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Darkness Exhumed - A survival sandbox game with monsters!


Smallbro
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Funny you should mention that, I did play around with an isometric idea a while back but I wasn't really sure whether to keep going with it.![](http://i.imgur.com/yZUNM.jpg)

I think I may switch the view at some point, depth is a hard thing to illustrate - Heres an attempt though ![](http://i.imgur.com/Jfbed.jpg)
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> I would switch your view to isometric or platformer. There's no depth of field, and the RPG Maker/top-down view is not suitable for this type of genre in my opinion.

I used to think the same way until I actually played around with it. It's *really* hard to get it right with topdown, but it can be done.

The problem with this game is that there are block layers like Minecraft. It's really odd to use topdown with this specific gameplay.
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> I used to think the same way until I actually played around with it. It's *really* hard to get it right with topdown, but it can be done.
>
> The problem with this game is that there are block layers like Minecraft. It's really odd to use topdown with this specific gameplay.

The problem is that there's no depth in that view. If you take for example Minecraft and try to put it into that view, it just wouldn't work. There's a reason why Terraria went platformer.
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> The problem is that there's no depth in that view. If you take for example Minecraft and try to put it into that view, it just wouldn't work. There's a reason why Terraria went platformer.

That's why you have to change the way you do things. Slowpoke is trying to copy Minecraft and it's not working in this perspective.

What I'm trying to say is that I think it worked fine for my game. You may disagree, but I did building differently. It's not like Minecraft and I have yet to have a problem with the perspective. I originally thought the same that you did before I saw a new way of doing things. You basically can't have overlapping tiles and you have to maintain everything within a set and restricted area (in my case 16x16). It gives off a classic "Dwarf Fortress" feel.

The area where many fail is when they try to go and make the graphics realistic. It can't work that way. I fired my artist for that reason a while back. You have to make everything retro proportions and size everything around the player.
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If you can't have overlapping tiles though, surely there is no depth anyway and isn't Dwarf Fortress flat?

The perspective I tried to gain while working on the block stacking (Minecraft layers), was more between Top-Down and Sidescroller. Like you have pointed out it doesn't work too well. But I've been debating whether to keep it in the game for quite a while now. Without block stacking, the game looks like this: ![](http://i.imgur.com/CFvrc.png)

Which also nearly works, but is completely ruined when adding a flat 2D door/anything that feels flat. The main reason I chose to roll with nearly top down is that its easy to code (which was a huge benefit when I started this). I've kinda just stuck with it to see how it pans out later, but I will most likely end up switching (probably to isometric because I much prefer it over side scrolling)
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Creating planks of wood in my inventory crashes the client. For example, if I cut down a tree, the logs go into my bottom right slot in the inventory. The next piece of wood I get is above the previous slot. If I the bottom right slot wood to planks, and then the one above it, it crashes.

Another bug I found is that you can keep making planks of wood. I got to five hundred from one tree just by spamming "Turn into planks".
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  • 2 months later...
Haven't posted here in ages, keep forgetting about these forums. >< I've got a ton of new stuff for the new update, which isn't out yet but hopefully will be soonish! ![:D](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/biggrin.png)

Recently I incorporated the library Slick2D into the game (as it saves a lot of time by stopping me reinventing the wheel for boilerplate code), this gave way quickly to a new lighting system and faster performance.

**Below are a few screenshots of the some new features which will be out in 0.038.**

Water autotiles:

![](http://media.indiedb.com/images/games/1/19/18370/2013_11_03-19-42-56.png)

Another change you may notice is that all the art has been switched over to Breeze again, due to my pixel artist dropping the project and the previous art being very dull.

I managed to also create a crafting system recently and added over 75 items to the game (not all craftable), they all have a tooltip when you hover over them incase you can't understand what the item is! ;D

![](http://media.indiedb.com/images/articles/1/124/123241/auto/1pjw6ZM.png)

GUI Redesign:

![](http://media.indiedb.com/images/games/1/19/18370/2013_20_03-22-14-34.png)

I've redesigned some aspects of the GUI, still working on it so please leave feedback if you think its too cluttered or other. As you can see in the above image I have also started work on the equipment menu and a simple hotbar.

The final screenshot which I have is of a reworked multiplayer:

![](http://media.indiedb.com/images/games/1/19/18370/2013_22_03-23-33-28.png)

The above screenshot also shows the the new lighting system. Multiplayer has received a huge rework (although most recent changes arn't shown in the screenshot ![;)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/wink.png) ) and it is starting to look like all features from singleplayer will available in multiplayer for version 0.038 (but don't hold me to it!)

I will be posting a new screenshot this Saturday with a list of all updates to multiplayer and maybe other features I've added by then (there are quite a few).

Thats all I've got for now, I'm very accepting of feedback and constructive criticism!

