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Delve The Dungeon Crawler 1.75


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#1 Templar

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Posted 17 April 2012 - 02:10 AM

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Delve the Dungeon Crawler

This game was originally created as a PC variant of Delve: The Dice Game board game, but then this project started to evolve, I include many my own ideas and more PC like gameplay features.
I am not a designer and I can't draw, so the game graphics was mostly done of images I found from the internet. But even than, many many hours in photoshop was invested.

Features:
- 12 Dungeons (+1 Secret dungeon)
- 8 Characters
- 60 Unique monsters
- More than 80 monster encounters (plus about 90 - traps, statues and treasures)
- Survival - endless mode
- Online Leaderboard
- 14 Unique Artifacts (more than 50 different modifications) - and 8 kinds of consumables (potions)
- 15 Auras types
- Achievements (over 30 achievements to unlock)
- Tutorial (it will teach you how to play the game and explain rules) (more detailed rules can be found on the boardgame site)




Game Controls
"ESC" key - while in dungeon mode, this will take you to your Adventures profile. Here you will find your current party XP and XP requered to gain next level. You are able to drink all healing/resurrection/bless/purification potions. You are also able to distribute potions/artifacts betwen your hero's.
"Space" key - skips a dialog popup, and also roll dice.
Mouse Shortcuts:
- Right click on Roll the dice will deselect all dice, or select all (if no dice was selected)
- Right click on dice, will select or deselect all similar dice.
- Right click on Pass, will skip all dice rolls (take you to the final dice selection).

DOWNLOAD 1.75
File Size: 22mb exe / Windows7 compatible

What's new log:
Spoiler

Survival mode
Spoiler

Online Leaderboard

I'm looking forward your feedbacks! Suggestions, ideas, gameplay remarks, bugs report - everything will help.

Posted Image Posted Image Posted Image Posted Image
more screenshots
Please write me if you find any gramatical errors.
All crashes and bug reports send to Templar.kun(at)gmail.com
Discribe how this happenned, and include "game_errors.log" file and your "save" file.

Edited by Templar, 14 March 2013 - 10:38 PM.

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#2 vidokas

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Posted 18 April 2012 - 09:27 AM

very nice game.
i only played one similar game "runespell overture"

btw.
how about saving games?
i played it yesterday.. died. go to my menu, and started to last dungeon.

but today when i turned on game. it was all from beggining :unsure:
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#3 Templar

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Posted 18 April 2012 - 05:47 PM

very nice game.
i only played one similar game "runespell overture"

btw.
how about saving games?
i played it yesterday.. died. go to my menu, and started to last dungeon.

but today when i turned on game. it was all from beggining :unsure:

Thanks for reply. If you liked the "runespell overture" you will like this one as well.
I'm might need more details to help you.
All savings are automatic. When you finish a dungeon - it will be finished even after you exit/reenter game (or you lose your next dungeon). Your progress should be saved.
(Make sure you didn't erased your save file, and play in "Adventure" ("Dungeon" is only for replay)).
Sekmes ;]

Edited by Templar, 18 April 2012 - 07:11 PM.

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#4 vidokas

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Posted 19 April 2012 - 09:05 PM

description of "Giant"

[Don't run away little humans, I just wasn't to play with you]
i think it should be "I just want to play with you"

edit: game crashed after first giant roll

edit2: guess game too much based on luck.
sometimes some crowd of bats get x5 VI dice and u dead :|

Edited by vidokas, 19 April 2012 - 09:26 PM.

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#5 Templar

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Posted 20 April 2012 - 11:02 AM

description of "Giant"

[Don't run away little humans, I just wasn't to play with you]
i think it should be "I just want to play with you"

Thanks for report. This is what happens when you programming at 4am :)

edit: game crashed after first giant roll

This never happend to me before. Please send "game_errors.log" file that was created to my email (or at least post it here) so I could fix this.

edit2: guess game too much based on luck.
sometimes some crowd of bats get x5 VI dice and u dead :|

Well, this is what you get when you play a game driven by dice :) Luck factor will always be involved.
But not on a critical level. When you get to play more, gain more experience for you charactres that will give you more options, you realize that you can control dice more, and a lot of skills and tactics involved.
If you are talking about crows of bats in first dungeon. This encounter was on a higher level then you, the only way to defeat it was to use Wizard's Lightning strike skill (I programmed this encounter that you would always roll at least four [II] when you play this encounter)
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#6 vidokas

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Posted 20 April 2012 - 11:21 AM

ERROR in
action number 1
of Step Event
for object popup_help_obj:

Error in code at line 153:

text=instance_position(mouse_x,mouse_y,attack_obj).text;
^
at position 53: Unknown variable text

EDIT:
sometimes its really hard.
killed giant.
atacked raiders. and they get 6 atacks...
so i need to start that dungeon from begining again :|

Edited by vidokas, 20 April 2012 - 11:41 AM.

