[Abandoned/Source RELz] Oldschool Tile-Based Dungeon Crawler

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[Abandoned/Source RELz] Oldschool Tile-Based Dungeon Crawler

Postby Nash » Mon Jan 16, 2012 4:29 am

UPDATE MAY 7th 2013

Image

I've abandoned this project.

--> Latest version with source code <--

Have fun!

Original post:

Spoiler:
Last edited by Nash on Sun Feb 09, 2014 1:32 pm, edited 2 times in total.
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Re: [VERY WIP/tech demo] Oldschool Tile-Based Dungeon Crawle

Postby el zee » Mon Jan 16, 2012 6:54 am

This is really cool, it really does feel like eye of the beholder. What do you have planned for those blue bars on the HUD?
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Re: [VERY WIP/tech demo] Oldschool Tile-Based Dungeon Crawle

Postby Nash » Mon Jan 16, 2012 8:38 am

Well, the bottom portion, below the viewport, will probably be the message window and a compass. The side bar will show the character portraits, as well as the navigational buttons (moving and turning)... but I haven't gotten around to actually designing the stuff yet...
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Re: [VERY WIP/tech demo] Oldschool Tile-Based Dungeon Crawle

Postby Mikk- » Mon Jan 16, 2012 9:20 am

I don't see what's wrong when using OpenGL, it looks fine!
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Re: [VERY WIP/tech demo] Oldschool Tile-Based Dungeon Crawle

Postby Nash » Mon Jan 16, 2012 9:44 am

Then I think something is wrong on my system. Because for me, the FOV is smaller in the OpenGL renderer (I can't see the passage that leads to the right in the start position, for example).
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Re: [VERY WIP/tech demo] Oldschool Tile-Based Dungeon Crawle

Postby Mikk- » Mon Jan 16, 2012 10:00 am

Ah, I see what you mean now, but I was expecting something really strange and noticeable to happen.
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Re: [VERY WIP/tech demo] Oldschool Tile-Based Dungeon Crawle

Postby XutaWoo » Mon Jan 16, 2012 10:47 am

Image

I 'unno, looks fine to me.

I mean, sure, you can't see the wall ,but you can still see the passage.
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Re: [VERY WIP/tech demo] Oldschool Tile-Based Dungeon Crawle

Postby Tapwave » Mon Jan 16, 2012 10:48 am

Are you going to incorporate code from your dungeon generator?
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Re: [VERY WIP/tech demo] Oldschool Tile-Based Dungeon Crawle

Postby Nash » Mon Jan 16, 2012 10:56 am

Image

This is how it's supposed to look like.

terranova: Yup!
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Re: [VERY WIP/tech demo] Oldschool Tile-Based Dungeon Crawle

Postby Mike12 » Mon Jan 16, 2012 2:35 pm

Haha, wow, that's awesome! Very reminiscient of EotB and the first Space Hulk PC game. Interested to see what you'll make out of this!
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Re: [VERY WIP/tech demo] Oldschool Tile-Based Dungeon Crawle

Postby Nash » Mon Jan 16, 2012 5:17 pm

I wonder if I should scrap the whole 320x200 nostalgic crap and just make it a normal fullscreen game. If I go that route, I can basically get rid of that 90's style HUD... but problem is, the level design will look even more bland because you actually get a crisp view of the blocky level. Part of the pixelated charm was you can't really make out much of the detail...

(If I get rid of the 320x200 look, the game's HUD will then be similar to Legend of Grimrock's, for that modern streamlined look. I would also probably shift the project to GZDoom to make use of dynamic lights to mask the otherwise blocky map design)
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Re: [VERY WIP/tech demo] Oldschool Tile-Based Dungeon Crawle

Postby neoworm » Mon Jan 16, 2012 5:42 pm

Is the movement pattern depending on map sectors? If not I would be for making core engine for square based movement and actions and specific HUD as an add-on.
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Re: [VERY WIP/tech demo] Oldschool Tile-Based Dungeon Crawle

Postby Enjay » Mon Jan 16, 2012 6:04 pm

This is very cool, very reminiscent of the old games in this style. I like it. Personally, I like the 90s style HUD but I wouldn't cry too much if it was dropped. I'd really appreciated it if you built in support for inverted mouse users though. The vertical mouse pointer movement was inverted for me and it drove me crazy even though I didn't really need to use the mouse in the demo. ;)
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Re: [VERY WIP/tech demo] Oldschool Tile-Based Dungeon Crawle

Postby Nash » Mon Jan 16, 2012 6:27 pm

Yeah, I just fixed the inverted mouse issue five minutes ago... silly me!
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Re: [VERY WIP/tech demo] Oldschool Tile-Based Dungeon Crawle

Postby jute » Mon Jan 16, 2012 10:26 pm

Nash wrote:I would also probably shift the project to GZDoom to make use of dynamic lights to mask the otherwise blocky map design)


I like this idea. The small viewing area was my least favorite feature of this kind of game, and I think dynamic lights would give this project a unique look (compared to older dungeon crawlers). And players could still use a lower resolution if they wanted to.
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