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2nd Post, wherein the Drawing Board is revisited
2nd Post, wherein the Drawing Board is revisited
| Name: | Jason Reid | ![]() |
|---|---|---|
| Date Posted: | Feb 11, 2007 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Jason Reid |
Blog post
So way back when I started working with TGB, I had my heart set on writing a game based on the sport of Kendo (Japanese fencing). After working on that for awhile, I realized that I was having difficulty getting it beyond a certain threshold of fun. Part of it, I'm convinced, was a technology limitation (trying to represent what is very much a 3D sport in 2D). Most of it is that my own game development "tradeskill", if you will, hasn't been levelled up enough yet to where I can do that game the justice it deserves. I did pull off a few neat technical feats which I hope to package up and make available sometime soon, but that's for the future.
So I switched gears a few months ago and started working on a new game, and now that I have a few of the core gameplay elements working, I wanted to share the concept. Partly inspired by the excellent FastCrawl and by Blizzard classics "The Lost Vikings" and "Diablo" (as well as countless other titles, I'm sure), Dungeon Duos will be an action-filled casual dungeon romp with a twist...instead of leading one adventurer into the depths of darkness, the player must guide two adventurers safely through randomly-generated dungeons (and maybe a few carefully designed ones as well). Twice the firepower, but twice the responsibility.
I've got some screenshots to help you understand the concept better. I'm not really spending any time on the art yet....I've just been doing the bare minimum to get the game playable. Plus, I'm not all that much of an artist anyway. But I'll get there.
The game's interface has to be as dead simple as possible. Controlling two characters at once in realtime isn't any kind of easy, so the characters have to be "simpler" than they might be in a standard RPG.

Here's the current character creation screen. Each character has a name, and can choose two "abilities". The currently implemented ones are Circle of Protection, Circle of Destruction, Drain Life, Entangle, Fireball, Heal, Lightning, and Teleport. I want the final list to be somewhere around 20-25 abilities to choose from (though many would have to be unlocked).
Once you create both characters, assigning 2 powers to each, the game prototype jumps right into a random dungeon. Right now, I just have tiles for floor and walls, and the only enemies are some goblins. The characters are all just rendered Biped skeletons for now...I'm using the TGB Adventure Kit's method for displaying characters. Here's a screen of the two characters, and a few goblins.

This is the last time I'm gonna ask you all to forgive the art :) I'm definitely building in the capabilities to make the dungeons more beautiful.
The red character is the first "player", and the blue one is the second. On the bottom is a bit of a status display...two life bars, and the listing of the players powers along with the keys used to activate them. The whole game is controlled through the A, S, D, and F keys, as well as the two mouse buttons (Mac users will probably use the spacebar instead of a right mouse click). The ASDF keys all activate powers...A activates char 1's first power, S activates his second, D is char 2's first, and F is char 2's second power. Clicking the left mouse button moves character 1 to the target location, and clicking the right button moves character 2. That's the game's entire interface, and it never requires the player to move their hands around the keyboard.
Here's a shot of the random dungeon, zoomed out, just so you can see what I currently have going.

Here's a bit of gameplay:

In this shot character 1 is fighting a goblin while character two is teleporting into a new position. Hand to hand combat is handled automatically when your characters get in range of their enemies, though I would like to do a H-to-H "minigame" when they encounter bosses or somesuch.
Now, character 1 has dealt with his goblin, but another has jumped character 2.

Note the position of the camera, as well as the position of the camera in the next shot, where the two characters are both walking with a purpose.

Getting a camera to work for 2 on screen characters is tricky. You can just keep the camera centered on the point that lies exactly between them, but that focuses too much screen real estate on places that the characters have "already been", and not enough on new threats that might be coming from ahead of them. Instead, I cast a line out from each character in the direction they're facing, and I find the midpoint of the end of those lines. That way, more screen estate is dedicated to whatever the characters are both looking at.
In the following shot, character 2 is in combat with a goblin, while character 1 casts Drain Life on the goblin. The FX of that spell cause a faded image of the enemy to fly toward the caster, taking life from the enemy, and giving it to the caster when it reaches him.

Character 1 continues to "help" by tossing a fireball, though it's going to land too close to character 2. Friendly fire is ON for this game, though I suppose that could be configurable.

Note the little goblin life bar that appears when the mouse hovers over it, and it may be hard to see but there's a translucent white box surrounding the goblin when the mouse is over it. I had to change some fo the TGB source code to get that to work right, though I can't remember why at the moment. Don't worry, I'm sure it's in my Subversion comments.
Final shot. Character 1 has adjusted his aim and tossed a second fireball. This one hits its mark, and puts the goblin down, while keeping character 2 alive. Too bad nobody has "Heal" right now.

