Author Topic: Into the Dungeon++ (now at Beta v0.8 ARRP)  (Read 4168 times)


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Into the Dungeon++ (now at Beta v0.8 ARRP)
« on: September 15, 2012, 04:19:46 PM »
Hello everyone!
It's been a long time since I've updated my very first game. I believe the ARRP last year saw the introduction of my game and now you can enjoy its almost finished state.

How this game came into existence and what can I say about it:

Into The Dungeon++ started off as a roguelike in C. I had some free time during college so I started to code a game (Into The Dungeon) in roguelike genre that I like really much. If you haven’t heard about roguelikes I suggest to check the definition out on RogueBasin and Wikipedia. As the game grew bigger and code messier I decided to rewrite the game in C++ and I would add graphics instead of using ASCII symbols. Thus I appended “++” to the title name and Into The Dungeon++ was born.

Main Features:
*Randomized Dungeons, Enemies and Loot
*Boss Fights
*Animated sprites
*Original soundtrack
*Moral unobvious choices storyline (to be implemented)
*Turn Based Combat
*Permanent Death
*Lighter than most roguelikes but still carries a great challenge to finish

General overview:

When wierd and foul things begin sprouting out of a dungeon, nearby townsfolk begins to worry a lot and sends an investigation team. Unfortunately they never return and people are getting scared even more. You, a mighty adventurer decide to help clear the matter. As you move closer to the Dungeon you can feel an evil force trying to corrupt you and lure you to loot (represented by a candle and being able to see loot through Fog of War). Will you be able to balance out the search for better equipment, corruption level and the dangers within?

A lot has changed since last year's ARRP so I'll just list the changes between the previous (v.07) and current realease:

Code: [Select]
#Bugfixes & Tweaks
- Items no longer spawn on ladder tiles
- Under the hood changes for better performance (saving, menus...)
- Boss will no longer spawn monsters inside other monsters if there is no room

- Criticals ignore armor instead of increasing damage
- Backstabs are 100% criticals instead of increasing damage
- Traps can now be disarmed (25% for success)
- Traps can now be picked up and deployed (one time use only)
- Unsuccessful disarm destroys the trap
- Monsters no longer respawn on levels

The game can be downloaded here:

What remains to be done is the story with multiple endings and treasure chests. After that I will consider the game finished and move onto wasting my free time on some new project. Ofcourse, I will probably come to revisit the game with bugfixes and gameplay changes as requested from the community.

Have fun, and don't forget to provide feedback!
« Last Edit: September 15, 2012, 04:25:04 PM by 7h30n »
Current project: Into the Dungeon++


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Re: Into the Dungeon++ (now at Beta v0.8 ARRP)
« Reply #1 on: September 15, 2012, 05:35:39 PM »
Congrats on making the release party!   8)
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training


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Re: Into the Dungeon++ (now at Beta v0.8 ARRP)
« Reply #2 on: September 15, 2012, 06:42:12 PM »
Thanks, now I better start downloading new releases :D Soo many roguelikes to play
Current project: Into the Dungeon++