Pixel Dungeon is a traditional rogue-like game developed for Android phones by Watabou. Voxel Dungeon is an adaptation of that experience in a 3D voxel sandbox, where instead of a linear 25 floor dungeon where every 5 floors fit a specific theme, the entirety of the underground is split into 5 main layers littered with numerous miniature dungeons. Each section has distinct types of terrain, enemies, and loot, but can only be accessed after the player summons and defeats the previous section's boss. The ultimate goal of the game is the Amulet of Yendor, an item dropped by the final boss. The first player to pick up this item wins the game.
This is very WIP, and most of the above is more of a goal, rather than what I've actually implemented so far. Notably, no bosses are in the game yet, so right now deeper layers are only really accessible from getting lucky enough with loot to find the ore to make a pickaxe strong enough to mine the next area's stone. Also, dungeon generation is only half-done so far and not set to put anything into the world.
There are a variety of mechanics that I have introduced so far, which I wish to test further.
Spoiler
- There are "blobs" as referred to by the internal code of pixel dungeons, which are gasses and gas-like effects.
- There are buffs, which are status effects that effect mobs as well as players.
- A customized method of generating loot is used which bases loot off of current Y position, can limit certain "important" drops like upgrades so only so many may be collected per layer (each player gets their own independent limit), and offers a chance for chests to turn into mimics when first opened.
- Weapons and armor can be upgraded, which permanently increases the damage they deal/block respectively. The plants of the underground are instantly trampled when players or mobs walk over them.
- Weapons and armor also require strength to use properly, however; lacking strength will cause your attack or movement speed to decrease, respectively. You can check your strength and max hp with the /mystats command.
- Armor is now one piece (the chestplate, though visually it will still cover all/most of the body), both to fit how it worked in the original and to fit the upgrade system better. There is also now only one armor slot.
- Potions and scrolls have their sprites randomized at the start of a new world; in the future they will start out unidentified, and players won't know what they won't become identified until they're used for the first time or through a scroll of identify.
- Also, only a few of the game's mobs have been implemented so far (with placeholder visuals), meaning that layers below the sewers are generally fairly lifeless.
Spoiler
- 3D_armor (but not shields) - Stuart Jones, davidthecreator
- bedrock2 - Wuzzy
- beds - BlockMen, TumeniNodes
- biome_lib - VanessaE
- bones - PilzAdam and others
- books_plus - red
- bucket - Kahrl, celeron55 (Perttu Ahola), and others
- cannons - Semmett9, eythen, and addi
- charcoal - AnFiadhChu
- creative - Perttu Ahola (celeron55), Jean-Patrick G. (kilbith)
- default - Perttu Ahola (celeron55) and others
- doors - PilzAdam, BlockMen, sofar, and others
- dye - Perttu Ahola (celeron55) and others
- entitycontrol - Noodlemire
- env_sounds - paramat
- farming - PilzAdam, webdesigner97, and others
- fire - Perttu Ahola (celeron55) and others
- flowers - Ironzorg, VanessaE, and others
- game_commands - rubenwardy
- give_initial_stuff - Perttu Ahola (celeron55) and others
- hbhunger - Wuzzy
- hudbars - Wuzzy
- mesecons - Jeija and others
- mobs_monster - TenPlus1
- mobs_redo - TenPlus1
- moretrees - VanessaE, Rogier, and Tim Huppertz
- player_api - Perttu Ahola (celeron55) and others
- player_monoids - raymoo
- sfinv - rubenwardy
- stairs - Kahrl, Perttu Ahola (celeron55), and others
- vessels - VanessaE, Perttu Ahola (celeron55), and others
- walls - Auke Kok
- wool - Perttu Ahola (celeron55) and others
- xpanes - xyz, BlockMen, sofar, and others
Spoiler
Spoiler
- There's no textures-turn-light-blue effect yet for players with the Frozen buff. It's only visible on mobs.
- Mob walking animations currently do not work properly.
Source Code: https://github.com/Noodlemire/VoxelDungeon
Download (latest): https://mega.nz/file/DvwUlSYQ#_ktoFJRLxvEPsr3PLYnGPTZxp7XmqZbODJg0uOh5qM0
Downloads (older):