Thank you very much! Plenty of stuff to come :).
Aukustus
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Thanks for the feedback!
I think I guess what you mean with the slight delay, you can try disabling movement easing from the options and see if that makes it better for you.
I'm working on sound effects currently, there's roughly 45 sound effects in place already. Music I hope to have at some point later since I can compose songs already (rock and metal though) but I don't have any experience in composing soundtracks yet.
Thanks for the suggestion! Because my Monk draws inspiration from western monks and priests instead of D&D eastern kung fu monks, unarmed combat is something that I've planned for a while because it's the last missing playstyle.
I still need to figure out some design issues because most of the damage comes from weapon's upgrade level, durability status and lastly from an inserted rune. Easiest way would be adding simple fist weapons but that doesn't exactly make me happy. But yeah, I want to add the class as well and probably will.
Yeah, I found some really good stuff on https://sonniss.com/gameaudiogdc that are both royalty free and commercial quality. I can reveal now that I'm already working on the game having sounds. It's pretty amazing how different it feels when there are footstep sounds when moving :).
Thanks for the feedback!
That's not a weird question, I use the 32x32 Angband tileset by David Gervais for most of the stuff: http://pousse.rapiere.free.fr/tome/tiles/AngbandTk/tome-angbandtkmonsterstiles.htm
Thank you for these findings and suggestions! These are really valuable. I'm doing my best to improve the game :).
And yeah, I get that long corridor thing, that's purely a level generation issue I need to somehow figure out.
Edit: I was able to fix all three problems mentioned in the last paragraph :).
Thank you! I'm already working on the next version :). How would you make it less slow, is it the general gameplay or movement speed or completely something else?
The reason I keep upgrading Unity is just for fun, and also sometimes there are updates to for example the lighting system like Forward+ rendering support for URP. I already encountered the eight lights hard limit per scene with Built-in renderer, so I had to change to URP Deferred, and I think I'll try the Forward+ at some point.
Haven't seen this one before, you probably should start a new game.
My only guess is that the game crashed while generating the map. There are no enemies and doors visible so I think it crashed when creating items which are spawned before monsters and doors. What that violet thing is I have absolutely no idea but I guess it's some by-product.
Thanks for reporting this!
There were online lists of deaths and victories together with the inventory the character had, the game also spawned graves for characters that died in the same floor. I felt like there were diminishing returns for having those features in a game that's free so I stopped paying for the hosting services. Implementing that stuff was relevant to my studies as well so it felt natural at the time being.
All right, I think it is the settings file that is broken and when starting a new game it cannot read it.
You could check the {username}/AppData/locallow/aukustus/Realms of the lost/ (if I recall correctly the path, should be similar) and delete the config.txt file. It should generate it again then when running the game again and can be verified by opening the settings menu again.
If that doesn't work, you could create manually a config.txt file in that location with this content:
{
"Resolution": "1280x720",
"FullScreen": false,
"PostProcessing": true,
"Easing": true,
"FoV": 90.0,
"WeaponSway": true,
"VersionMajor": "Alpha",
"VersionMinor": 6,
"LightFlicker": true
}
No problem, I understand your frustration and the term roguelike seems to be applied everywhere when there’s just for example random terrain but it’s like a city builder in reality.
This game is in a bit different perspective to me since I started the development in 2D top down first but changed the camera orientation very early, mechanically it’s still the very same. The tacticality of seeing more enemies in 2D is implemented intentionally here by that turning the character won’t cost a turn so you can freely look around and decide your next action.
I had no intention of deceiving since mechanically it’s 2D roguelike but in different perspective. Gameplay wise it feels like classic dungeon crawlers definitely though.
Hi! Thanks for your comment. I’m fully aware about real roguelikes and dungeon crawlers. Played Nethack and ADOM twenty years ago first time etc.
What I had in my mind was a roguelike in dungeon crawler style and I do have most of the infamous Berlin interpretation checked with my game. I try to fit in the niche of people wanting roguelikes in a dungeon crawler engine and also those who like Dungeon Hack for example.
So my design background lies in true roguelikes (not roguelites) and not in ones like Ultima Underworld or Daggerfall but there are obvious influences and I hope fans of both types can enjoy the game. Therefore I think roguelike fits better but I do understand your point. Also, there’s NotEye for playing 2D roguelikes in first person so I’d argue my approach is similar.
Edit: I did a little update on the description clarifying what’s it about fully.