Archive for August, 2013

Level 3 almost done ;)

August 26, 2013

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Moving to level 4 soon 😉

This is the prison break level level 4 will be an escort mission. You will hve to stay alive and keep your caravan alive ;).

Level 3 is very different as you do not have a corpses and cannot create units you will have to break them
Out. If you run out of imps up to 3 will warp in to help you 😉 no fog
Of war on this level.

More later

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Level 3

August 22, 2013

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Update you get land mines on level 3. Boom!

Level 3 should be done tonight then on to level 4!.

Level 3 is called Jailbreak. You are sent to break out a human army detachment of tanks and medics. The users have captured them and plan on using them to produce more Bliss. There is a long path with lots of bridges over caverns that lead to cells. On one side there are the cells and on the other side there are large numbers of user turrets, tanks, and medics. They all will be trying to take you out so you have to do the best you can to rescue enough survivors and set enough traps before you open the last area where the Warden is.

More later.

Mr Spud points out EA Mythic competition coming.

http://toucharcade.com/2013/08/21/ea-and-mythic-rebooting-dungeon-keeper-for-mobile-this-winter/

We shall see the rooms seem really small and it seems as if you can only have a few characters on screen. Should be interesting. It would be really hard to do dungeon keeper on a cookie cutter engine. I love competition though and it motivates me for sure =).. Wonder if anyone will mention Cursed Realms there in the comments and this thread with copious pics… ;)…

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Back at it. =)

August 20, 2013

Moving along again the big project was shipped now back to Cursed Realms and maybe even finish the dang thing…

I plan on roughing out the rest of episode 1 (missions 1-10)….That way we can test all the levels and have a mass testing all at once. Then come back and polish them all out.

Final build until next week coming today.

August 13, 2013

Update: With my absence for the 2 week period we lost a lot of people here so votes count. What does everyone think about dumping the in game tutorial and going with a website / faq that explains everything? So you would press a how to play button and it would push you to a website with all the information. I feel the tutorial slows down the game. I want to get in and get busy not be lead through it. While testing level 2 without the tutorial lets see what everyone thinks.

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It is a first pass at level 2. Enjoy the blitz =)

This level gets pretty intense and is set at night. The final boss is not complete but is there. And the story has not been set to audio yet. No cut scenes yet either I would like to start nailing down the gameplay while I finish my big day job project due Monday. Then I will start the late night push to release. The levels go together very quickly with my tools. =)

It should be out in a hour or so. To play it press the level 2 button at the top of the title screen. =)

Going to be a slow last of the week.

August 12, 2013

Update: I have to get some sound work done tonight then I will release the next build with level 2. Just press test level 2 from the title screen at the top. =)

I see with a little more tweaking and after the big day job project ships about 3-4 more weeks of dev time then this bad boy will be ready for a full beta.

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The day job will be eating my time Wens to Mon. However, after that the major project will finally be done and I can really work on the moonlight job. I have to pay the bills with the day job =). I can create a level a day with the in game systems so it should go rather quick from here on out for the first 10 levels or the User campaign.

More later!
I plan on a build tomorrow for testing while I finish the day job major project.

So to put it short. I have to finish this game asap after this big project goes out and make it as good as possible =)… So I will be kicking the afterburners again and having those late nights to get it done. Episode one will be 10 levels.

Finishing level 2 for next alpha

August 7, 2013

Much easier without a tutorial!

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Working on level 2 ;)

August 6, 2013

I am adding in some sorely needed props like this bushy thing that waves in the breeze more later!

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Level 2 boss 😉
Mechacrank the construct 😉

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Starting level 2!

August 2, 2013

Level 2! Revenge….

Click on the image for a much higher res picture.

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I am planning and laying out level 2! lets get this going on!

Here are the plans for level 2.

http://ryanmitchellgames.wikispaces.com/Mission_2

I will be adding a button on the title screen to start the current testing level.

Good stuff! More later.

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Alpha Build 1.84 out

August 1, 2013

Tutorials being added:

Main tutorial forum:
http://cursedrealms.com/forum/forumdisplay.php?fid=5

Gold and how it works:
http://cursedrealms.com/forum/showthread.php?tid=560

Minion Control:
http://cursedrealms.com/forum/showthread.php?tid=561&pid=858#pid858

I plan on working on the tutorial pages a little on the forum and then start working on designing level 2 a little. Its time for some new meat for the testers. Level one has been beat on pretty good. Time for a nighttime level =)…

More Later:
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Alpha 1.84
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3. During the tutorial it keeps saying “built more treasury tiles” and the audio plays over the tutorial audio, I don’t think it used to do that.
–Added a some more treasury tiles to start with. Fixed

1) Gold tiles not appearing as the same as your gold reserves, had 46 gold and 3 treasury tiles, and all three showed the full of coins graphic.
–fixed there is a inital buffer that you do not need treasury tiles for. Fixed now.

4) There is a tree near the arch portion of the tutorial, can you make it so the leaves are not an obstacle, even if the trunkis, the leaves wre what stops you, you cannot walk through.
— The base of the columns had blocker tiles.. I removed them and adjusted the columns collision model. Still hitches sometimes as it is a tight space with the bases but it is easy to get past now.
–Further tweaked First Person. I am really happy with it now. I think it plays a ton better.

5) The corner of one of the walls near the start is still open to walk through and see through the map, will have to try it with others but that one is confirmed.
— this should be fixed with the new feeler system. Please verify

6) Third wave of User imps doesn’t appear, I have seen this twice now, you get the warning but that is it.
–Fixed and added another one

3) Don’t like the autorun that happens when posesseing a medic now, auto runs whichever direction you press.
–Gone

6) Couldn’t hit Pus Bucket with attack when possessing medic.
Happened twice, seems the hitbox needs a tweak.
–Could not reproduce was something in front of him or an obsticle close?

3) When instructing the imp at the start to dig, he prioritises placing tiles, even if you drag him there.
–Fixed

1) Medic is now painfully slow when posessing one.
— fixed they are not the speed unit the imp is but they were running half max speed. when they are hungry or tired they slow down =)

2) Getting caught on everything making first person really frustrating.. I’m getting caught on food tiles now. Most things need to be made totally transparent minus the husk.. I’m getting stuck on; bed posts, the tall food dispenser, rocky walls.. Maybe more, Dungeon Keeper had everything transparent to walk through, minus locked doors and walls and the Dungeon Heart.
— Check this with the new first person mode.. I think it was the controls..

1. Near the end of the tutorial, after it says to press the eye icon again to return to overview, I had the interface disapear on me and the XYZ color graph lines showed up, weird… Could not do anything without the interface! I restarted and it was fine.
— You pressed the edit mode there is a very hard to see button down in the bottom left saying show… that will reveal the editor

2. One of the text box was “overflowing” during the tutorial, it’s the one that says “Below the tools menu you can find the spells…”
–changed to fit not going to record the audio again =) But should fit now