Archive for October, 2010


Deepest Dungeon – Final

Deepest Dungeon is now ready for Play Test

Unfortunately I was unable to upload it to Creators Club Play Test because XNA 4 submissions are not supported yet.

You can download the binary from here though. DeepestDungeon.ccgame

Once you download it, you will need to change the extension to .ccgame in order to unpack it.

I will be posting a post mortem later today.  So try out the game, and let me know what you think.

Send your feedback to slyprid@roadrunner.com / or @slyprid on twitter

Well Day 3 has come and gone and I’ve got some decent progress on Deepest Dungeon.

The game is pretty much playable now.  I’ve incorporated a title screen, menu, and background music.

The gates in the level all close at different intervals.

The player can fall to their death in various pits, and lose the game.

Level advancement also works, but I don’t have any other levels made up yet.

You can view a video of it at – http://www.youtube.com/watch?v=6Qf1NnAJI1o

Time to clock out, and get some sleep.  Until tomorrow.

Day 2 has come to an end for me here.
Didn’t get a ton done today just because of stuff going on in RL, but still have some progress.
I did get lighting to work with dynamic shadows.  Also I got multi-lighting added also, so now I can add lights wherever in my levels.
I did spend some time trying to implement a suggestion from @SigilXNA about having the tiles ambient light taper off as they get further from the player, but it wasn’t coming out right.  So it got shelved for the time being until the end of the cycle, where maybe I’ll have some time to reincorporate it.  Also the multi-lighting has a bug with how shadows are casted, but the standard lights look right.

So next will be incorporating more content, especially more levels.  I’m shooting for 30 levels per gate.  So a total of 121 levels (floor 1 isn’t part of the gate scheme).  I’ll most likely randomly generate the levels and flesh them out in my editor.

Well time to get back to work.