Hello Minions!
Version 0.2.8.0 is out and Dungeon Colony is getting mighty close to Beta status. This version completes the first Economy Update.
The new economy system is tied into the new room features introduced in version 0.2.7.x. At the moment, there are 3 base rooms available: The lair, the cantina and the treasury. Minions sleep in their lair and store goods such as gold coins and other items. For each command you issue to a minion, he will want to get paid for it. After a certain amount of work performed, the minion will go to the treasury to get his wage. He will then bring his wage to his room and store it in a chest. If a minion doesn't have a room or a chest, he will complain to his master about it.
Minions use their earned wage to buy food. You must have a Cantina available and place a dining table inside it. That way, your minions know where to go to buy and eat food to replenish their health and fill up their belly. Coins spend on food are transferred back into the treasury.
This creates the foundation for the dungeon economy and a circular transaction system that provides a way for your minions to work for their needs. Future releases will introduce new rooms and new desires for your minions to spend their wage on, such as potions that they can use when under attack, weapons to improve fighting enemies, or other items to improve their skills.
With Economy 1.0 completed, I'm turning my focus back to the Campaign game mode to work on Level design and polish the engine for Beta release.
Hi, I'm Sebastian and this is a development blog about the game Dungeon Colony. To read more about the game or download the Alpha and purchase an Early-Access Account, go to www.DungeonColony.com. On this blog, you will find summaries of new game releases, ideas about game features, notes about technical components, and anything else that relates to Dungeon Colony. Enjoy and share - Thank you!
Showing posts with label Release. Show all posts
Showing posts with label Release. Show all posts
Tuesday, May 12, 2015
Thursday, April 16, 2015
Dungeon Colony 0.2.7.0
Minions!
This release completes the first set of features for Rooms in Dungeon Colony.
Watch the following video log to learn more about it:
What's next:
Before I complete the campaign mode the behavior engine and the rules that make up the Dungeon Economy must be updated and improved. The most recent features about abilities and dungeon rooms play an important role in these improvements. Rooms determine where minions go look for resources: the lair for a place to rest, eat and store personal goods; the pantry is the hot-spot for food and the treasury is the money-department. Without these rooms, the economy can't function. Workers will want to be compensated for all work commands you give them. This is the first improvement I will focus on.
Once these improvements are complete Beta stage will be reached and I will start with the level development for the campaign mode. At the same time I will introduce the story that goes with the campaign mode. I'm hoping to reach this milestone in a few months, but that really depends a lot on many other factors... so wish me the best!
This release completes the first set of features for Rooms in Dungeon Colony.
Watch the following video log to learn more about it:
What's next:
Before I complete the campaign mode the behavior engine and the rules that make up the Dungeon Economy must be updated and improved. The most recent features about abilities and dungeon rooms play an important role in these improvements. Rooms determine where minions go look for resources: the lair for a place to rest, eat and store personal goods; the pantry is the hot-spot for food and the treasury is the money-department. Without these rooms, the economy can't function. Workers will want to be compensated for all work commands you give them. This is the first improvement I will focus on.
Once these improvements are complete Beta stage will be reached and I will start with the level development for the campaign mode. At the same time I will introduce the story that goes with the campaign mode. I'm hoping to reach this milestone in a few months, but that really depends a lot on many other factors... so wish me the best!
Sunday, April 5, 2015
Dungeon Colony 0.2.6.12 (+) an Ester Egg!!
Grunt Minions!
I've just uploaded a new version. This one includes all the work I've done on Dungeon Rooms so far! But first, there's an easter egg too. I've added a new creature that is joining the spider family. This one is the Spider Queen!
The Spider Queen is 4 times the size of it's fighter class. And it is much much stronger and faster. So far you can add the spider from the Level Editor. Later, there will be levels with the spider in it:
Check out this gif animation of the same level:
Rooms Part 3:
I've continued to work mostly on Rooms. (Check out the last two posts (One & Two) if you want to read more about the beginnings of rooms.) There are now 3 types of rooms, I will add more types later, but the 3 types that I start with are the most important rooms to keep the economy of your colony going. Every other room type thereafter is an add-on. Those 3 rooms are the Lair, Pantry and Treasury:
The Lair is the room where your a minions will live. Minions will sleep in their room and use it to store their goods. The pantry is where minions get fed and the treasury is where they get their wage.
