DOORGEON OF ETERNITY 

(The name was chosen with a contest whit a small group of friends :3)


Controls:

  • WASD: Move
  • Mouse: Look
  • LShift: Run
  • E: Interact with doors

How To Play:

Enter doors, run away from slimes and collect gems. Red gems can heal you, if you need it.

In this particular dungeon every door, even the door you just used, conduces to a randomly generated room, so you'll never know what will be waiting around that doors...

The Development:

Day 1: Building the Dungeon Generation, Build Partially Corrupts: Fixing It

Day 2: Creating slimes & gems generation system, Improving the dungeon generator system, Build gem beheaviour, Creating Footstep & Gem SFX and adding reverb (Does NOT work on WebGL Build)

Day 3: Adding Healing Gem, Adding random sizes slimes & Slime AI, Improving slimes generator system, Creating Hurt, LifeRegenerated SFX, Creating Gems, Simes, Door* & Torch [Unused] Models, Downloading some ambience sounds,  (I'd have liked to have done the door better: At the moment dosen't seem like a door at all...)

Day 4: Adding boss slimes, creating UI & Room Transition, Game Over scripting, Lots of Bugfixing, Lots of Polish, Setup & Upload the game and, presto, it's done!!!


If i'm not forgetting anything, i think that's all i have to say!!! =D

Than you for playing my game!!!

-----------------------------------------------------------

V 1.01: Tried to fix moviment!!!


(Made for the 101 Hours Game Jam By Marxy 37)

Download

Download NowName your own price

Click download now to get access to the following files:

Doorgeon Of Eternity - Windows.zip 53 MB

Comments

Log in with itch.io to leave a comment.

I played it a bit (reached 26 germs) but know i don't know what to do and the game isn't challenging enough to keep me going through room. The message is looping on "soon enough" so i think i saw all i could.

As feedback:

Enemies are too easy to avoid as soon as you get their behavior

Walking back is too easy (it allow avoiding any room you want)

Your player controller as 3 problems : First, walk speed is way to slow (of course enemies's speed must be changed accordingly).

Second: walking diagonally increases the walk speed.

Third: Lack of inertia (this one is harder to fix than the first 2)

Yeah, I figured that out when i was polishing/playtesting the game, but couldn't do anything about it because there wasn't much time left to add stuff...

Yes, you saw it all... All the story pieces... Congratulation!!! =D

I originally wanted to do more enemys (A weak enemy that shoots you and a mage boss, would have been where the BIG slime is...) but scrap it at the end to provide a semi-complete experience... Also this is my first time developin an AI, so I'm sorry if the slimes are stra-easy to avoid...


Now for the moviment stufff...

1) You played the web version or the PC version?? Because i heard some people that had strange responses by the moviment in the web version (and, in fact, that build has some issues...)... Maybe was that... Anyway i'll speed up the moviment (and nerf the stamina a little) in a future build... 

2) Like you said, at the moment the forward and sideway moviment are independent... I kinda gave that for granted whit my moviment system, and apparently i was wrong... I'll fix it in a future build, too...

3) I worked before with a phisics based character controller once [check "The Hole In The Mug" if you want to see it, but probably has the same problems as this, if not being worse...], and i can say that it was an a-h*le to deal with...

...So I scrapped all togheter. That means no inertia\friction (Sorry, phisics isn't really my thing), wonky phisics and who knows what else, but in the long run much easier to create and deal with...


As always, thanks for playing my game, and thank you for the feedback... =D

Deleted 4 years ago

I see, so i can just "smooth up" the moviment, to give it the feeling of inerthia??? I'll bu sure try that!!! =D

Also, Yes i'm using Unity!! =P 

(+1)

Yes, exactly. You can ajust the amount of faked inertia by playing with the transition time (it's a little more complicated than this but nothing magical)

Hi, I recently uploaded a build, where i tryied to fix the moviment issue: Now moviment should be much faster... I'll be happy if you to check it out... =D

As always, thanks for playing my game!!! =D


(Unfortulally i didn't manage to fix the inertia problem: lerping it out was giving me a strange delay on moviment...) =C

Hi, i have problems with movement on web version. I can hear steps when i press WASD but character doesnt seem to move. 

Mmmhh... That's a bug i forgot to fix, but... Are you unable to move??? Are you sure that you aren't trying to walk into a wall or something??? Have you tried to sprint (Maybe the player that's just slow)??? That's strange...

I'll start to work immeditly to fix that... Sorry for the inconvenience... =C

I found the problem and unfortunately it's not a problem that i can fix (or at least, not so easly fixable...), it's a problem shared whitin all unity WebGL games really...

I could speed up the player speed and slow up the slimes, but then other player may experience the polar opposite problem... (performance based problem)

The problem is influenced by many factors, so try changing browser, or pc if you have the possibility...

Again, sorry for the inconvenience... =C

Hi, I recently uploaded a build, where i tryied to fix the moviment issue: Now moviment should be much faster... I'll be happy if you to check it out... =D

As always, thanks for playing my game!!! =D