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Dungeons of Mysteria

A topic by Grindalf Games created Aug 01, 2021 Views: 538 Replies: 10
Viewing posts 1 to 10
(1 edit) (+1)

So for a first devlog.... I guess a summary of where I am now in development would be good.  
I started this project back in January when I was playing one more dungeon and thought hmmmm I could make this, whipped together the basic gameplay elements in less than a week(random dungeon, first person controls, attacking and being attacked) then started adding all the things that take time items, enemies, bosses, different dungeon styles, smashable boxes ect.

Then the next thing was what to do with characters? just exploring dungeons until they eventually die and have a top score of the richest ex-characters? sounds like it would get boring fast. Retire characters after they reach so much gold? that sounds more interesting then they could open a shop depending on what items they used the most... sounds pretty good to me. So that's what I went with. reused a lot of assets I had made for previous projects that never went anywhere so that sped up progress a little. I built the town area mostly by hand(its still a little procedural) made a traveling merchant that gives you snippets of the games story each time a new character is retired(and will eventually give you a key for the final dungeon but that part has not been coded yet) made a character creation system and we are almost where we are now.

I currently have over 40 enemies finished(I want to have at least 101 because over 100 enemies sounds good :P ) got quite a decent random weapon system working. My bows, Harps and shields need more work as there really is not much to them, but for the time being I am more focused on getting staffs and the main questline finished.

Now my current trailer will give a good idea of where I am in development for anybody who is interested in following the rest of my gamedev journey.
And here is the game page with a playable demo if anybody wants to try it out
Dungeons of Mysteria by Grindalf Games (itch.io)

And now where I am and what I'm doing. I am currently making some new enemies and trying to come up with some unique effects for them

Here is my Naga


Still trying to work out some skills for her that will make her unique.
And thats where I am so far. A game that is almost playable from start to finish, I just need to tie some sections together, and add in some extra content.
Until Next time
-Grindalf-

Dungeons of Mysteria by Grindalf Games (itch.io)

So I uploaded a new demo which fixed a few issues that were present.

The speed should now be consistent across all computers now(it was running to fast on some peoples computers)
I now made it so completing the demo or death takes you back to the start screen.
Stats are balanced a little better now. It had been pointed out to me that the knights stats of 40hp was over powered so that has been cut(I have also balanced the stats of the archer and bard but there is no access to them in the demo)
I have removed the feature where a player can tweak stats. This may make a return in the future but I am undecided as of yet.
I gave a moment of invulnerability to monsters who spawn from chests/jars/crypts so the player no longer gets a free hit from slashing the object.
Slimes now spawn two smaller slimes when killed.

There is currently a small bug where they can spawn outside the walls if the slime is killed against a wall. This will be addressed in the next update. This also opens the game up to more enemies with similar abilities(Kill a zombie and he becomes a half corpse dragging himself along for instance)
stats now appear correctly for the shield and show the chance of rolling a successful block. and the speed has been removed as it was not needed for the shield.

I have also added the Nagi in game now. She has the ability to scream at the player stunning them for a short time.


Next I will be looking at sorting out the final dungeon and linking it to the rest of the game.
Once sorted the game will be playable from start to finish.

So today I have managed to add the story section where you get given the final key and open the final dungeon.
I have not finished the actual dungeon itself yet but its a start.

Because the Traveling Merchant is the character that gives you the storyline but you are never forced to talk to him I have added a speach bubble over his head when he has something new and interesting to say.

The player can still choose to ignore it but it at the least points out that more storyline is available. This became more important when the only way to access the final dungeon was by talking to the merchant after building the town to its maximum capacity.

I also did a little work on the character creator. I added both male and female Goblins

And by far my favorite the Undead
 

These are purely cosmetic changes and offer no difference to gameplay but they will make for more interesting NPCs in town once they are retired.


