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1  Games Center / WIP games, tools & toy projects / Re: EtRD - Enter the Roguelike Dimension on: 2013-02-27 09:53:42
Hmmmm, this game concept could benefit from a rendering trick like this one at Humus:

Download the demo if you can, it looks quite interesting in movement.

Now that is so trippy :p But no, I won't use that style, cause it would make you ill to play for more that a minute or two :p
2  Games Center / WIP games, tools & toy projects / Re: EtRD - Enter the Roguelike Dimension on: 2013-02-19 11:23:37
I also thought about this concept, but it never looked promising in my mind, no matter how I mixed 3d and ASCII art. I really don't see any improvement in moving to 3d, only drawbacks compared to good'ol 2d ASCII art....

But please keep up your effort, I'd like to see where it goes  Smiley

Thanks Smiley Well I hope you like my interpretation and that it wins you over :p but only time will tell Smiley

Very nice Concept.
I like the representation of the gameworld.

Idea:  Make a "switch to 2D" Key, to display the game in ASCII (Top-down) Art and back to 3D at any time.

The will be a 2D ascii minimap, but playing the game in full topdown 2D would require a rewrite of how movement works (currently based on character rotation, which is hard to represent in 2D)

:p I intend to evoke terror that the sight of a red 'D' coming towards you!
3  Games Center / WIP games, tools & toy projects / Re: EtRD - Enter the Roguelike Dimension on: 2013-02-15 16:55:07
Currently those aren't anything, just test creatures to check the enemy AI and how my blender skills looked in the game :p
4  Games Center / WIP games, tools & toy projects / EtRD - Enter the Roguelike Dimension on: 2013-02-15 16:49:12
Enter the Roguelike Dimension (EtRD)

EtRD is a fully 3D roguelike with it's graphics based on its ascii ancestors. Rather than focusing on creating expensive and complex graphics it will instead focus on stylised graphics and compelling gameplay.

Check for the latest updates and releases!


The game runs in real time (not turn-based) and is completely in first person. The levels and enemies will be procedurally generated and therefore the game will contain permadeath.

A unique feature of the game is an extensive crafting system. All enemies will drop components (rather than equipment) when they are killed which can be used to craft items. You will obtain recipes throughout the game that describe the shape of an item, made up of a series of slots. In these slots any component can be placed. For example, a sword is made from a hilt, a blade core and a blade edge. In each of these 3 slots you can place any component (for example, stone as the hilt or fur as the blade edge) and the resulting item's stats will be based on the properties of the components used. This should hopefully make the crafting system much more interesting.

Eventual Game Features:
    Procedurally Generated Levels
    Unique Static levels (Bonus levels, story levels etc)
    Procedurally Generated Enemies
    Unique Boss Monsters
    Extensive Crafting System (Used to make all your equipment)
    Extensive Spell crafting system
    Dynamic Story

Implemented Features:
    Procedurally Generated Levels
    Procedurally Generated Enemies
    Extensive Crafting System
    Combat System
    Basic Enemy AI
    Spell System

A video:
<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>

Now some screenshots:



    Implemented a Spell System
    Added Deferred Lighting
    Improved delta timestep scaling so game runs the same speed at all framerates
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