In today's release I've added the logic to place objects inside a room. What that really means is that any objects that are located in a room tile, will be considered inside that room. Having the ability to track what objects are in a room allows me to set room requirements to guide the player into crafting certain furniture items to be placed in the room. For example, the lair will need a bed for the minion to sleep on and a chest to store gold.
And here is the summary of changes in version 0.2.6.12:
- Adds Spider Queen to the Level Editor.
- Begins with Dungeon Rooms. Work in Progress:
- Creates 3 new rooms: Lair, Pantry, and Treasury.
- Can create, delete, merge and split rooms.
- Renders rooms on map if the Room Tool Button is selected.
- When hovering the mouse over the map, then the color of the room shows (faintly).
- When-ever a minion walks over a Lair room without owner, and if he is owner-less too, then he becomes the new owner automatically.
- Adds logic to remove room owners when a room is deleted or when the owner dies.
- Saving and Loading Rooms is possible.
- Shows room info when hovering.
- Shows room colors on brush when painting rooms.
- Adds inRoom Room property to all objects.
- Adds ability to add objects to rooms.
- Adds ability to assign a room a specific object requirement.
- Sets requirements for the Lair room.
- Removes invoice game activation option since it never worked in first place.
Wednesday, March 25, 2015
Dungeon Colony 0.2.6.0
Minions!
I'm making good progress on the final major game engine features: Creature behavior and creature economy. In this version update (v0.2.6.0) I'm extending how abilities are used to control your minion behavior.
There are 9 new abilities which range from mining ore, lumbering wood to transporting and building objects. Now, the player can control what orders a worker will perform and which one he will ignore. The following gif animation shows how you can simply turn on and off certain abilities.
You ask what is the benefit for that and why should I care??? A lot of feedback I've received asked me to allow the player control over what minions do. The engine used to assign orders to your workers on a first come first serve basis. So if you had 10 activities pending to lumber wood, whenever a minion would become free to perform this job, he would take on the job and carry it out.
With the new system, you can designate which minions lumber wood, which mine, dig dirt, collect water, etc. This way, you could limit how many of your workers lumber wood, while others stay back to mine fore ore. By default a minion will carry out all of these abilities, but you can choose to turn them off when you want. In future game updates, workers will be able to learn new abilities. But that's not part of this release yet. :)
I'm making good progress on the final major game engine features: Creature behavior and creature economy. In this version update (v0.2.6.0) I'm extending how abilities are used to control your minion behavior.
There are 9 new abilities which range from mining ore, lumbering wood to transporting and building objects. Now, the player can control what orders a worker will perform and which one he will ignore. The following gif animation shows how you can simply turn on and off certain abilities.
You ask what is the benefit for that and why should I care??? A lot of feedback I've received asked me to allow the player control over what minions do. The engine used to assign orders to your workers on a first come first serve basis. So if you had 10 activities pending to lumber wood, whenever a minion would become free to perform this job, he would take on the job and carry it out.
With the new system, you can designate which minions lumber wood, which mine, dig dirt, collect water, etc. This way, you could limit how many of your workers lumber wood, while others stay back to mine fore ore. By default a minion will carry out all of these abilities, but you can choose to turn them off when you want. In future game updates, workers will be able to learn new abilities. But that's not part of this release yet. :)
Friday, March 20, 2015
Dungeon Colony Version 0.2.5.0
Minions!
It's great to finally write a blog post, I've been waiting for this day for a long time and, for Great reasons, I took time and put the Dungeon Colony machine on hold for a while to welcome new life into this world. Now that I returned I continued development and I want to tell you that there is a new release available today. It adds new features both to the engine as well as the game server:
The Dungeon Master has a special button that opens up the Rune Collection window (screenshot below). Any runes that the Dungeon Master collects will be shown in this window. The following screenshot shows the windows at different stages of assembly. Each time the Dungeon Master finds a new piece the player may try to put them together to craft the next assembly:
- Added new Rune Stone Fragments. Fragments can be combined into one full assembly.
- Further improves campaign map logic for units traveling between locations.
- Enables campaign save/load to server.
- Adds button in settings to allow you to delete & restart a campaign game.
- Adds Gold Reserves to Campaign Game Map.
- Adds Legend to Campaign Map.
- Adds next/previous buttons to scroll through this list.
