Dungeon Buster [New Info Update (17/3/2013)]

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Fantasy Game includes more than 600 sound effects inspired by hit computer games like World of Warcraft and Diablo.
  • <center><img src="http://i.imgur.com/3TuT5.png" border="0"></center>

    Dungeon Buster is on IndieDB

    Latest News:

    12/3/2013 - Added more info about the upcoming alpha demo!


    Hello all,

    Dungeon Buster is a long term project that I started work on a number of weeks ago. It's an action adventure game done in the style of Link's Awakening for the original Gameboy.

    I've started a development blog for the project here but I will include all updates posted there in this thread as well. I won't be releasing any playable prealpha versions just yet as it's not so much a game right now, more an art-style and game mechanic testbed. That being said, until that time I'll be posting screenshots on a regular basis.

    For now, here's a look at what I've done so far:


    <img src="http://i.imgur.com/IrsrO.png" border="0">

    House interior with steps leading to the test dungeon.

    <img src="http://i.imgur.com/mNsey.png" border="0">

    The entrance of the test dungeon, complete with skeletons who wander around and attack if you get too close to them. The hud is also visible here but has a few debug numbers visible.

    <img src="http://i.imgur.com/QUs4B.png" border="0">

    The dialogue system as it stands now, the NPC's picture comes up on the left hand side of the dialogue box, and Buster's picture comes up on the right.


    That's it for now, as per the development blog I'll be posting tomorrow about the story the game is based around.

  • looks great Wrangler. I dungeons are where the fun is had.

  • I've posted up a brief introduction to the story of Dungeon Buster in the development blog:


    And you'll be pleased to hear I'm inching closer to releasing something for you all have a run around in.

  • got a server error on that link.

  • Thanks KSLR I've edited the post and the link should work now.

  • I really love the graphics, you're good!!

  • Looks great, but there's one thing I do not like and I need to say this ;P

    All characters look very weird/strange/wrong...

    You have lovely looking background (which kinda breaks my knowledge about one point perspective ;)) but it's fine for a game.

    But these skeletons and hero, looks really wrong - like they were laying and sliding on the floor. You could try to make them fit little bit better to overall perspective :)

    anyway it's just me... good stuff, keep it going.

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  • Thank you Rory, I'm being very meticulous with the artwork.

    Shinkan, I completely agree with what you're saying. The hero and skeletons are from the original iteration of the game (which was a sidescroller rather than isometric) and I haven't got round to creating new, perspective appropriate versions.

    The weird perspective of the game interiors has flagged up a few times now when I've shown other people, my reasoning to have this strange perspective is mostly to do with gameplay; it is easier for me to represent the likes of doors and switches on all of the walls if the perspective is like this. The inspiration for this came from Link's Awakening:

    <center><img src="http://www.zeldawiki.org/images/e/ea/LAfullmooncello2.jpg" border="0" /></center>

    But if I am entirely honest, I'm not keen on it, as the perspective seems very off in places, and detracts from the aesthetics.

  • It's looking good! I like the story idea too.

    If you don't care for the forced perspective of Zelda, maybe something like that of Ultima VI for SNES or Dink Smallwood for the PC will work better for you. Still overhead, but at slightly different angles. If you haven't played Dink Smallwood, I think the story might be right up your ally. I sense you must have a good sense of humor.

    Good luck with the project. It shows a lot of promise!

  • Thanks for those two ideas jchamplain, I had a look at both of those games and their perspectives really blew my mind. I've decided to reel in the view perspective and make it more standard (posted about it on the dev blog) to save myself having to bend my mind around weird and wonderful angles.

    I have to admit that I prefer how it looks now:

    <center><img src="http://img843.imageshack.us/img843/9978/1936e9e8cf4a4a2caba87f9.png" border="0"></center>

  • Good decision. Now it's perfect, even your sprite character fits better :)

  • Just bumping this with another preview screenshot, things are coming along!

    <img src="http://i.imgur.com/n6zXN.png" border="0" />

  • Can I play a test of your game? look's so cool =D

    love those type of dungeon games.. also this new angle is a lot better

  • I'd love to let you have a go Guif0DA but it's in no fit state yet.

    I've been spitballing a few ideas for the HUD and I haven't really made much progress with it. Here it is in it's current iteration:

    <img src="http://i.imgur.com/tIzbZ.png" border="0" />

    The two square slots on the left are for items-in-hand, then there's the HP (green) and MP (purple) bars, the XP bar (orange) and finally the current level indicator. Is the hud missing anything so far? I can't think of anything I've missed.

  • I'm in love with your art style!

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