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Friday, January 31, 2014

Dungeon Colony Version

This version adds some new graphic content and balances the game in a few areas. Big thanks goes to StmpwrdBear for helping with the balancing and finding bugs for this version. 

Summon Animation

I've added a new animation that plays when you summon a minion from a Shrine. The shrine requires a red gem stone to power it up. With the red gem in place, the shrine generates mana power. When the Shrine is charged, you can summon a minion which will consume the red gem. Check out the following video to view the new animation:

Other Changes

In addition to the new animation, I also updated a the placeholder coin used in the header row (the bottom is the new one) :

I also re-balanced some game elements, reducing the number of spiders that spawn. Now it's a function of the game difficulty times a constant.

Additionally, most game objects' life-points have been increased. It was way too easy for bandits to destroy your dungeon-furniture:

Object LP Before LP After
StockPiles 60 300
Wood Chest 100 150
Crate 100 150
Dining Table 50 300
Workbench 50 300
Iron Door 250 400
Wood Door 150 200
Barrel 30 75
Clay Pot 5 30
Alchemy bar 400 300
Book Shelf 100 200
Book Stand 50 100
Fire Bowl 200 400
Furnace 400 500

Finally I changed the life-bar that is shown when a creature is hit from red to green. So much better =)

Sunday, January 26, 2014

Dungeon Colony Version

Yesterday, I released a new version (v0.2.0.1) which includes a range of new improvements and features. As a result, we posted the game on Steam Greenlight Concepts to increase it's visibility and we also moved development from 'pre-alpha' into just 'alpha' since the game engine contains most of the high level requirements. We shift our focus to mid-level game features such as creature development, mid level game logic, new objects and creatures, creature and resource management... to name a few.

The most significant change of this release is the completion of the Level Editor and the first set of Tutorial levels made using this editor. The are 5 new levels which explain how to:
  1. Move Creatures
  2. Move Objects
  3. Collect Resources
  4. Activate Objects
  5. Craft Objects. 
With the new Level Editor,  I've also created new Level and Level-Chain Classes that keep track of level winning/losing conditions and connect the levels with each other, in order to load the proper levels once the player completes one.

Levels are stored on the server so that whenever we complete a new level or make changes to an existing level, the player will automatically have the latest sets of level.

The following screenshot is from the level "Activate Objects" and it shows a new 'Quest Completed' popup, which informs the player about quest progress:

Here is a Summary of the remaining changes in this release:

New Features:
  • New Tutorial Level window with 5 new tutorial levels. Check back for more soon!
  • New Save/Load window with map preview.
  • Improved UI window with improved navigation.
  • New Quest completed notification.
  • New Level class that shows level won/lost notifications.
  • New Level Chains that allow levels to be loaded once it's parent level was completed.
  • Improves Mini Map with creatures proportional to the size on map.
  • Improves creature AI.
  • Improves Level Editor.
  • Upgrades Web-Server.
  • Recreates game-save storage methods on server.
  • Combines all logins into one login screen at startup.
  • Updates the website.
Bug Fixes:
  • Path finding improvements
  • Fixes bugs with shadows
  • Fixes various bugs that crashed the game.

Saturday, January 25, 2014

Dungeon Colony First Early Access Trailer

Greetings Dungeon Masters!

We hope you had a nice winter break; we sure did! But we've been hard at work in the past weeks of this new year to bring new updates to Dungeon Colony. And we have a lot of news and things to show. Starting off, I would like to share is our new trailer to Dungeon Colony. It shows off what the engine can do, and what game play will be like:

We've done a lot of changes to the infrastructure of the game by upgrading the server, and optimizing how server calls are made. We've got more room for online game saves and have laid the foundation to future online game options. We have also made changes to the website by removing pages that were out-dated and took way too much time to maintain.

The next blog post will introduce the changes made to the new release Get access to this new version right now at