OnlyLuck Interactive

OnlyLuck Interactive

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OnlyLuck Interactive

Dev Update Feb 14th - It's a Kind of Magic

It has been a while since I have posted an update, but there has not been many visible changes to the game engine. For the last while I have been working on creating the monsters and doing their artwork. I have a list of 80 monsters right now and the artwork created for 35 of them. I have also planned out all the standard armor pieces in the game too. Right now there is 83 different pieces of armor and each could have dozen of different enchants on them so there will be hundreds of possible pieces of armor to find or buy. Those numbers for monsters and amor do not include uniques, which will be monsters or items in where only one of them will exist in the game world.

Also, I recently added the projectile system. This is used to cast spells or throw items. The plan is have any item in the game throwable. Some might be more effective than others. For instance throwing a blind potion at an enemy gives the chance to blind it, but throwing a most scrolls at an enemy probably won't do much good...

Here is a video showing some of the updates:


Dev Update Feb 11th - Monster Mash

Warning:  The majority of the information below will probably bore the hell out of anyone that isn't interested in game design.  Read at your own risk!  If you aren't interested skip to the end to look at the pretty pictures.

For the last while I have been primary working on game design which in my opinion is the most important part of making a game.  The programming is mostly completed, but before I go any further with making the screens look good of finishing off the game editor I need to complete the game design.  Getting the game engine working and throwing a couple test monsters, items and skills in it proves that the overall concept of the works.  The hard part is making that concept fun.  I read a great book called "Game Design: A Book of Lens" last year.  It provided am in-depth look at why we enjoy playing games and what makes a game good.  Now come the hard part of planning out the stats on all the monsters, equipment, items and skills.

When making complicated game like a RPG with lots of stats, monsters, skills and equipment everything is interconnected.  You need you make sure the HP of the player is equivalent to the damage the monsters are doing and the damage the player can do is equivalent to HP of the monsters.  That the player has the skills and items needed to counter the monsters abilities at that level.

Everything needs a starting point, so I chose the players base HP per level.  To work off the players HP I need to have an idea what level they will be at each depth of the dungeon.  I created a spreadsheet to that worked out roughly how many monsters I expect the player to kill on each level.  Once I had the level of the player at each depth it was easy to work out the HP they would have at that depth.  From there I could start creating monsters by selecting an average depth for them, their average damage (based on how many HP the player would have at that level) and then assigning their HP.  Right now I have 80 monsters in my list with all their information filled out (currently I have the art work done for 23 of them).  Also how that I know the monster damage and the players HP allowed me to create a list of all of the armor that will be in the game, which is currently at 82 items.  I have 6 spread sheets on the go with different information and charts in all of them to help me plan the flow of the game.  I also have a Game Design Doc that has all of the formulas and the reasoning behind everything in the game.

Here is a sample monster.  The "Mimic Chest":

I have also created the Grim Reaper for the Wheel of Fate screen (which still needs a bit of work).


Dev Update Jan 31 - Skills Screen/Tutorial Updates

Finshing off the skills screen now.  With this screen completed all of the screens in the game are functional.  They might not look good or display all the information that they are suppose to yet, but they will perform their primary function.  Once I get everything working in the game I will go back and update all the screens and the main user interface during gameplay.  I would suggest this method to any other indie developers out there.  Only display as much information as you need and then do it as roughly/quickly as possible since you will probably end up going back an changing something to do with it as you work on the game.

Here is a video showing off the skill screen and talking about the general progress of "Dungeons of Desolsation":

I have also have a couple new posts on the OnlyLuck Interactive Tutorial Page.  These posts are straight of "Dungeons of Desolation".  One is the HLSL code I created to get the outside of the screen to flash red.  The other is the line of site code that is used in the game, which is in the form of a sample game where you can see if the mouse cursor is in line of sight.  The full Super Pong code has also been posted over there as well.  Eventually I will finish off that tutorial series.


Dev Update Jan 29 - Lots of Stuff

Lots of stuff completed this weekend:

  • The screen flashes red around the border when the player takes damage
  • The equipment screen actually can be used to equip or remove items.  It still needs a bunch of work, like showing how your stats would change and displaying over all stats.
  • The skill system framework is fully implemented.  That includes increasing the percent learned of the skill, failing to use a skill, sustainable skills, skill CP costs being effected by the weight of the equipment the player is wearing.
  • Soft edges of perma-lit tiles (still have the sharp edges on tiles out of LOS and I think it will stay that way).
  • Tracked down a number of bugs (and created a few...)
  • The player's face now has ears


Here is a video of the lastest game play (sorry no narration as my throat is a bit sort).  Reminder, all the graphics and sounds are incomplete once the programming is done I will focus on making it look good


Dev Update Jan 24th: Weather/Identify Spell

The town level needed something, so I added a rain using the particle system. I think it turned out pretty well and it did not cause a large hit to performance on the Xbox or PC. Next up will be some torches or braziers in the town using the fire particle effect and will produce light like the player does.

The other big update was the addition of the first skill/spell. In Dungeons of Desolation all skills/spells require the use of Concentration Points (CP). The CP cost depends on how well you have mastered that skill or the magic school the spell resides in. The first spell I have implemented is "Identify" which reveals the use of items or any special properties of equipment. When you use the "Identify" spell a list of all the unidentified items that are in your inventory are displayed on the screen in one of the 3D scrolling menus. You will also have the ability to identify items on the ground without having to pick them up first, which will save a bit of time. For characters that do not have the spell there will also be identify scrolls available in some of the shops in town.

Watch the video below to these new features in action:


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What do you think of perma-death in a roguelike?