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

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  • Thanks Rory, I'm putting a lot of effort into the art style of the game. I really like the art style in your unicorn game; I especially like the way you did the trees.

  • Haha! Thank you, I love the style of the character in your Avatar a lot, not really fanciful of one in the new preview.

    Everyone talks about the trees, makes me wish I had spent more time on it, and the rest art as well.

  • I don't like the new version either, I got lazy and used a template when I was working on the animations. He looks like a weird little voodoo doll now.

  • Buster has gone back to his original form, and I've reworked the skeleton (and given him some friends)

    <img src="http://i.imgur.com/pzuxn.png" border="0" /><img src="http://i.imgur.com/Ikl3u.png" border="0" /><img src="http://i.imgur.com/9zS0a.png" border="0" /><img src="http://i.imgur.com/j4SN1.png" border="0" />

  • Ah, that's good to hear! Those skeletons look awesome!

  • I've unleashed a new nightmare though... In trying to group them all into a family and animate them individually I've managed to break their animations. I'm thinking I'll have to do them all one by one now...

    But first, LOTS of coffee!

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  • woot! those dungeons looks amazing! <img src="smileys/smiley4.gif" border="0" align="middle" />

    I love LoZ-style games, and looks like this one will be great, cookie for you <img src="smileys/smiley36.gif" border="0" align="middle" />

    oh, and the skeleton variations are awesome

  • New post on the devblog.

    Also, ninja skellie. Fear his kunai!

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

  • This pretty much sums things up.

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

  • That does sum it up well!

    And good job on the latest preview, I like the Ninja,

  • I've started working on the round based section of the game (known as The Depths) to give myself a break from the other stuff. The Depths is a round based part of the game accessible at any time, which gets progressively more difficult as the player fights through each "floor".

    Each floor consists of 8 time constrained (1 minute) rounds and a final boss; once the player has defeated the final boss of the floor, the plug at the centre of the room is destroyed, allowing the player to jump down to the next floor.

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

  • that's purdy...

  • Whew, this isn't dead! I've been busy lately. I started from scratch with Dungeon Buster, as far as mechanics go anyway.

    <img src="http://i.imgur.com/9HlQs.png" border="0" />

    <img src="http://i.imgur.com/ywLg4.png" border="0" />

  • Okay, a bit of a longer and more insightful post.

    I recently picked up a temporary position at a toy shop so I've had precious little free time lately. Just before I got this job I made the decision to scrap most of the systems I had in place for Dungeon Buster as they were hopelessly convoluted and the more I added to them the more they came apart at the seams. I took a much more methodical and modular orientated approach to how I designed and implemented things. As a result I now have a fantastic dialogue system that I'm quite proud of, amongst other things.

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