OnlyLuck Interactive

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OnlyLuck Interactive

Dungeons of Desolation - Dev Update Jan 22nd

A lot of progress has been made this weekend. One new feature is the random assignment of item effects to the image and the description of the image. Each time you start a new game all the items are randomly assigned a different look and basic description. So in one game a "Light Blue Potion" might be the "Epic Healing Potion" in another it could be the "Potion of Ruin" (reduces all of your stats by 10 for 500 turns, ouch!).

Enemies can now also steal from the player. If you can kill the enemy that stole from you it will drop everything it stole. However, that is easier said than done as enemies that steal aren't normally interesting in going toe to with you.

The player now has a body including a face (which the player will be able to select during character creation). Equipping weapons and armor will change the look of your character.The particle effect system is up and running and it is really easy to add effects. I really like the look of the smoke cloud from the blink or recall scroll. The buff and debuff systems are working now too. The blind effect has been implemented. When blinded all the floor tiles go dark, but you can still discover where the walls are by bumping into them!

Another big feature is the message list. As important things happen in the game a message will be written to the screen. You can scroll up and down through those messages with the D-Pad.The control system on the Xbox might switch up a bit. Only three skills/item available per assignment group doesn't feel like enough. With the amount of skills/items I am planning on having you will want instant access to more than three at a time. Right now you have four assignment groups. So that is a total of 12 assigned items/skills. They are switched between with the shoulder buttons so it is fast and easy. I might change the switch assignment group to the D-Pad right/left and add the shoulder buttons as additional assignable buttons. The Map and Character Screens are the Left/Right Triggers, but that is feeling clunky so that might need to change too. I will have to test a couple different configs or just allow the player to map the buttons to whatever they want.

Here is the latest development update video:



Line of Sight and Cusor Mechanics Done

After serveral hours (and a couple reverts to backed up code...) I finally got the line of sight and cursor mechanics working exactly the way I want them.  Now the player can click the "Right Thumbstick" to bring up a cursor and look around in different directions.  This includes looking across the map to see what is on any lit nodes.  I may set a maximum display distance that the player can move the cusor as it would be hard to see something that 1000 feet away if it was lit or not.  The cursor will also provide a context senstive menu based on what exists on the node you are targeting give a list of avaiable actions/skills/spells.

The final line of sight algothrim ending up being a lto simpler that what I thought I was going to need.  Basically I find the slope of the line between the player and the node I am checking and then normalize the rise and run to whatever is greater, then loop through the number of nodes between the player and end node.  If I hit a wall I stop, that has wall is within the light radius it get lit.  If the end node is within the light raduis or a prema-lit node then it get lit too.  All the nodes on the screen are searched ever time the player moves.


Here is an example screen shot:


Dungeons of Desolation - Town and Shop Prototypes

The town prototype and the shop system have been completed. The player can return to the town by climbing back up to the top level or after they reach certain level they will receive the "Recall" ability to automatically return to town.

See the below video for a demonstration of the shop system. The graphics and information layout in the shop are not yet completed, but this should give you a pretty good idea of how it will function. The filter feature was needed since I am aiming to have hundreds of items in the game. I think I am going to add a second filter for the rarity of the items so the player doesn't have to scroll through 20 "Rusty Swords" to find the "Epic Sword of Awesomeness" (that they can't afford...).



Dungeons of Desolation - Death System and Update

When you die in "Dungeons of Desolation" you take part in a game of chance against Death himself. There are several results for dying and one of them is even good!

The below video shows the death system in action. The graphics are just place holders right now... It will look much prettier when completed!

It is too early to provide a release date, but about 75% of the programming is completed. New features added since the last gameplay video are:

- Usable items: Potions, Scrolls
- Animated the Player Character with basic movement and attacking animations
- Particle effect system added
- Permanently lit tiles
- Line of sight view
- Character creation system with two options: Rolling for stats or assigning them
- Saving and loading the game



Dungeons of Desolation Update - Including Video with Narration

Lots of progress on the game engine and level editor for "Dungeons of Desolation".

  • The lighting and tile discovery system is now working for a light of any radius.
  • All of the main screens and menus exist in at least skeleton format.
  • Inventory and equipment now work. The player can pickup or equip items from the ground.
  • The random item and monster creation is working.
  • The looping menu item system is has been implemented for items and the menu screens (I think it looks really cool especially the input to enter your name).

Still tons of work to do:

  • Particle effect system for spells and such...
  • Enemy AI
  • Artwork, sounds, etc, etc, etc, etc....

Here is an updated video that I narrated showing off the latest build and explaining some of the features:



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