Author Topic: Death Legacy. Project in progress.  (Read 14523 times)

Chiki40

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Death Legacy. Project in progress.
« on: July 17, 2014, 10:09:53 AM »
Hi there!

I'm a member of a 4 programmers group. We are students from a master degree in videogames development. Some roguelike players recommended me this forum to find experienced people who can be interested in giving us some feedback, and maybe some ideas for our game.

Our group name is Loothut, and our game is called Death Legacy, a rol game with roguelike components (tiles, turn-based, procedurally generated), epic-medieval ambientation. However, we are using a 3D motor, instead of the classic ASCII console in this kind of games.

I want to name and explain the basic game mechanics in Death Legacy:

Perception:
This was the first mechanic we designed. We wanted that sight, hearing, smelling have a high importance in the gameplay. This perception system is applied both to the player and enemies. For instance, a high sight skill will allow the player to discover secret levers and rooms to the player, while will increase the field of view of an enemy. Hearing will allow anyone to spot other creatures without have seen them. Smelling is not yet implemented but could allow a creature to follow a trail.

Procedural generation:
Something we've heard a lot is "it seems like Legend of Grimrock". This flatters us, but we are not trying to clone this game, and the procedurally content is our weapon. In Death Legacy, everything is procedurally generated, so in each game you can find different:

- Dungeons: We use two algorithms here. One of them creates a design of the level distribution, and another one creates the specific rooms needed. There are special rooms such as resting rooms and the ending room.

- Biomas: At the moment we have two biomes (stone dungeon and ice cave). Here you can see screenshots of both:

Stone Dungeon:


Ice cave:


- Survival:
Another important feature is survival. We have to care about thirst, hunger and sleep. Each of them increases over time, and should be recovered using some dungeon elements (water fountains for thirst, campfires to rest and food dropped by enemies for hunger). Our fatigue level depends on this three factors. And here comes the cool stuff:

I said our game was turn-based. Well, depending on the creature speed and the delay of its last action, the creature will be placed  upper or lower in the turn queue. That means both you our your enemies may act twice (or even more) for each opponent turn. Fatigue will affect creature's speed, too, so you will notice this soon in combat if you are not careful about your fatigue (roguelike, remember, if you die you must create another character).

---------------------------------------------------------

The character creation consists in combination of races and classes. As Death Legacy is a first person game, we are not restricted by character 3D models, so we can think about many really strange races, like the octopus, which can equip up to 4 weapons, but cannot equip body armor.

As future features, we are thinking about magic, stealth, traps, secret rooms (in progress), a better storyline (based on the hero's cursed book), and many more ideas you could contribute with :P.

If you are interested about our work, you can track the progress in these links:

development blog: http://masterdungeongame.blogspot.com.es/ (english and spanish)
indiedb: http://www.indiedb.com/games/death-legacy (you can keep up to date here, and we will soon post a demo!!!!!)
twitter: https://twitter.com/LootHut (you know…. twitter)

Remember that our objective is getting feedback, so any comment, idea or suggestion will be welcome. We will upload a a first playable demo to indiedb, so stay tuned! By the way, the game will be released in english.

Thank you,
« Last Edit: July 18, 2014, 02:46:29 PM by Chiki40 »

getter77

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Re: Death Legacy. Proyecto en desarrollo
« Reply #1 on: July 17, 2014, 11:45:50 AM »
Very promising, keep up the good work!   8)

(Blog has an English equivalent as well as the IndieDB page linked)
Brian Emre Jeffears
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Chiki40

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Re: Death Legacy. Proyecto en desarrollo
« Reply #2 on: July 17, 2014, 02:57:49 PM »
Sorry... I was like... "lol?" We were working on an english and a spanish version of this introduction and for some reason my brain decided I had to post the spanish version here.

After reading getter77 comment I noticed my mistake.

Very promising, keep up the good work!   8)

(Blog has an English equivalent as well as the IndieDB page linked)

Fixed, thank you very much for replying, and very very very very very much for taking the effort of taking a look to the game info without knowing we had an english version.

Zireael

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Re: Death Legacy. Proyecto en desarrollo
« Reply #3 on: July 17, 2014, 04:49:50 PM »
Heh, I liked the Spanish post better, it gave me a chance to practice my Spanish :D

getter77

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Re: Death Legacy. Proyecto en desarrollo
« Reply #4 on: July 17, 2014, 07:53:24 PM »
No problem and welcome to the Temple of the Roguelike Chiki---I too recalled the hazy past of some Spanish classes many years ago.   ;)

Your focus on availing of at least 3 of the senses is a good idea, and one I hope to see well expanded upon as a unique weapon in your arsenal versus many other Roguelikes and dungeon crawlers---that and having a monstrous Octopus as one of the first races bodes rather well for the sense of direction the project gives off.   8)
« Last Edit: July 18, 2014, 12:00:27 PM by getter77 »
Brian Emre Jeffears
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Chiki40

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Re: Death Legacy. Proyecto en desarrollo
« Reply #5 on: July 18, 2014, 10:47:41 AM »
Hi everyone!

I'm glad to hear that my neuronal explotion worked as an academic support  ;D.

