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This Is Dungeon | Dungeon Exploring Time

There is still tons and tons of work to be done to the game, however it is at a state that is playable.  In the current state there is only one enemy model and there are some missing animations and textures, the odd bug/glitch.  Plus the game is still not fully balanced but hey what is the point of making a game if nobody is going to play it even in its currently being developed state.  So grab your torches and armor up for some adventure time through the dungeons of This is Dungeon!  PLAY NOW Side note: if you right click on the unity webplayer you can enter fullscreen mode, escape key will exit fullscreen. Enjoy!

This Is Dungeon | New Screenshots

I have been doing code cleanup for some major parts of the game such as the loot dropping mechanic for enemies and treasure chests.  Probably another week and I should have it to a state that I am very happy with.  The hardest part about designing a game where the largest feature is its randomness is the fact that it is hard to tweak the systems without doing multiple play tests.  But I'm finding ways of working that into the design instead of fighting the randomness and trying to make it do exactly what I want every time.  If I tried to do that too much it would kill the entire point building a randomly generated game.

This Is Dungeon | Game Over Screenshot

Aaaaaaaah the bitter sting of defeat! this is the first pass at the game over screen for This is Dungeon .  Enjoy!

Random Level Generation

The level generation system in This Is Dungeon  uses a few different ideas to produce the final levels but I'm just going to go over the first right now.  Levels are generated using the Dungeon-Building Algorithm by Mike Anderson .  This algorithm is very simple to implement and gives really good results.  The levels generate very quickly and the player is guaranteed to be able to reach every room of the level. random dungeon no choke point. After playing around with the generated levels in game I started wanting to be able to break the map up into multiple sections.  Since the features are built one at a time from a previously built room I realized I could just tell the generator how many sections I wanted to break the map up into and divide that by the number of rooms it was trying to generate.  The result being the number of rooms that should go into each section.  With that info you just keep track of the rooms already built and when tha...

This is Dungeon | Game Screenshots

Some screen shots from my current project "This is Dungeon", a roguelike dungeon crawling/twin stick shooter.  Like every good roguelike levels are randomly generated and death is permanent .   While there is combat in the game and 100's or really good roguelikes already out there I am more interested in making the game feel like a really solid exploration experience instead of a hard core shooter or RPG.  That doesn't mean it won't have elements from both genres though.  There should be lots to do/find in the dungeons such as hidden rooms, items, traps and other treasures.  When finished the game should only take an hour or so to play through though there will be incentives to keep playing.

Shopping in the Zombie Apocalypse | Digital Illustration

Shopping in the zombie apocalypse, this is a concept piece I did about a year ago now.  Like many people out there I also enjoy the idea of a good old fashioned zombie apocalyptic world.  It would be utterly horrifying to be faced with the idea of being eaten alive by a pack of rotting blood thirsty living dead.  But, who wouldn't want to explore the world after people?  With all the places to explore it would feel like being on a different planet.  For me it goes into that child hood fantasy of wanting to spend the night in the mall with all of the stores open and you, just for one night can do whatever you wanted too!  That would be AWESOME!  Maybe that is one of the reason I love working on environments so much.  It becomes very easy to get lost in the idea and emotions of what you are trying to have the viewer feel.

Rocky Terrain | Blender Internal Rendering

I saw a really awesome render of some rocks the other day and was inspired to see if I could recreate a version of my own of some rocky terrain so I made this little scene.  The scene was modled, rendered and composited in Blender 3D .  It is a very simple scene and made just for fun in a couple of hours.  The rocks are all subsurface cube objects that I run a noise displacement map on using the world coordinates.  This allowed me to just make instances of the cube and drag them around the scene to get different rock shapes.  Some of the rocks needed to be scaled to get some more size variation but that is pretty much the only thing that is different about them other then their positions.  It was actually really fun to just move the cube around the scene and watch these random rock shapes form.  After the layout was done I added in some particle grass to break the ground up.  Not enough time was spent on the grass so it looks pretty bad ...