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Messages - TheBracket

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Early Dev / Re: One Knight in the Dungeon - Pre-Alpha
« on: March 08, 2019, 09:08:49 PM »
Not sure if anyone has tried it from here, but pre-alpha build 9 just went live. The patch notes are here: https://thebracket.itch.io/one-knight-in-the-dungeon/devlog/70949/build-9-vaults-better-props-beginning-balance

Let me know if you try it, I'd love some early feedback. Thanks!

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Early Dev / One Knight in the Dungeon - Pre-Alpha
« on: March 01, 2019, 07:52:40 PM »
My in-development roguelike, One Knight in the Dungeon, is available for download here: https://thebracket.itch.io/one-knight-in-the-dungeon

It's a modern take on a classic roguelike. So it's rendered in Unreal Engine 4, offering a choice of 3D views (including top-down and a modern-style "RPG camera") as well as CP437/ASCII. It's trying to be a gateway into the genre for new players, so it focuses on ergonomics and remaining relatively simple (relative to, say, Nethack) - while remaining true to the genre as a whole.

Features:

  • It's 100% turn-based, but has pretty animations. Animations don't block - so you can keep moving and play as fast as you like.
  • It's 100% gridded/tile-based, but with tweening (you can turn it off) for smooth movement. Again, you can turn that off if you prefer a more classical experience (at no point does your location between tiles make a difference - purely visual!)
  • You can pick from 6 starting character packages, but advancement is free-form - based on a large skill tree of 200+ skills.
  • Most levels are procedurally generated (there are some prefabs, particularly for boss fights)
  • Permadeath is present, and on by default. If you prefer a less hardcore play-style, you can elect to turn it off (and be excluded from leaderboards, when they are implemented)
  • Item identification is on by default, but can be disabled if you don't like that element of the genre.
  • There are 53 levels in the game.
  • Most of the game is defined in Lua files and REX Paint files, so it's quite moddable out of the box.

The game is - at time of writing this - on Pre-Alpha Build 8. I anticipate quite a few more pre-alphas, then switching to Alpha when you can actually beat the game and have satisfying content through all the levels. Eventually, I hope to go the Steam route - but Early Access is a long way away (beta).

The game is also dual-licensed LGPL 3, and you can access the source code (needs UE4) here: https://dev.azure.com/herberticus/OneKnightInTheDungeon

I hope you enjoy it as much as I'm enjoying making it!

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7DRLs / Dankest Dungeon - Online 7DRL (Success!)
« on: January 11, 2018, 04:41:38 PM »
Dankest Dungeon is a 7-Day Roguelike, written in Emscripten (a C++ to JavaScript compiler) and NodeJS. It started out as a tech demo, but it has proven mildly popular - so I may well keep hacking away at it.

You can play it on my server, http://dankest.bracketproductions.com/

How to play

Go to http://dankest.bracketproductions.com/, and create an account (or login if you have one). The main menu should be self-explanatory (keys or mouse) - (1) to create a dungeon, (2) to play one.

Designing a Dungeon

The red options on the right are categories, which activate palette entries such as floors, walls and toadstools. Whatever is highlighted on the right pane will draw onto the map on the left when you click it. You must have an Amulet of Winning and a Player on the map (1 of each). Other than that, you can do whatever you like. It's a 100x100 canvas, so you should be able to build a convoluted dungeon if you want to.

Map Elements:

  • Floors (.) are walkable.
  • Walls (▒), Toadstools (♠), Vegetation (♣) block visibility and progress and cannot be penetrated.
  • Pools (~) cannot be crossed, but do not block line-of-sight.
  • Doors (+) block line of sight, but can be destroyed with 1 action.
  • Iron Doors (!) block line of sight and progress, but can be destroyed IF you have an Iron Key (∞).
  • Gold Doors (≡) block line of sight and progress, but can be destroyed IF you have a Gold Key (φ).
  • Kobolds (k) are a nuisance. They hit for minimal damage, and can be easily slain. They path towards you if they can see you, otherwise they remain stationary.
  • Orcs (o) are more of a threat. They hit for moderate damage, but can be easily slain. They path towards you if they can see you, otherwise they remain stationary.
  • Dragons (D) kill you instantly if they get to you! They cannot be slain. They path towards you if they can see you, otherwise they remain stationary.
  • Pit Traps (⌂) and Blade Traps (±) inflict damage if you walk into them. They are invisible unless you fall into one, or WAIT for a turn with them in your visibility map.
  • Mapping Scrolls (═) reveal the entire map.
  • Healing potions (σ) give you some hit points back.

When you are ready, hit playtest (or .).

Playtesting

Within playtest mode, you are playing the game. You can move around with the cursor keys (or vi keys, or numpad). Diagonal movement works. Press . to wait, which also reveals any traps within your visibile area. If you want to change your map, hit ESC - and return to the level editor. You can cycle between these modes as much as you like - but you will restart the dungeon each time you playtest.

When you hit the amulet (¥), and win the game. It kicks you back to the designer with a message that you have beaten the dungeon and can save it by pressing ESC. This prompts you to name your dungeon, and it is now available for other players to try.

Playing People's Maps

Option 2 on the main menu presents you with a list of every submitted map. You can use page up/down if more than a screen-load arrive. Click a map to play it. Play is exactly the same as playtesting above, but when you finish you are asked to submit a rating from 0-5 for how much you liked the map.

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