Dungeon Buster [New Info Update (17/3/2013)]

Show us your completed creations made in Construct 2

Post » Wed Jan 02, 2013 8:26 pm

Updated preview

Fixed the audio problem (sort of)Wrangler2013-01-02 21:41:28
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Post » Sat Jan 05, 2013 5:04 pm

Is anybody experiencing any issues with this preview (as far as the initial preloading goes, not the gameplay itself)?

Updated previewWrangler2013-01-05 17:05:26
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Post » Wed Jan 09, 2013 10:00 pm

The fruits of labour over the last few days is starting to pay off. There is now a working inventory with switchable weapons, and a lot of the under-the-hood stuff has been revamped with the new 'Functions' object.

The player character needs animations for combat now. What you can see in the gif below is the inventory, and the kunai weapon along with the short-sword weapon. For now there is no short-sword animation for the player character, but I'll get that done in the next few days hopefully. The sword slash effect you can see is scaled depending on the 'Range' stat of the weapon being used. In this example it is the short-sword, so the effect is quite small.

Wrangler2013-01-09 22:03:30
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Post » Thu Feb 21, 2013 7:42 pm

Latest development post has been put up on IndieDB.
Read it here!
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Post » Thu Feb 21, 2013 9:41 pm

Nice to see a Dungeon Buster update. Ive been following its creation for a while now, and its great to see all the extra touches (like salt paths) that you're putting in there. Keep up the mighty fine work!
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Post » Thu Feb 21, 2013 10:50 pm

[QUOTE=Dave Hailwood] Nice to see a Dungeon Buster update. Ive been following its creation for a while now, and its great to see all the extra touches (like salt paths) that you're putting in there. Keep up the mighty fine work![/QUOTE]

Thanks Dave, I should be updating more frequently now that things are back on track :)
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Post » Tue Mar 12, 2013 12:18 pm



The time is fast approaching for the release of the alpha demo for Dungeon Buster!

Lots of things have changed since I last posted:
  • Buster's look is being reworked:

  • There are puzzles to be solved:

  • There are secrets to be found:

  • And most importantly, dungeons to be explored:



Here's a more thorough changelist:
  • Added notes & journals (forms of clues for dungeon secrets, non-writeable)
  • Added 'Adventure Mike's Fine Grain Revealing Salts' - a puzzle solving item.
  • Added number combination puzzle type.
  • Added invisible bridge puzzle type.
  • Added 'dead adventurer skeletons' - combine with the journals as a visual cue.
  • Enemies use the pathfinding behaviour, combined with a line of sight engine.
  • Tweaked the chest system for better randomised loot.
  • Added short sword weapon.
  • Added long sword weapon.
  • Added longbow weapon.


And the to-do/WIP list:
  • Started creating the demo level.
  • Rework the user interface elements.
  • Improve combat.
  • Rework the levelling system.
  • Fully animate Buster & the enemies.


There's still a lot to be done before the demo will be ready, so I can't put a definite date up for the release, but what I can say for sure is that it will sadly not be available on the Scirra Arcade, due to the use of custom behaviours. I will most likely host it on the Clay.IO website, or failing that on my own website.

Stay tuned for more info/sneak peeks in the coming week!
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Post » Tue Mar 12, 2013 5:59 pm

Looking good, and I'll be sure to give the demo a try when it's ready. The inclusion of various puzzle elements should help it stand out from the crowd.
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Post » Tue Mar 12, 2013 7:44 pm

Just a side note, the level graphics and characters seem to be totally different styles. Levels seem a bit more solidly done and the characters a bit rougher around the pixelated edges? Sometimes that will give the wrong impression if you plan to monetize the game.
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Post » Tue Mar 12, 2013 7:59 pm

Thanks Dave, I've been wracking my brains trying to come up with interesting ways to bring a bit of depth to the gameplay.

@BluePhaze I'm not looking to monetise my game, so that wouldn't factor into things. I tried to keep the characters slightly simpler so that they contrast better with the environments, and as such they aren't easily missed/overlooked. It's all work in progress though, so it's all open to change if it suits.Wrangler2013-03-12 20:06:35
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