So I switched gears a few months ago and started working on a new game, and now that I have a few of the core gameplay elements working, I wanted to share the concept. Partly inspired by the excellent FastCrawl and by Blizzard classics "The Lost Vikings" and "Diablo" (as well as countless other titles, I'm sure), Dungeon Duos will be an action-filled casual dungeon romp with a twist...instead of leading one adventurer into the depths of darkness, the player must guide two adventurers safely through randomly-generated dungeons (and maybe a few carefully designed ones as well). Twice the firepower, but twice the responsibility.
I've got some screenshots to help you understand the concept better. I'm not really spending any time on the art yet....I've just been doing the bare minimum to get the game playable. Plus, I'm not all that much of an artist anyway. But I'll get there.
The game's interface has to be as dead simple as possible. Controlling two characters at once in realtime isn't any kind of easy, so the characters have to be "simpler" than they might be in a standard RPG.

Here's the current character creation screen. Each character has a name, and can choose two "abilities". The currently implemented ones are Circle of Protection, Circle of Destruction, Drain Life, Entangle, Fireball, Heal, Lightning, and Teleport. I want the final list to be somewhere around 20-25 abilities to choose from (though many would have to be unlocked).
Once you create both characters, assigning 2 powers to each, the game prototype jumps right into a random dungeon. Right now, I just have tiles for floor and walls, and the only enemies are some goblins. The characters are all just rendered Biped skeletons for now...I'm using the TGB Adventure Kit's method for displaying characters. Here's a screen of the two characters, and a few goblins.

This is the last time I'm gonna ask you all to forgive the art :) I'm definitely building in the capabilities to make the dungeons more beautiful.
The red character is the first "player", and the blue one is the second. On the bottom is a bit of a status display...two life bars, and the listing of the players powers along with the keys used to activate them. The whole game is controlled through the A, S, D, and F keys, as well as the two mouse buttons (Mac users will probably use the spacebar instead of a right mouse click). The ASDF keys all activate powers...A activates char 1's first power, S activates his second, D is char 2's first, and F is char 2's second power. Clicking the left mouse button moves character 1 to the target location, and clicking the right button moves character 2. That's the game's entire interface, and it never requires the player to move their hands around the keyboard.
Here's a shot of the random dungeon, zoomed out, just so you can see what I currently have going.

Here's a bit of gameplay:

In this shot character 1 is fighting a goblin while character two is teleporting into a new position. Hand to hand combat is handled automatically when your characters get in range of their enemies, though I would like to do a H-to-H "minigame" when they encounter bosses or somesuch.
Now, character 1 has dealt with his goblin, but another has jumped character 2.

Note the position of the camera, as well as the position of the camera in the next shot, where the two characters are both walking with a purpose.

Getting a camera to work for 2 on screen characters is tricky. You can just keep the camera centered on the point that lies exactly between them, but that focuses too much screen real estate on places that the characters have "already been", and not enough on new threats that might be coming from ahead of them. Instead, I cast a line out from each character in the direction they're facing, and I find the midpoint of the end of those lines. That way, more screen estate is dedicated to whatever the characters are both looking at.
In the following shot, character 2 is in combat with a goblin, while character 1 casts Drain Life on the goblin. The FX of that spell cause a faded image of the enemy to fly toward the caster, taking life from the enemy, and giving it to the caster when it reaches him.

Character 1 continues to "help" by tossing a fireball, though it's going to land too close to character 2. Friendly fire is ON for this game, though I suppose that could be configurable.

Note the little goblin life bar that appears when the mouse hovers over it, and it may be hard to see but there's a translucent white box surrounding the goblin when the mouse is over it. I had to change some fo the TGB source code to get that to work right, though I can't remember why at the moment. Don't worry, I'm sure it's in my Subversion comments.
Final shot. Character 1 has adjusted his aim and tossed a second fireball. This one hits its mark, and puts the goblin down, while keeping character 2 alive. Too bad nobody has "Heal" right now.

Recent Blog Posts
| List: | 02/11/07 - 2nd Post, wherein the Drawing Board is revisited 10/28/06 - Code What You Know |
|---|
Submit your own resources!| Stephan (viKKing) Bondier (Feb 11, 2007 at 19:46 GMT) |
Concept seems good. At first I thought you were playing one character that had to lead and protect two others through the levels...
I'm not sure handling 2 chars at a time is a good thing.
| Maurice Ribble (Feb 11, 2007 at 19:50 GMT) |
| David Higgins (Feb 11, 2007 at 22:45 GMT) |
| Joshua Dallman (Feb 12, 2007 at 01:40 GMT) |
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