XaiJu
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Dungeon Update (07.29)

I've been slowly working on the "Dungeon" game. here's a small video update of what I've done so far.

I don't remember what was in the last video, but there's now status effects which affect the player. status effects modify your stats and change the player's avatar.

an example of this is the "Shrinking" effect. it lasts for 3 "turns", reduces STR (fight chance) by 40% and increases DEX (flee chance) by 20%.

"Petrify" effect is a stacking effect that increases STR by 10% per stack, but reduces DEX by 10% per stack. a max of 4 stacks. it'll be visually represented by petrifying more and more of the player's avatar per stack.

every 10 rooms the player will be presented with 3 different upgrades. at the moment it's only stat increases, but I'm planning to add costumes/armors, cleansing status effects, and purging a type of enemy maybe.

of course, none of this is final, it's all just placeholders, but it's good way to show what I've done.

if you have any feedback or questions, please let me know.

Dungeon Update (07.29)

Comments

For sure. 😊 The fastest way to burn out as an artist is to try and do everything at once.

pseudoclever

thanks for the suggestion, but I don't think I'll be adding growth since I would also have to redraw all the effect elements for growth version of the avatar. I'm already doing that for shrinking. and I'd also have to readjust the avatar size and position to consider a mini-gts size. I don't know about adding level numbers since it's just a bunch of generic, numberless stuff. though in the future I would like to make something more like an actual RPG combat with stats, levels, HP, items, etc. this is a good way to learn the basics for programming something like that. I appreciate the suggestions, but all that will be best reserved for another game.

ink

This looks really exciting. I’m not sure if it works with your idea, but adding a Growth element would be cool. That and level numbers. Level drain is a niche kink but I’ve seen you do it before and it was hot. Either way, looking forward to playing this~

pseudoclever

there's no real goal, you just aimlessly go through the dungeon and try to get as far as you can or not if you want to get status inflicted. for the opening, I'm thinking of the character just falling through some floor/portal and her ending up at the beginning of the dungeon. and she kinda gets reset every game over. I don't really know what to offer for restart retention, but I do have a currency implemented. maybe permanent stat increases and costumes. it's just mostly a fun minigame type game, though this is helping me setup for a more fun RPG idea I've had, since I'm learning how to implement turn-based system with this.

ink

Godot and its GDScript.

ink

What coding language did you use for this

The Swags

Just random thoughts here, so apologies if it ends up a stream of consciousness rather than coherent ideas. You seem to have a base of what you want, some sort of battler (-ish?) game that involves, at this point, two status effects that visually modify the avatar. I think the next thing might be to provide the player with a motivation. Why is our character risking her body to go to this temple (or whatever it ends up being)? Is she a Lara Croft style adventurer? Is there something at the end that will save her or a family member? Was she thrown in as a sacrifice? Or is Is she just into being transformed? Settling on a motivation will make it easier to decide other things too. Next, what are we doing? Is this an infinite click through game, or is there HP or some other resource the only thing between us and a game over? Is there a score mechanism? A way to complete the dungeon? Do we retain anything between runs? I think once you settle on those things, stuff like the rewards will come pretty easily.

shellbulletb


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