Dark Crypt (Isometric Dungeon)

Game Design, Story, Game Play.
Veleran
Posts: 898
Joined: Mon Aug 22, 2005 10:22 am
Location: Greece

Re: Dark Crypt (Isometric Dungeon)

Post by Veleran »

So,how you did it so far?Did you pass all the traps?I did not make them too dangerous so far.
Is the camera too far or too close?
Did you have trouble on any controls like jumping,or getting stuck or cornered somewhere?
I chose isometric for better frame rate and most of because the lack of polycount and goodies will not be that much noticeable at far view,and it is less work total because half the walls are missing.
Plus the 3rd and 1st person views level design usually require dungeons that are multi leveled on height and complicated.
Veleran
Posts: 898
Joined: Mon Aug 22, 2005 10:22 am
Location: Greece

Re: Dark Crypt (Isometric Dungeon)

Post by Veleran »

Video https://www.youtube.com/watch?v=HUxvGIUhc8o
Slightly choppy frames,but it runs smooth when i do not record it.
I did not work enough on it and always got tired and abandoned it for long but this is what i have so far.
I did not notice on time i had not updated the destroyable skeleton generator script with the corrected version until today and the nice eye glow effect of the skull does not show in this video.

I changed the moving platform to auto start because many times when i hit the button for it it started to move but did not.

When you jump on a destroyable vase and crash it,because you can fall in the floor and die through a hole it seems to create upon destroying.
Someone can test this and tell me if i can change something in the ordering of the commands to prevent it or something else.

Maybe the inventory window covers too much of the screen action and i am thinking either making the icons smaller and the inventory background transparent with only a thin frame solid,
or having most attributes auto use (if they are not already maxed out).

I notice that in the end corridor the first of the two falling blocks did not explode,possibly because id did not touch the player.
I should make the script to switch to the explode order even if the block does not collide the player.
Maybe i set the move distance too low maybe not.
Veleran
Posts: 898
Joined: Mon Aug 22, 2005 10:22 am
Location: Greece

Re: Dark Crypt (Isometric Dungeon)

Post by Veleran »

I have halted the development because of the huge amount of actors you need to model before assembling a level.
I keep it as an excuse to exercise digital sculpting for normal maps and can get back to work on it more often in the future if i ever manage to complete another much smaller and simpler project.
Veleran
Posts: 898
Joined: Mon Aug 22, 2005 10:22 am
Location: Greece

Re: Dark Crypt (Isometric Dungeon)

Post by Veleran »

Image
Shadowless. I will add more stuff so it does not look that empty.
In two spots i added two spotlights together otherwise it was not lit enough,and the max count is 8 on screen,i have to be careful how many dinamics are visible.
Veleran
Posts: 898
Joined: Mon Aug 22, 2005 10:22 am
Location: Greece

Re: Dark Crypt (Isometric Dungeon)

Post by Veleran »

Image
It needs more models to fill it,bone piles,webs,standard banners,pillar arches,broken weapons,and other.
User avatar
hgt_terry
RF Dev Team
Posts: 167
Joined: Sun Feb 24, 2008 12:20 am
Location: England

Re: Dark Crypt (Isometric Dungeon)

Post by hgt_terry »

Looks very impressive.
Veleran
Posts: 898
Joined: Mon Aug 22, 2005 10:22 am
Location: Greece

Re: Dark Crypt (Isometric Dungeon)

Post by Veleran »

I do some rough quick Concept Art
Image

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https://postimg.cc/gallery/PT5ZFDh
https://www.facebook.com/media/set/?set ... embed_post
https://photos.app.goo.gl/CjFBXn7wK4BKGAih7

The Old screenshots are there ,but i re design it from the beginning, and make modeling test of the levels as meshes.
https://postimg.cc/gallery/c1RqfVG
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I do not work much in it yet,and want to test if i can make faster the other project demo,the Horror manor platformer, if thes time i can manage to keep it more simple,and small.While,a dungeon with many traps might require much ore levels.
I am not so sure yet ,i have not tested them yet.But i thought i can make the platformer more fun,and light.The design is similar in both of them.I can take traps from one to the other.

Many times i think it is easier for me to model it for top down view.Years passed quickly,as i started making tests in top down view back in 2004-5,20 years ago.
In isometric the level geometry hide each other and the player,and you have to remove walls, in the past i personally tried slopped walls and still had to angle the camera quite above,and lost some more of the front view style.
In a sketch i removed again some south and east walls to free the view.
for example,I have to leave an open space between corridors and corridors.

It looks good and i tend to think the top down as another project,but all the years with RF i already got in too many projects.
Image
Veleran
Posts: 898
Joined: Mon Aug 22, 2005 10:22 am
Location: Greece

Re: Dark Crypt (Isometric Dungeon)

Post by Veleran »

Image whenever I can i get back to Basic dungeon tiles test modelling ,try the same from the beginning.
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