A3 Released!
Holy crap this was a long time coming! Last update was June 3rd, and this one is... now. A lot has happened in my personal life since the last update, which has kept me from dumping as much time into CUDCrawler as I'd like, but here we are! This one is a doozy from a player perspective and this thing's finally starting to look like a game, at least in my eyes!
I do very much apologize for my tardiness in getting this out so late into the year -- I'd wanted this to be finished months ago, but alas, life has a way of making things less than easy. Still! It's done and it's here, have fun! I imagine the next update is going to be a while in coming since it's got some pretty heavy system work that needs done that involves tinkering with how maps are handled and whatnot. I expect saves to be pretty stable, but map exploration statuses are probably going to be lost since I'm going to be adding z-levels and all kinds of other fun stuff. Work's on pause 'til mid-January, though, because of the holidays.
I hope to see you all with a much more interesting dungeon before too much longer! Thanks for following along on this gamedev journey!
New in A3
Gameplay
+ [Combat] Attacks in combat now take into account the attacker's Strength score when dealing damage. Each point of Strength past 10 increases damage by 5%. This bonus damage is only applied to basic attacks and has no effect on spells. Enemies will eventually be able to take advantage of this, but all current enemies have a Strength of 10, so they gain no benefit.
+ [Combat] Turn order in combat is no longer a complete crapshoot! Now each acting player or enemy group rolls 1d100 and adds their Dexterity to the total. Turn order goes from highest roll to lowest roll.
+ [Combat] The party can now flee from combat! A party can flee from combat 100% of the (for now) at the beginning of a turn, so long as no character has acted. Fleeing puts you into a random square you have walked on recently, but tracked squares are reset after stepping in a teleporter or spinner.
+ [Exploration] Basic area transitions now exist. This allows me to transition a party from dungeons to town and back again. This'll enable the addition of additional instanced dungeons, quest dungeons, and eventually The Big Dungeon.
+ [General] There's a tutorial now, for folks that want a softer introduction to the game. If you choose to partake in the tutorial you'll start with a party of unique characters that come with better gear than freshly created adventurers would have.
+ [General] Gear can now be equipped via drag-and-dropping items onto equipment slots if desired.
+ [General] Spellcasters can now cast spells outside of combat! There are also some spells (most healing spells) that can't be cast during combat. Spells that cannot be cast in a given game state (combat vs. exploration / town) will be highlighted in red.
+ [General] Spellcasters can now no longer cast all of their spells from first level. New spells will be learned as levels are gained through the course of play. Clerics gain new spells at 2nd and 4th level, evokers gain new spells at 2nd and 5th level.
+ [General] The starting party now has custom portraits! Thanks Astromonkey!
+ [General] UI elements now properly move themselves to the "front" of the stack so they can be viewed over other elements which may be visible. Opening a UI element or clicking the header bar of a given UI element will also move them to the front of the display, as well.
+ [General} When you quit the game from the menu during gameplay or in town, your party and characters stored in the inn roster are saved for future play sessions. Everything should be retained, from equipment, carried gold, earned experience points, and map exploration.`
+ [Items] At least one piece of gear can drop in the dungeon to fill every equipment slot except for the trinket slot.
+ [Town] There's a town now! Town is accessed after completing the tutorial and after leaving explorable areas.
+ [Town] The town features an inn where new adventurers can be created, party composition can be modified, and the formation of party members can be adjusted. All newly created characters are of the sellsword class and can be one of a handful of races (dwarf, elf, human, ogre).
+ [Town] Guilds can be changed in the Hall of Guilds. Joining a second guild is free (for now)! Characters can swap between guilds they are members of freely and may gain levels in each guild once sufficient experience points have been acquired. Ability score requirements for guilds aren't implemented currently.
+ [Town] Once party management has been taken care of, you can Leave Town to return to the Unexplored Caverns for further adventure! If you completed the tutorial, you'll be greeted with a much expanded version of the area you already explored.
Modified in A3:
+ [Combat] Tinkered with combat sounds a bit. I'm leaning more towards the game having crunchy old game styled sound effects instead of real-world sounds. I think it fits the general aesthetic better. I've got custom sounds in for most things involving player actions. Still some work to be done, though!
+ [Gameplay] Added a sound effect for gold being picked up off of slain enemies. Added an internal option that lets this sound effect be disabled should the user not want to hear it. Options aren't implemented yet, though.
~ [Gameplay] Most spells have had their values tweaked a bit. From SP costs to effects like damage dealt, targets, and healing applied.
Resolved Issues in A3:
+ [Game Breaking] The EventSystem game object, since it was Don't Destroy On Load (DDOL), would duplicate itself on the main menu. Fixed!
+ [Visual] The tooltip display was 'jerky' when updating between different types of data. Fixed!
+ [Visual] The tooltip would remain stuck onscreen if the inventory was closed while mousing over an item. Fixed!
Known Issues as of A3:
- [Gameplay] The 'Strafe Left' and 'Attack' keybinds are both currently on the 'A' key. This can lead to accidental sidestepping after combat has been resolved.
- [Gameplay] Hotkey rebinds currently allow the binding of the same key to multiple actions. I'm sure this could be used to break things, but I'm okay with the functionality for the time being.
- [Visual] UI Scale changes made on the main menu do not persist into gameplay.
- [Visual] Dead PCs should have equipment grayed out.
Files
Get Currently Unnamed Dungeon Crawler
Currently Unnamed Dungeon Crawler
A fantasy grid-based dungeon crawling RPG.
Status | In development |
Author | GHostLPs |
Genre | Role Playing |
Tags | 2D, 3D, Dungeon Crawler, Fantasy, First-Person, Pixel Art, Retro, Singleplayer, Turn-based |
Languages | English |
Accessibility | Configurable controls |
More posts
- CUDCrawler A5 Has Released!89 days ago
- CUDCrawler A4 Has Arrived!Jul 19, 2024
- Godot Port Progress UpdateOct 19, 2023
- CUDCrawler and the Unity DebacleSep 15, 2023
- A2 ReleasedJun 03, 2022
- A1 ReleasedMay 21, 2022
- Frequently Asked QuestionsMay 21, 2022
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