No problem and welcome to the Temple of the Roguelike Chiki---I too recalled the hazy past of some Spanish classes many years ago.   ;)

Your focus on availing of at least 3 of the senses is a good idea, and one I hope to see well expanded upon as a unique weapon in your arsenal versus many other Roguelikes and dungeon cralwers---that and having an monstrous Octopus as one of the first races bodes rather well for the sense of direction the project gives off.   8)

Thank you! As you've said, the implementation of the senses is the weapon we designed to mark a difference between Death Legacy and other Roguelikes/Dungeon Crawlers, and at the moment it's game mechanic we are prioritizing.

Remember that you can comment, give ideas and track our game news in our indiedb link.  VERY soon we will upload a playable demo so we will appreciate you help us to test the game ^^.

Chiki40

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Re: Death Legacy. Project in progress.
« Reply #6 on: July 25, 2014, 09:19:43 PM »
Hi!

I'm glad to announce that a playable Death Legacy demo has been released in our indiedb page: http://www.indiedb.com/games/death-legacy

Enjoy and please, give feedback! :D

Thank you

getter77

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Re: Death Legacy. Project in progress.
« Reply #7 on: July 26, 2014, 02:26:49 AM »
No links nor newsblurb appear to be generating, still just the map demo tool and such from back on Jul 18?
Brian Emre Jeffears
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Zireael

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Re: Death Legacy. Project in progress.
« Reply #8 on: July 26, 2014, 10:19:16 AM »
I can see the links now, getter :)

EDIT: Someone probably forgot about the authentication period

Chiki40

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Re: Death Legacy. Project in progress.
« Reply #9 on: July 26, 2014, 03:19:35 PM »
No links nor newsblurb appear to be generating, still just the map demo tool and such from back on Jul 18?

Yeah, We needed to reupload the release and it had to pass through the authentication period again. Sorry for the inconveniences!

getter77

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Re: Death Legacy. Project in progress.
« Reply #10 on: July 26, 2014, 08:24:06 PM »
No problem.

Hmm, thinking broadly, now that this first public demo is released---what sort of dev/release pace is the team shooting for?  IIRC, there is supposed to be a substantial update to OGRE3d in the near future...so providing it is possible, it would perhaps help visibility/cross-promotion to be able to land a sizable update in sync with it---as I know they've promoted projects on their main page before at major updates.
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Chiki40

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Re: Death Legacy. Project in progress.
« Reply #11 on: July 27, 2014, 10:32:42 AM »
No problem.

Hmm, thinking broadly, now that this first public demo is released---what sort of dev/release pace is the team shooting for?  IIRC, there is supposed to be a substantial update to OGRE3d in the near future...so providing it is possible, it would perhaps help visibility/cross-promotion to be able to land a sizable update in sync with it---as I know they've promoted projects on their main page before at major updates.

Hi again, getter77!

As we are students, our master degree ends in October, when we will show the game current release and finish the course. So, we will keep developing until then. Then, none of us can be sure of what we'll do (find a job, become a spanish politician and steal money, ...). However, we registered our game in indiedb because we decided that, if people is interested in our game and wants more, we'll give them more (whenever possible), but it depends on the players opinion and feedback. We will take into account what you've said about Ogre, we appreciate the information and will take a look into Ogre forums.

Thank you for your interest,

getter77

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Re: Death Legacy. Project in progress.
« Reply #12 on: October 08, 2014, 11:49:04 AM »
v0.7

Quote
    GameLab Feedback
        A movement key can be left pressed in order to keep on moving in the same direction.
        You can close the book by pressing the “ESC” key as well as clicking outside of it.
        A new button “Take All” in every loot window.

    Some known bugs fixes
        Fixed a bug that occurred when two races with different number of equipment slots are selected in the same game session.
        Several crashes related to battling near doors.
        Big amount of bugs which freeze the turns queue.
        Fixed some problems regarding lack of connection between rooms (especially the portal one).
        Fixed compass orientation.
        Fixed a bug regarding player dying during his/her turn. This fix made possible to activate poison damage again in the game.
        Wider combat log. Log messages should be showing correctly now.
        Fixed several issues of the AI due to lack of connection between rooms.
        Fixed errors related to the deferred death of the player, that were forcing us to take the player to the Game Over screen immediately.

    New features
        Brand-new map using a system of region check to distinguish between regions where player is, visited regions (with fog of war) and regions to be discovered (hidden)
        Obituaries: we implemented a new system to save and load data. Right now it is used to record stats of fallen heroes that can be checked though the “Obituary” option in the main menu. This aims to implement (in the future) a system of “achievement” track and bonifications that will enhance the replayability of Death Legacy.
        Sight perception (for the player): depending on the level of sight of the player he/she will be able to detect traps and hidden levers.
        Traps: player can get and place traps. On the other hand, unfriendly traps will be distributed across the map and will only be discovered if he/she has enough level of sight perception.
        Secret rooms: just like traps, only players with a certain level of sight perception will be able to spot the lever that opens the hidden door. This rooms may contain chests and fountains/campfires, so they will be useful in terms of survival.
    Other changes
        New sounds: trap, hidden doors, levers, more player screams, and a level up notification.
        Coloured log entries, classified by their types.
        Changed the interaction with the portal for stepping into it to get to the next level (a bit more logical)
        A fixed time after death has been added, to give the player the opportunity of knowing what/who killed him/her.
        Player death animation: sure looks fancy.
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training