And unfortunately my working week starts tomorrow so that will be all I can manage for the next four days 

So this week I have not achieved very much but the great news is the game is 100% playable from start to finish, apart from there is no end scene you just kill the final boss and that's it......
But seeing as how my working week starts tomorrow I guess that's a problem for future me.
I made the scene where you first meet the dragon.




I also added two new items, The Life Crystal and the Mana crystal, they raise the max HP or MP respectively by 1.

But that's all I could manage on my days off this week .
plans for next week include,
death scene for the final boss(at the moment he just falls down death which is no where near dramatic enough)
end scene(I have no ideas for what I want to do with this yet)
save data. At the moment the save data is split up into 3 different locations within the files. I want to move all the data into a single folder so its just a mater of drag and drop to move the save from the old game to the new game when I make updates.

Nice! I liked what you did with retiring characters and "40 enemies" is noice. Just hope they aren't repeated monsters (the dreaded dragon quest's slime and red slime ).

Haha well there are a few color repeats(green slime, lava slime, ice slime for instance) but they do carry different elements so they do have small differences to them.
I am trying to give each enemy a little bit of unique character and something that separates them from the rest, which may be a bit impossible for 101 enemies(which is my target) but I will do what I can.
Thanks for the kind words :D

Ok so a few days off and a few things done.
First off I made a fancier death scene for the dragon



It does not look great in a screen shot but it looks better in game.
The best part of this is that I connected it all together, kill the dragon, watch the fancy death scene, credits roll, back to start screen. I do want to do a little end scene but due to the nature of the game there is not much to do for that but I still want to do something. 

And most importantly I added the new dungeon type Caves.


Mostly a cosmetic feature, caves have a different enemy set that can spawn there and also have the feature of no keys. You simply find the exit with no need to hunt for a key.


Things to do next week are
new enemies(my target is 101 different enemies)
start or at least design the end scene
create a new dungeon type....

So I have everything done and ready for the release.
50 enemies(I will be increasing this with updates in the future)
5 biomes or dungeon types(I will also add to this in the future)
and the game is playable from start to finish(theoretically as I have never tested this yet)
I do want to add in more weapon images, status effects, elements ect but for now I have a good amount of content.

Now its just a case of testing.... So far I am about 4 hours in and have retired 3 characters(and one in the graveyard) another 9 characters to go and then its the final dungeon. If that all works fine I will send a copy to my testers and if they find no problems it will be release time :D 

Dungeons of Mysteria has been finished and released.
Its been a long journey to finishing my first commercial game but its been fun and I hope you all enjoy it to.
I have some plans for a few updates(extra enemies, extra items ect) and some of these new items have already been pixeled and just need coding(I didn't want to add code to the game in the middle of the testing phase)
I did not encounter any bugs in my last playthrough but I am sure there are probably still some in there. Let me know what you find(if any) and I will eliminate them for the next release.

(1 edit)

I am currently putting a Halloween update together although its hard to choose halloween themed enemies when you already have skeletons, ghosts and bats in the game.
But I have a Jack O Lantern enemy made and ready to go so thats a good start.

I have a few items that I want to add that are not halloween themed.
A compass that points towards the exit location
and a map that fills out the current floors map.
I have both these items partially made but not working or spawning in game yet.

EDIT: I notice the rules for the devlogs says "Devlogs are to share progress. This is not a place for advertising a completed product"
So my question is seeing as how my game is now complete and released, am I still able to post here as I work on updates?

So I have been working on some content for the Halloween Update.
First off I have two new enemies
The Jack O Lantern and The Witch


And a new Dungeon Type the Ruins.
There are three new items that can only spawn in Forests or Ruins. The red herb, blue herb and purple herb(temporary names :P )

These herbs recover 1 hp, 1 mp and 1 hp and mp respectively.


But these three new items can be used in the witches cauldron to change into Health Potion, Mana Potion or Elixer


Witches Cauldrons can only spawn in Forests or Ruins as well.
Only bit of coding I need to do on this is the actual swapping of a herb for a potion and then the Halloween update is finished.