Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

K Monkey

43
Posts
2
Topics
149
Followers
A member registered May 03, 2014 · View creator page →

Creator of

Recent community posts

I'd be glad to support this. Please add my following games to it :)

Dungeon Nightmares

https://kmonkey.itch.io/dungeon-nightmares

Dungeon Nightmares II : The Memory

https://kmonkey.itch.io/dungeon-nightmares-ii

(1 edit)

Its been a busy week and a bit and I have plenty to share!


Worked on the transition a bit more when you're at the House. This house is suppose to be your safe haven but you can't have everything!

When the House is in the Underworld, you get to explore the depths on the catacombs. Getting there is not straight forward and below is one of the ways you can get there.

I also recently added the Murdered Bride to the game. She's got revenge on her mind so you will see her plenty in the dungeons.

Lastly, this weekend I added the ability to raid tombs! Tombs have always been in the game but I only just around to added this feature. Hidden secrets and treasure can be found inside but do it at your own  peril. The Vampire Twins also feature in the video below.

Hope you guys enjoy these updates and please let me know what you think!

Sometimes finding a bug can lead to amusing and inspirational ideas

Hey guys, just wanted to drop by and show what I've been doing the last several months. It's been a project that I've done on and off but with the lockdowns in place, I get more time to get back to this hobby project!

The first thing I did this month was spend a lot of time migrating from Unity 2017 to 2019 and these were the first tests to. make sure things were working.


Tried another scene and certain things were clearly broken though, the Heart beat going nuts here (meaning you were always in Fear):

Thankfully, most of it is now fixed and I'm starting to get back to working on new things. The Dynamic Music Score is getting some love this weekend:

I don't see the lockdown changing anytime soon, so hopefully I can contribute more again here :)
(1 edit)

Visiting the game at specific times can result in a change of your surroundings. make sure to explore at different times of the day ;)

I bet you thought this project was dead? nope :D

Starting to rearrange the room and giving the "corpse" a new pose

(1 edit)

Had a short break but back with some new things!

I created a Moth shader to help me save a few GPU cycles to do all the animation and added it to a particle system... stress tested it to show thousands.





This is how it looks in a real scene in-game

also updated the skybox in one of the later areas outdoors


Started to create a shader to transition the player between worlds.



Here she is in action :)

Recently started to create more spell casting enemies for the game. This is the Shaman, she is a summoner of spirits...


Werewolves are now complete with 2 taunts, 4 attacks and 2 movement options :) here is the finished work with sound

WIP animation states

Work in Progress for a new enemy. A Werefloofwolf

Go to sleeppppp...


Did some work on atmosphere and how/where creatures can spawn

Wanted more non biped creatures in the game, so I created this Thing :) This one likes to keep an eye on you to alert others on your whereabouts. Also can remove any buffs u may have plus a temporary nerf

(1 edit)

sped up day/night cycle


Starting a test for daytime lighting which will have real time day/night cycle with the system clock

Completed the full optimisation of the House scene :) I am very happy with the Xbox One performance now.

Putting it all together now and stress test on Xbox :)

Here is a first look at it running on Xbox One :D

(1 edit)

Been a while since my last update here but some big news. I've received my Xbox One X and S dev kits and have been working away optimising the game to run on those machines. It was a tough start but I've managed to make it work on the X thus far with a super stable frame rate and keeping the IQ intact as much as possible. Hopefully I can share more on this soon when more of the game is up and running :)

https://twitter.com/kmonkeyblog/status/970235605341949954

Tiny update in the Act 2 area as I later found out that the Butcher was too tall! Had to make the level even larger to fit him in :D


Swiftly moving onto Act II!

It's good to finally get away from all the browns of Act I. This Act use lots of metal and flesh as it slowly goes towards the later stages.


and now hot off the press, I added interactive chains to the game for meaningless fun :D

Its been a long time coming but I finally put in breakable walls (and possibly later on, floors) to the game.

I've had a tiny bit of experience in the past with a feature like this in my last game Dungeon Nightmares II and the results were satisfactory.

However, for this new game I wanted to get away from the neat brick work that made the walls stand out too easily for the player to find, without the need of using the map to reveal hidden chambers.

Voronoi Algorithm

I stumbled across something in my search for better fracturing and its called Voronoi generation (http://alexbeutel.com/webgl/voronoi.html).

Since I use Blender, there were also plugins that made use of this algorithm so I decided to venture down this route to find a better smashable walls that also hides it well in the scenery.

Blender

First Test

The first test is shown above. Whilst this worked ok, I wanted to try and minimise the chunky look at the shards.

I decided to rework the wall and break it down to the size of the bricks rather than punching a hole through it.

New Wall

This was quickly followed by creating the breakable piece.

Wall Piece

Screen Shot 2018 02 10 at 10 00 2

Once I was happy with the above, it was time to get it into Unity.

Unity

For Unity, each shard needed a rigidbody that is disabled at launch.

Wall in Unity with Rigidbodies

Each piece can be poked and prodded in the game and depending on what threshold I choose, the rest of the wall will fall under its own weight.

Hidden passages are finally in the latest BETA! makes using that map even more important than before :)

The game needed a wandering spirit :)


I went back to finish up on these walking screamers and finally put them in the game.

These walking screamers are non-violent but do let out a chilling scream when they see you. The scream will alert others of your location.

added impact particles to the projectiles and made the AI work indoors too


Recently added a new enemy that is dark magic based and has projectiles


The game finally has a proper Title Screen!

Working fully with controller support since this was for Xbox One compatibility.

Testing out the latest build and traps

https://streamable.com/y013nMerry Christmas to all!

I've recently put some work into the dungeon traps and started with one of the primer traps.

The glowing symbols around the trap can only be seen when your Crucifix is in use. These symbols indicate where the pressure pads are that will trigger the crusher.

WIP crusher test:

(1 edit)

I've been extremely busy making the controls work with the Xbox controllers but that is now done!


I also recently finished the new Exit Portals. This now replaces the very old exit lifts/shafts in the game.


Made new animations for the Skeletons. Intentionally slow but can charge the player and quite deadly up close with their fire breathing.