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#7 Templar

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Posted 20 April 2012 - 12:21 PM

ERROR in
action number 1
of Step Event
for object popup_help_obj:

Error in code at line 153:

text=instance_position(mouse_x,mouse_y,attack_obj).text;
^
at position 53: Unknown variable text

EDIT:

Ok, fix is on it's way.

sometimes its really hard.
killed giant.
atacked raiders. and they get 6 atacks...
so i need to start that dungeon from beginning again :|

If I make a dungeon that you may lose - players will be frustrating when they lose.
If I make a dungeon that you always win - players will complain that it's not challenging.
I guess there is no win win option here :)
Because there are not that many dungeons right now, I choose a "hard challenge" approach. That means that you have to explore all dungeon and get to know all enemies in order to succeed.
Game is very rewarding no matter if you win or lose. All your hard earned experience are saved even when you lose. So the next time you play this dungeon again, you will be a little stronger.

Edited by Templar, 20 April 2012 - 03:25 PM.

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#8 Templar

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Posted 27 April 2012 - 02:13 AM

1.36 released
What's new:
- Minor changes in "Dragon's Lair", "Loss and Gain", "Pursuit" and "Lord Teranis" dungeons
- Cave Troll behavior slightly changed
- Ninjas health changed from 4 to 3
- Graphical improvements - New avatars for Goblins and Goblin Leaders. And few more minor improvements
- Bug fixes
- Gramar Grammar fixes
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#9 JABayne

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Posted 28 April 2012 - 05:03 PM

Fun game, needs music. maybe I could assist? P.M. me and I will give you a link to my music page.

piggy
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#10 Templar

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Posted 29 April 2012 - 11:32 PM

I forgot to mention game controls and shortcuts:

Game Controls
"ESC" key - while in dungeon mode, this will take you to your Adventures profile. Here you will find your current party XP and XP requered to gain next level. You are able to drink all healing/resurrection/bless/purification potions. You are also able to distribute potions/artifacts betwen your hero's.
"Space" key - skips a dialog popup, and also roll new dice.
Mouse Shortcuts:
- Right click on Roll the dice will deselect all dice, or select all (if no dice was selected)
- Right click on dice, will select or deselect all similar dice.
- Right click on Pass, will skip all dice rolls (take you to the final dice selection).



Fun game, needs music. maybe I could assist? P.M. me and I will give you a link to my music page.

piggy

Ok :)
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#11 Templar

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Posted 01 May 2012 - 11:52 PM

1.37 released
What's new:
- Difficulty reduced in all dungeons, some monsters was removed. (I will reintroduce removed monsters in future dungeons).
But if you replay a dungeon, it will be as hard as is was.
- More balance improvements:
- Ghost health changed from 2 to 1
- Killer Snake poison strength reduced
- Final boss now attack only at die [6] but inflict 2 damage (reduced difficulty for final battle)
- Some grammar fixes

Edited by Templar, 01 May 2012 - 11:56 PM.

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#12 Templar

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Posted 28 May 2012 - 11:41 PM

1.4 released
What's new:
- Achievements! - over 30 achievements that can be unlocked through the game. (you get 50xp bonus for every unlocked achievement)
- New Dungeon - 2 new monsters (overall 5 monster encounters).
- New Artifact
- Balance improvements:
- Reduced difficulty in "Loss and Gain" and "Dungeon of Lord Teranis" dungeons
- Ghoul amount of rolled dice reduced from 3 to 2
- Wraith will not cast aura Touch of Death
- Mummy Touch of Death aura timer increased from 6 to 7
- Sahuagin health reduced from 4 to 3
- Vampire attack reduced from hitting on dice 4 to 5
- Orc archer attack reduced from hitting on dice 4 to 6, but now attack with fire arrows
- Boss Lord Teranis "Black Curse" aura time reduced from unlimited to 1-2 turns. But now he attack from the start of the dungeon. After Lord Teranis summons all monsters, his resistance reduced from 3 to 2. This makes him a lot more vulnerable. (All this changes makes Boss Lord Teranis a lot more easier to defeat).
- also fixed bug that takes all your artifact when you find your lost companion. Now you have 2 choices, how to defeat Boss Lord Teranis - with your new companions or your old companions.
- Holy Smite skill - final upgrade for Cleric's skill Holy Smite - now instead of 2 separate attacks, it make one that do 1 additional damage to undead
- Other minor improvements, and bug fixes
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#13 Tsn

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Posted 31 May 2012 - 07:26 AM

Awesome game but there are a few things i find missing.

