[Game] Dungeontest (very WIP)

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Glorfindel
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Re: [Game] Dungeontest (very WIP)

by Glorfindel » Tue Jan 19, 2016 01:47

Neuromancer wrote:
Glorfindel wrote:My personal opinion: Make it so everything is dig-able and etc, but disable crafting of picks or something, that way it would be like in nethack: if you find a pick or mattock, you can dig down to the next level, but if not you have to go through the one you are on.

And I would prefer it the way it is right now, you start this world and go on a quest through the dungeons, i.e. dungeons not "rare" at all.
If dungeons aren't rare, then you lose all the other underground activities that the other mods give you (mining, underground realms, caves, ores, goblins, etc. ) Dungeon rarity should be a configurable parameter so the player gets as much dungeon as they want and no more.

Yes, I understood that, but personally, I would rather build in one world and do dungeon exploring on a completely different one.
Again, this is just my opinion ;)
 

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Re: [Game] Dungeontest (very WIP)

by paramat » Tue Jan 19, 2016 15:57

Neuromancer i'm not interested in working on a mod similar to this, my only interest is in dungeon generation methods and this uses a fairly regular grid generation which doesn't interest me.
 

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Re: [Game] Dungeontest (very WIP)

by Neuromancer » Wed Jan 20, 2016 00:39

Glorfindel wrote:Yes, I understood that, but personally, I would rather build in one world and do dungeon exploring on a completely different one.
Again, this is just my opinion ;)
I get where you're coming from, I think there are going to be folks like you that want a more focused experience, and people like me that want a rich and varied world where we can experiment with different mods and create interesting experiences. That's why I suggest using DungeonTest both ways by making the rarity configurable. As Ferk stated, because the dungeons are 5x5xinfinite depth, it is definitely possible to allow for any rarity of dungeons including infinite which is your preference.
 

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Re: [Game] Dungeontest (very WIP)

by Neuromancer » Wed Jan 20, 2016 00:51

paramat wrote:Neuromancer i'm not interested in working on a mod similar to this, my only interest is in dungeon generation methods and this uses a fairly regular grid generation which doesn't interest me.
That makes sense based on your like for natural, chaotic, fractal, map generation. Though I can see why Ferk went this route. He's focused on gameplay, interesting puzzles, and community created rooms, and had he chosen a less regular pattern it definitely would have complicated things if not made them impossible. I like both kinds of dungeons. But this fills a glaring need of Minetest, fun gameplay. I think that Terraria could teach us a lot about fun gameplay, but DungeonTest dungeons are much more fun than Terriaria dungeons by a long shot. If he does manage to turn this into a Modpack, I can't imagine a world I would create without it going forward. Plus I think it will be great fun to attempt to create challenging rooms of my own.
 

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Re: [Game] Dungeontest (very WIP)

by Neuromancer » Fri Jan 22, 2016 20:57

I created my first room. It may need some tweaks.
Attachments
Marquis.zip
Room - Marquis
(2.87 KiB) Downloaded 33 times
 

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Re: [Game] Dungeontest (very WIP)

by stu » Wed Mar 30, 2016 17:03

Do you plan to continue the development of this? The reason I ask is because I have been thinking of doing something with a roguelike/dungeon theme myself but do not want to step on any toes or compete with an existing project.

While this has got a few issues in it's current state, I think it is a very good start with a great deal of potential.
 

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Re: [Game] Dungeontest (very WIP)

by Ferk » Sun Apr 03, 2016 09:25

I plan to continue working on this, but at the moment it's in a dormant state. I'm busy with some things IRL.

But I don't think it would be a problem if you wanted to make your own implementation or if you like the design and wanted to join and help me with it, together we might be able to make a better dungeon than separate.
What ideas did you have in mind?
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Re: [Game] Dungeontest (very WIP)

by stu » Fri Apr 08, 2016 22:12

Ferk wrote:I plan to continue working on this, but at the moment it's in a dormant state. I'm busy with some things IRL.

But I don't think it would be a problem if you wanted to make your own implementation or if you like the design and wanted to join and help me with it, together we might be able to make a better dungeon than separate.
What ideas did you have in mind?

Well, I was rather hoping you might say that, you may have noticed that I already made a fork. Like yourself, I also have RL commitments that limit the amount of time I can spend on these things.

There is not a great deal I would want to change, I really like your solution to the perma-death problem. What I would like to experiment with is a more random level generation for better re-playability, though the custom rooms could still be used as special 'quest' type rooms, or 'boss' levels.

Something I have noticed when playing are a lot of ABM warnings, it is difficult to tell whether or not they have an impact on gameplay but perhaps some of these can be replaced by the new LBM's, I have not really had time to study the code.

btw, you might want to add my new 3d_armor_stand mod, maybe even an 'animated' one ;-)
 

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Re: [Game] Dungeontest (very WIP)

by linushsao » Mon Apr 18, 2016 14:09

a little question,why i could only dig,buy could'nt put down anything?
 

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Re: [Game] Dungeontest (very WIP)

by Don » Mon Apr 18, 2016 14:54

linushsao wrote:a little question,why i could only dig,buy could'nt put down anything?

