Author Topic: Sleepless Temple v0.01b [ARRP]  (Read 9367 times)

dagondev

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Sleepless Temple v0.01b [ARRP]
« on: September 19, 2015, 05:43:44 PM »
Hi everyone!
Thanks to ARRP 2015 I decided to release what I have.



Current version: 0.01b

Changelog:
New:
  • From now actions can take more than one turn to complete
  • Added graphical and text progress to planned actions (icons on the left side of screen)
  • Green color of icon now symbolizes completed action and as action progresses icon is changing color via gradient white->green
  • Added text indicators for health and stamina
Balancing:
  • Move action now takes 500 ms to complete
  • Attack action now takes 375 ms to complete
  • Rotate action now takes 200 ms to complete
Fixes:
  • Made direction arrow (next to planned action) smaller
  • Icons now looks disabled rather than dissapearing completely
  • A lot of refactoring
What is a Sleepless Temple?

It is a dark-fantasy, top-down and turn-based tactical rogue-like focused on exploration, fighting and interaction - heavily inspired by Dark Souls I, Dark Souls II and Demon Souls games.

Sleepless Temple will be a game about exploring unknown underground temples to fulfill your character unique goal. Depending on mission you can team up with or fight against other NPCs. You will need to use whole arsenal of abilities to survive long enough... That includes making friends, doing buisnesses, convincing others to your goal, but also fighting, deceiving, lying or plotting against others. All of that while managing your sanity and trying not to go insane before you reach your destiny. Are you going to play along with your character personality or are you going to risk your mental health and become different person? It is known that those who got back from the temples are changed forever...

  • Procedurally generated terrain
  • Permadeath
  • Nice graphics (no ASCII)
  • Turn-based, tactical fights
  • Dark-fantasy theme
   
Is it already done?

Nope, it is in pre-alpha state, which means that there is a little of actual game right now. I am working on creating solid code base that will allow me to create interesting and deep systems.
   
I see, what can I expect in foresable future?

When I hit my first big milestone - fighting system - you can expect: Duels with simple AI fueled by interesting and deep fighting system heavily based on Souls series. You will need to know your weapon, manage your stamina and position as well as figuring enemy next move.

When I hit this milestone, you can expect at least one weapon from each type.

So what can I expect in this version?

  • Very simple game where you can kill (or be killed by) enemy that has random movements/actions
  • Moving hero around and attacking
  • Unique time system where every action in game takes specific amount of miliseconds to finish and each of you turn is dictated by human reaction time.
  • Nice GUI controllable by mouse and by keyboard (WIP)
  • Placeholder art and sounds
  • Main theme music

System requirements:
  • Graphics card: DX9 (shader model 2.0) capabilities; generally everything made since 2004 should work. (minimum Intel HD 4000)
  • OS: Windows XP+, Ubuntu 12.04+, SteamOS+
  • Minimum resolution: 1024x768 (anything less will be scaled down and blurry)
  • CPU: SSE2 instruction set support.

Links:

Download latest version from itch.io: http://dagondev.itch.io/sleeplesstemple
My dev blog/Tumblr: http://www.dagondev.com/
Official subreddit: https://www.reddit.com/r/sleeplesstemple/
(best place to leave your ideas and check existing ones)
Trello Board: https://trello.com/b/KamcRDtT/sleepless-temple
 (second best place to leave your ideas and check existing - you can leave comment)
Roguebasin page: http://www.roguebasin.com/index.php?title=Sleepless_Temple

Screenshots:



« Last Edit: September 23, 2015, 04:17:28 PM by dagondev »

Zireael

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Re: Sleepless Temple v0.01 [ARRP]
« Reply #1 on: September 19, 2015, 06:17:43 PM »
I will definitely check this out - I heard a lot of good things about Dark Souls combat system.

getter77

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Re: Sleepless Temple v0.01 [ARRP]
« Reply #2 on: September 19, 2015, 07:23:53 PM »
Congrats to you as well on this inaugural ARRP 2015 release!   8)

A boldly ambitious project---have you spent any time with relative fellow elder traveler Rogue's Souls to reckon the road ahead?

http://forums.tigsource.com/index.php?topic=26781.0
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

dagondev

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Re: Sleepless Temple v0.01 [ARRP]
« Reply #3 on: September 20, 2015, 07:10:45 AM »
I will definitely check this out - I heard a lot of good things about Dark Souls combat system.

Thanks, as I stated on reddit thread already it isn`t much of a Dark souls right now, but I hope you will stick around until I finish combat system. :)

@getter77:
Thanks. :)
Yes, very ambitious. I know how those projects end, but I know it is a matter of persistence and deliberation.
I will build this game slowly - one brick at the time.
Those kind of projects are the reason I want to create and play games. ::)
I didn`t played Rogue Souls, I will check it out. Thanks for recommendation.


Edit:

Released v0.01a version.
Check first post for more information!
« Last Edit: September 20, 2015, 09:16:43 AM by dagondev »

dagondev

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Re: Sleepless Temple v0.01b [ARRP]
« Reply #4 on: September 23, 2015, 04:18:33 PM »
Released: 0.01b

Changelog:
New:
  • From now actions can take more than one turn to complete
  • Added graphical and text progress to planned actions (icons on the left side of screen)
  • Green color of icon now symbolizes completed action and as action progresses icon is changing color via gradient white->green
  • Added text indicators for health and stamina
Balancing:
  • Move action now takes 500 ms to complete
  • Attack action now takes 375 ms to complete
  • Rotate action now takes 200 ms to complete
Fixes:
  • Made direction arrow (next to planned action) smaller
  • Icons now looks disabled rather than dissapearing completely
  • A lot of refactoring

dagondev

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Re: Sleepless Temple v0.01b [ARRP]
« Reply #5 on: October 11, 2015, 08:28:02 AM »
Hi everyone!

Life has a habit of getting in the way despite best intentions and releasing new update is taking much more time than anticipated.
To show you that there is a progress made I created quick video showing what is new in v0.02 update.
That is: Stacking actions together in one turn (allows to plan doing something continuously: attacking (combo) or moving) as it eliminates delays created by forced breaks between 2 same actions.
And basic combo system that will utilize stacked attack actions, which will be my focus in next updates.

http://www.youtube.com/v/VjvbZCsrxvw
« Last Edit: October 11, 2015, 08:35:15 AM by dagondev »