I'd like to see random dungeon generation. Start with one character with a few skills and along the way find more skills and characters. At the end of the dungeon would be a boss that you have to prepare for. Would give the game lots of replayability.

Seems a bit hard to get started. It's near impossible to beat the first dungeon without dying. Maybe there should be a preperation dungeon or a resurrection spell at start and random encounters to gain more experience or resurrect your party? It's discoraging to die at least 2 times to get your game started. After that it's easy though.

Typo at the start of the game. "You seems to be hit". It should be "You seem to be hit".

Enemy attacks should be limited. At least no more then 2 attacks at the beginning.

You shouldn't be able to heal a character that already has full health.

Everyone died but the game didn't end and i could still roll the die and i couldn't target anyone with enemy attacks.

Maybe add a mode that makes the game action based? Enemies attack you based on time but you attack as fast as you make your moves.

I'm sure i'd have more suggestions if i'd play more.

Edited by Tsn, 31 May 2012 - 09:05 AM.

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#14 Templar

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Posted 31 May 2012 - 02:08 PM

Awesome game but there are a few things i find missing.

I'd like to see random dungeon generation. Start with one character with a few skills and along the way find more skills and characters. At the end of the dungeon would be a boss that you have to prepare for. Would give the game lots of replayability.

Seems a bit hard to get started. It's near impossible to beat the first dungeon without dying. Maybe there should be a preperation dungeon or a resurrection spell at start and random encounters to gain more experience or resurrect your party? It's discoraging to die at least 2 times to get your game started. After that it's easy though.

Typo at the start of the game. "You seems to be hit". It should be "You seem to be hit".

Enemy attacks should be limited. At least no more then 2 attacks at the beginning.

You shouldn't be able to heal a character that already has full health.

Everyone died but the game didn't end and i could still roll the die and i couldn't target anyone with enemy attacks.

Maybe add a mode that makes the game action based? Enemies attack you based on time but you attack as fast as you make your moves.

I'm sure i'd have more suggestions if i'd play more.

Thanks for a comment.
At the present I'm working at random generated dungeon survival mode. So yes, it's on my top todo list.

What monster caused you the most problems? If it's "boss" who was killing you, I definitively can make him less powerful.

>>You shouldn't be able to heal a character that already has full health.
There is a problems lies with it. If I will prevent you from healing healthy characters, what will happen if you cast a healing aura and you have no character to heal? (and preventing casting all healing auras, is not the best solution, because we have "Statues" that will cast healing auras no matter what. Well, this is what they do...).

>>Typo at the start of the game. "You seems to be hit". It should be "You seem to be hit".
Thx, I will fix in next version. Please report more grammar problems.

>>Everyone died but the game didn't end and i could still roll the die and i couldn't target anyone with enemy attacks.
Some kind a bug I never encountered... Report if this will happen again.

>>Maybe add a mode that makes the game action based? Enemies attack you based on time but you attack as fast as you make your moves.
Interesting idea. But I wonder what will happens with the strategic decisions...
Right now, your characters are at low level, so I guess there is not much options for you in battle, but when you level up, there will definitely be more strategy involved.
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#15 NicholasJames2378

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Posted 31 May 2012 - 04:27 PM

This post has been removed.

Edited by NicholasJames2378, 08 June 2012 - 11:48 PM.

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#16 Tsn

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Posted 31 May 2012 - 05:29 PM


Awesome game but there are a few things i find missing.

I'd like to see random dungeon generation. Start with one character with a few skills and along the way find more skills and characters. At the end of the dungeon would be a boss that you have to prepare for. Would give the game lots of replayability.

Seems a bit hard to get started. It's near impossible to beat the first dungeon without dying. Maybe there should be a preperation dungeon or a resurrection spell at start and random encounters to gain more experience or resurrect your party? It's discoraging to die at least 2 times to get your game started. After that it's easy though.

Typo at the start of the game. "You seems to be hit". It should be "You seem to be hit".

Enemy attacks should be limited. At least no more then 2 attacks at the beginning.

