I starded making a this dungeon crawler game a long time ago, but I didnt make much. Now Im starting to work on it again so i decided to share my progress. Its not realy a game at all yet, just a lot of concepts and ideas.
So, heres what its hopefully going to be: I want it to be a dungeon crawler game, where you go through floors filled with skeletons, magic trees and moss creatures and chests with weapons and armor and then destroy all root-cores to go to deeper, larger floors. All the floors exept for boss floors will be proceduraly generated by coneecting individual rooms.
Here are all the things i curently have to show off:
(Ive lost a lot of the drawings, so theres very little)
I also made a particle system with fire, lightning and general moving particles
It could look like a decend amount of stuff, but most is still to be created. That includes the inventory and item system, combat and very importantly the name. I still dont know what to call this game.
If you have any ideas of any sort, concepts, game mechanics, bosses, music, anything, write a reply, it will be very helpfull.
I love the dungeon generator!
Every time I see a dungeon generator, it makes me want to make one myself and make a huge dungeon crawler game… …and then I get stuck on something else… …and then I don’t ever finish it.
I would LOVE to see a large scale dungeon crawler like this pulled off in makecode. It could be the big game we need as a high-profile makecode example for the upper limits of the engine. (which are pretty high, there just isn’t enough games to show it)
Hi, i have a bit of an update of what ive been doing. So firstly, there was a bug in the generator that could sometimes leave random color on random spots, but that was an easy fix. Then, i started working on one of the most complicated things in this game:the items. Here is the code i used to test it(if you “play” it, you wont see much. Its mainly about the code)https://arcade.makecode.com/S51337-11350-49365-44155
Also, ive seen a post about an extension that allows you to have two different screens with multiplayer, meaning you cloud bring a friend with you to the dungeon. If i start planing for that right now, it wont be much of a struggle, but if i finish the game and then try adding multiplayer, it would be very dificult.
So
Make it multiplayer
Keep it singleplayer
0voters
Also, @Rune thank you for the exitement for this game, and i would realy like if my game would be seen as a"high profile example". I think that compared to scratch, theres less of big great games in makecode, and i think its propably mainly because its not as populat(or maybie im just not that good at searching)
While multiplayer is a cool feature that could be added, I feel like its a scope creep thing. You should totally focus on making an amazing single-player game first, and then maybe add it if you want.
I worked on the items and animations a little. Its better, but still pretty bad. Drawing low resolution pixel art is dificult. But mainly, i worket on some simple enemy ai and it will work like this: the enemy ai will have different modes depanding on the situation and those modes will controll the enemy in different ways. Heres what the modes will propably be:
Wonder: walks slowly around the place the enemy spawned or around the place where it has last seen the player
Chase: goes straight towards the player and attacks if close enought
Shoot: stands in one place and shoots the player(for ranged enemies)
Retreat: goes away from the player when too close(for ranged enemies)
Search:quickly walks to the place where it has last seen the player, hoping to find him again (this can be “abused” against ranged enemies by hiding behind a corner and letting them come to you making them powerless)
Also, im a member now AND i got a “New user of the month” award, which i really appreciate.
I redid the autotiling thing. it turns an image into a tilemap, but unlike the color coded tilemap, the walls can look diferent depanding on what other walls are around them. I copied some of the walls from the gallery, this is how it looks like now:
Im home again and i actualy did something: the inventory! Its not fully finished, for example its not linked to what items you are holding and you can use a torch as a chestplate, but the inventory itself works, so here it is:
press T to toggle inventory, and left click slots to swap them.
Its a pretty cool system, so after i add the other bits like custom slot textures i might make it another topic so people can use it for their own games.
You might also notice that the torch looks quite weird and that walking up and down removes your hands. This is not a code error, its just that im bad at drawing and i will draw some animations later.
Now that i have the inventory and i will have the items, im thinking about chests. Should they drop items on the ground for you to pick up, or should they have their inventory kinda like in minecraft?
Chest should
drop their items on the ground after opening
show their “inventory” (like chests in minecraft)
0voters
I personaly like the first option more because chests wont contain large quantities of items and the player doesnt need any storage(the second type of chests would allow you to put items to the chest, which is useless), but im curious about your opinions!
Also, are there any important extensions you think i could use? Currently im using sprite utils, sprite data, color fading, lantern, browser events, settings, timer and text sprite. Im also thinking about using statusbar too as its more convinient than coding it myself.
You should use multilights instead of lantern, it’s better. You should also add the mini menu extension if you want to have, well, mini menus! You should also download bettersettings instead of settings, it’s better ()
Thanks, i didnt know about better settings and see that they are actually better! When saying lantern i meant this one, sorry i didnt specify. If i ever need mini menus i will use the mini menu extension, i knew about that one, but im not sure if my game will ever need it.