This game is not like minetest_game. Game play is very different. Building and mining are not a part of the game play.

The game is still a work in progress as the title suggests. It is meant as an adventure type game instead of a minetest_game like game. The goal(goals not completed yet) will be to make it to the end of the dungeon maze. Each level gets harder. I know Ferk had a few ideas for advancing to the next level but they are not done yet.
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Re: [Game] Dungeontest (very WIP)

by linushsao » Mon Apr 18, 2016 17:23

Don wrote:
linushsao wrote:a little question,why i could only dig,buy could'nt put down anything?

This game is not like minetest_game. Game play is very different. Building and mining are not a part of the game play.

The game is still a work in progress as the title suggests. It is meant as an adventure type game instead of a minetest_game like game. The goal(goals not completed yet) will be to make it to the end of the dungeon maze. Each level gets harder. I know Ferk had a few ideas for advancing to the next level but they are not done yet.


Don,tks for you explaination,the game is amazing,wish it could be released.
 

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Re: [Game] Dungeontest (very WIP)

by Wuzzy » Tue Jul 26, 2016 20:43

Hi, I think you should update the HUD bars mod since currently the HUD bars are displayed incorrectly (probably because of an old bug in the mod, sorry).
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Re: [Game] Dungeontest (very WIP)

by Ferk » Wed Jul 27, 2016 21:21

Wuzzy wrote:Hi, I think you should update the HUD bars mod since currently the HUD bars are displayed incorrectly (probably because of an old bug in the mod, sorry).

Thanks for the heads up. I'll get to it on the weekend.

EDIT: Did it.
I also changed the room spawning to use the new LBMs and fixed some warnings. No big additions other than that though.
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Re: [Game] Dungeontest (very WIP)

by the_raven_262 » Mon Jun 05, 2017 06:55

I, the great necromancer, am resurrecting this topic from the dead for one purpose only.
To ask its own creator of the progress of this subgame, and to say that I quite like it.
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Re: [Game] Dungeontest (very WIP)

by Ferk » Mon Jun 05, 2017 08:18

AAaaAghhhhrr....
Image

Sorry, there's not much movement on the project. I changed job and had to stop working on it for a while, after that it had lost the momentum.
I probably should start working on it again but I'm not sure what changes would best improve the gameplay. At the time I halted I was thinking on adding a way to design the entire level and not just the individual rooms, for things like special levels and so. But I'm not convinced about this being an improvement.

I saw there's better animation support now for sprites in the engine, maybe I could use that to include more enemies. I'm not good at 3D modelling but I could work with sprites.
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Re: [Game] Dungeontest (very WIP)

by the_raven_262 » Mon Jun 05, 2017 08:32

Special levels in dungeon like games tend to be empty big rooms with one boss enemy, maybe make special levels like that?
Also i think many mods have models that you could use (I myself am also bad in modeling, perhaps because i never really put much effort into it), most of the mods that depend on mobs_redo have nice models.
I doubt sprites would do, the time of doom-like games has passed long ago (except for some of us who still play them).
Overall, this is one of those subgames that I found to be really fun, even from the first time I played it, I can say that this game is based on one great idea!
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Re: [Game] Dungeontest (very WIP)

by Ferk » Mon Jun 05, 2017 09:04

Yes, that's what I meant, special levels with a bigger room. But as I said, I'm not sure if this would improve the gameplay.
The main problem is that while the first time you explore the game is fun, it soon becomes very repetitive. Special levels won't change that, they will be sort of hardcoded, so I'm not sure if this would really improve on that. Once you have found a special room, finding another one of the same type would look the same.

I'm open to suggestions to improve the replayability. I was thinking on sprite monsters because it'd be easy to make resources for them so more monsters could be done than the handful that there are available as 3d model in minetest. There are some modern indie roguelike games in similar spirit as what I wanted to achieve in Dungeontest that use billboard sprites (eg. Delver, One more Dungeon).

Traditional roguelikes can get away with repetition by providing huge amounts of content (see for example the huge list of insects or undead from DCSS, not to count variability in the items), which combined with the random generation makes every match feel different. So maybe making it as easy as possible to produce content would help.
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Re: [Game] Dungeontest (very WIP)

by roboto » Thu Sep 21, 2017 23:41

One request. Please allow construction on the surface! It'll be more fun.

I added mg_villages to the subgame and it worked well, I would love this subgame if it included a focus on the surface as well!
 

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Re: [Game] Dungeontest (very WIP)

by kingoscargames » Fri Sep 29, 2017 20:06

Lone_Wolf wrote:This happens a lot :/
Image

I don't think this works like it should with the latest engine version :/
 

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Re: [Game] Dungeontest (very WIP)

by JiCeyCraft » Wed Mar 14, 2018 15:22

kingoscargames wrote:
Lone_Wolf wrote:This happens a lot :/
Image

I don't think this works like it should with the latest engine version :/


DO NOT TRY with 0.4.13
BUT!....
Works fine with 0.4.15

:D Enjoy!
 

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