You shouldn't be able to heal a character that already has full health.

Everyone died but the game didn't end and i could still roll the die and i couldn't target anyone with enemy attacks.

Maybe add a mode that makes the game action based? Enemies attack you based on time but you attack as fast as you make your moves.

I'm sure i'd have more suggestions if i'd play more.

Thanks for a comment.
At the present I'm working at random generated dungeon survival mode. So yes, it's on my top todo list.

What monster caused you the most problems? If it's "boss" who was killing you, I definitively can make him less powerful.

>>You shouldn't be able to heal a character that already has full health.
There is a problems lies with it. If I will prevent you from healing healthy characters, what will happen if you cast a healing aura and you have no character to heal? (and preventing casting all healing auras, is not the best solution, because we have "Statues" that will cast healing auras no matter what. Well, this is what they do...).

>>Typo at the start of the game. "You seems to be hit". It should be "You seem to be hit".
Thx, I will fix in next version. Please report more grammar problems.

>>Everyone died but the game didn't end and i could still roll the die and i couldn't target anyone with enemy attacks.
Some kind a bug I never encountered... Report if this will happen again.

>>Maybe add a mode that makes the game action based? Enemies attack you based on time but you attack as fast as you make your moves.
Interesting idea. But I wonder what will happens with the strategic decisions...
Right now, your characters are at low level, so I guess there is not much options for you in battle, but when you level up, there will definitely be more strategy involved.


It wasn't the boss that was difficult. What made it difficult was that there were so many enemies that attacked too many times in a row (they could kill my party with one lucky attack) and no way to heal my party.
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#17 Templar

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Posted 31 May 2012 - 06:42 PM

It wasn't the boss that was difficult. What made it difficult was that there were so many enemies that attacked too many times in a row (they could kill my party with one lucky attack) and no way to heal my party.

I'm sure you just was very unlucky. And this happens, it is a dice (luck) driven game.
What I can do, is to reduce enemies in the boss fight.

Im interested in making an rpg in game maker (with yours as my inspiration) but i dont think its possible. im trying it in gm8. which version of game maker did you use? (i can use 7 pro, 8 pro, and 8.1 standard). if you could tell me, that would really help me out. that was i would know which version it is possible with.

8.1 standard is very nice, I'm having great time working with it.
The only suggestion I could give, if you have possibility - GM:Studio is the way to go (or wait for 9.0 standard, as this will be cheap version of GM:Studio). After I programmed my game in 8.1, it's really hard to transform it to new GM:Studio standards, I found that many things must be rewritten. But if you have no plans for multiplatforming, 8.1 standard is the best choice.
Don't forget to add me for beta testing of your game ;)

Edited by Templar, 31 May 2012 - 09:27 PM.

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#18 Tsn

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Posted 01 June 2012 - 02:55 AM

Maybe you should /2 the amount of attacks enemies can do based on their health? If enemies have 4 health they can do 2 attacks maximum, if they have 5 health they can do 3 attacks maximum because i think it should round up.
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#19 AlaskaGames

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Posted 01 June 2012 - 03:15 AM

looks cool!
might download... :yes:
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#20 Templar

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Posted 02 June 2012 - 05:58 PM

Maybe you should /2 the amount of attacks enemies can do based on their health? If enemies have 4 health they can do 2 attacks maximum, if they have 5 health they can do 3 attacks maximum because i think it should round up.

Hmm, this might be a good idea. But what about enemies hitting (for example) on [2],[3],[4],[5],[6]? I understand that it's a really bad luck if enemy that hit on [6], will roll 4 dice, and make more then 2 hits. But, an enemy that hit on [2],[3],[4],[5],[6] should most likely make 4 hits.

Having this in mind, this is what I made:
If an enemy will make more hits than a half of the dice rolls. Those dice (that are "hit") will be re-rolled once.
Example: enemy just rolled: [6],[6],[6],[6] - two last dice will be re-rolled. For an enemy that will hit only on [6], it will be unlikely that re-rolled dice will be [6] again.
For an enemy that hit on multiple dice, this might help, but with less possibility.

I called this method - soft, as there may still be "hits" even after re-rolls. I did not tested it enough (but I liked the results I had), so I will post it here for everyone who want to try it:
Delve the Dungeon Crawler 1.4 soft check

Tell me if you liked it. If you feel this method is not enough, I might make a hard block of any hits that are beyond /2, but I'm not sure about enemies that hit on multiple dice.

Edited by Templar, 02 June 2012 - 06:17 PM.

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