setting up the levels, placing monsters, items and so on by editing a textfile. Surprisingly it was done very quickly and fun to write. In the end we also gave the editor to the client, so that they could add new levels whenever they wanted which enlarged the life cycle of the game significantly. It’s a win if your game is based on many levels.
Ah okay, that makes falling into a shaft or maybe some levitation spell a bit annoying. Thanks, i’ll look into it and report back in the evening.
I definitely think there’s huge value in creating tools during your development of a game. Even if it’s just an editor window with a bunch of buttons that do specific things for this one project you’re working on. I think this is one of the real strengths of Unity - that ability to just code up your own tool that just docks into the interface with the rest of the product. It’s awesome - no other word for it
The Open Beta of the Legend of Grimrock editor is released (via Steam).
This is so kick-ass!
Hey, after a long long, okay not as long as Half Life 3, time Torchlight 2 has been released, at least for Windows.
They also offer the soundtrack for free on their site: http://www.torchlight2game.com/download/soundtrack
Dunno, i think Torchlight 1 had a stronger and more unique composition but i very much like the last 32s of Temple Steppes, i love the modulation there.
Btw., buying from Runic Games directly or Steam gives you the Mac version, once finished, for free.