Edit:

Forgot to mention that we are still looking for a new pixel artist, I have a few that have applied but nothing is final and I'm still taking applications (just show me what you can do/send me some background information).

[You can find our website here](http://darkness-exhumed.co.uk).

[My Twitter](http://twitter.com/slooowpoke)
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I like the idea of isometric, and if your willing to go iso, I have a few sprites made and paid for by me from ICT (Ice Cream Tuesday). I could give them to you, that being said, if I can find them. I'd really like to see an aspiring isometric game.

Edit: found them

![](http://img560.imageshack.us/img560/1724/maleandfemalefinal.png)
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Hi all!

Just wanted to give everyone another quick update as we approach 0.038, which will be the multiplayer update. Currently there are a few bugs that need ironing out but it shouldn't take too long. The game is looking really smooth now and multiplayer has a ton of features!

I'll post all of them when I make the 0.038 update.

Heres a few though:

Entities - Zombies and (maybe other creatures?) can now spawn in multiplayer and they are very tough. You will have to work hard to kill these guys and will have to work as a team.

Health Stamina and hunger have been added - You can now starve, sprint and lose all your health and again, die.

PVP - You can now kill your buddies! Wooooooo!

Bunch of damage and attacking related polish.

Here is a screenshot from last nights multiplayer test (there were a few bugs, like torches rendering underwater:

![](http://media.moddb.com/images/articles/1/125/124116/auto/oeSpFb4.png)

Sadly all graphics in the above are almost all still placeholder (so the boss won't be a penguin!) xD

I need to add a few things related to inventory and polish it up a bit. I also think I might have decided on a pixel artist however things are not final!

Once I get the first finished sprite sheet I'll post him here. ![:D](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/biggrin.png)
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  • 2 months later...
Ton of new updates, just letting you all know we are still alive and now that A-levels are over I can focus on this, OGAM and some other side projects.

Here is some of the progress which has been made:

The scent system has been finished(the more torches you are near the higher your scent, if you are in water your scent is decreased and if zombies can see you your scent is also increased). I'm currently working on making the zombies keep a small amount of distance from eachother.

![](http://media.indiedb.com/images/articles/1/131/130347/auto/peeti7R.png)

The first boss, The Corpse Colossus:

![](http://media.indiedb.com/images/articles/1/131/130347/auto/3gXTr0K.png)

The second boss, The Shadow:

![](http://media.indiedb.com/images/articles/1/131/130347/auto/HGEkWdl.png)

Functional Barrels have been added, allowing for other storage options:

![](http://media.indiedb.com/images/articles/1/131/130347/auto/2qSIxPn.png)

[Other images of the newest updates can be found under our gallery page on IndieDB.](http://www.indiedb.com/games/darkness-exhumed/images)
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Small update, added a few traps and stuff.

Flesh traps: Reduces a creatures speed to half its walking pace when the creature is walking/sprinting over it. Can be used to slow monsters/players reaching you.

![](http://media.indiedb.com/images/games/1/19/18370/2013_20_06-13-05-22.png)

Lamps which are activated via wiring, these can be used as indicators as to whether any of your traps have been triggered, or just used to illuminate your base.

![](http://media.indiedb.com/images/games/1/19/18370/2013_20_06-13-08-38.png)

Dropper Trap:

As Darkness Exhumed incorporates a 3rd dimension for caves/potential block stacking, I've added a trap which allows you to drop creatures/people onto the level below. In this instance if a creature/player is walking on one of these traps they will be dropped into the caves below, where the creature/player can be further trapped/killed.

![](http://media.indiedb.com/images/games/1/19/18370/2013_20_06-13-07-16.png)

More coming soon, been trying to recode some elements of the game that are super messy.
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  • 1 month later...
Still reworking a lot of back-end stuff, multiplayer is kinda broken (i'm working on it!). For the meantime I've been slowly releasing music from in the game. Currently I've shown off 2/6 of them, I'll update this thread every other track. 

[You can listen to the tracks over at our indieDB page.](http://www.indiedb.com/games/darkness-exhumed/videos)
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  • 2 weeks later...
**New stuff!**

Added the new resource loading system, which allows you to switch out graphics and sound effects for your own custom graphics/sfx. 

Using this I got to work on adding the new graphics, created by Wing! :3

>! ![](http://i.imgur.com/FWySfxC.png)

>! ![](http://i.imgur.com/zOYzTw3.png)

Our musician's laptop refuses to turn on, so she can't create the final fast paced track at the moment ><.

The rest of the sound effects are also on there way and we should have them all in the next week or so (if we do, then I'll put up a video).

I have been working on re-coding the whole back-end from scratch so that I only have to change one codebase, which will save time in the future.
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New graphics are great, love the grass and trees. House definately reminds me of mine, but great ideas can't be kept secret haha. Shadows definately could use some touch-ups. My only other concern is that the graphics don't match the theme of the game. It looks like a fantasy rpg, not a zombie survival.
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