It's great to finally write a blog post, I've been waiting for this day for a long time and, for Great reasons, I took time and put the Dungeon Colony machine on hold for a while to welcome new life into this world. Now that I returned I continued development and I want to tell you that there is a new release available today. It adds new features both to the engine as well as the game server:
The Campaign Engine:
The pieces are starting to come together and connect into a full Campaign Engine. It loads levels, integrates into the game editor, connects levels to the campaign map, manages units travelling from one destination to the next and puts your units onto the playing map, when the player selects a game. This means that your units travel with you, including their experience and items they may be holding. Currently I'm working on connecting loose ends to complete the playing experience of a full game from start to finish.Runes:
At the same time, I've continued on level design. One of the larger level design elements is about runes. Your Dungeon Master get's it's magic spells from ancient runes which his ancestors have left scattered around the land. He has one of the pieces in his possession, passed down to him from generations, but he must find and collect the rest to unleash its full power. The first rune gives him the spell to summon a minion into the world. The minion's soul is bound to you and the weak power of the rune doesn't allow you to summon more than just that one minion. There are, however, other ways to get more minions in the game.The Dungeon Master has a special button that opens up the Rune Collection window (screenshot below). Any runes that the Dungeon Master collects will be shown in this window. The following screenshot shows the windows at different stages of assembly. Each time the Dungeon Master finds a new piece the player may try to put them together to craft the next assembly:
Game Server:
The game engine communicates with a server where players can store their game. During alpha development this was (and still is) the only way to save games. Its serves the purpose of debugging and understanding issues players may have. I'm currently looking for a cloud solution for game saves and may use AWS for this, let me know if you recommend another solution and why. One of the biggest upgrades I've made to the server is improving email communication. It was a disaster before and I lost too many emails in the process. This should not happen any longer.New in version 0.2.5:
- Dungeon Master can now carry certain special items.- Added new Rune Stone Fragments. Fragments can be combined into one full assembly.
- Further improves campaign map logic for units traveling between locations.
- Enables campaign save/load to server.
- Adds button in settings to allow you to delete & restart a campaign game.
- Adds Gold Reserves to Campaign Game Map.
- Adds Legend to Campaign Map.
- Adds next/previous buttons to scroll through this list.
Sunday, January 4, 2015
Dungeon Colony has been greenlit!
Hello Dungeon Masters!
Dungeon Colony has been Greenlit!
I have some great news: Dungeon Colony has been Greenlit! What a good way to start the new #indiedev year. This milestone is fantastic and highlights just what an amazing journey it has been to create the game of my dreams so far. Progress has been good and steady and I'm working towards a beta launch hopefully sometime this year.Dungeon Colony isn't available in the store just yet. Before it gets there, I need to make some changes to the game and implement some Steam code. There are also a few business related obstacles that I need to complete. So stay tuned for more updates on that.
In case you are curious, I started my Greenlight page in March and I was greenlit mid December 2014. I surely didn't do much marketing (except for game updates) and am happy that the community decided on its own to vote the project into the store.
Dungeon Colony version 0.2.4.0 out now.
I have made great progress on the campaign map which includes a lot of functionality that allows players to navigate the map and move maps from one level to the next.The following gif shows the first 2 map icons and the road on which your units travel:
As you complete levels, more roads and destinations will be added to the map. You will carry over your units from level to level, keeping any experience they have earned. This feature is still in development.
Here is the complete list of changes in v0.2.4.0:
- Adds notification icon when new comments are available to the player.
- Splits Campaign Map into 4 smaller maps to fix bug with older GPUs.
- Reads path locations and destinations from maps.
- Adds Map Icon for Player Units.
- Adds Ability to move player units from one location to another.
- Adds Spawn Points for various unit types.
- Allows setting count, direction and type of unit to spawn on map.
- Allows placing spawn points from editor using a new Spawn Points Window.
- Adds logic to transfer map units to level.
- Adds Campaign Development Progress Window.
Friday, December 12, 2014
Better precision selecting objects, Comments on suggestions, a new help window and more...
Update: I've uploaded a fix to a bug that crashed the game for many players when you tried to use the new selection feature mentioned below. New Version: v0.2.3.35.
Today's release (v0.2.3.33) brings changes to the game engine and the website:
1. Better precision when selecting items on the map
One frequently mentioned issue had to do with the way you select items that are overlapping each other. The problem was that you wanted to select some loot from the ground, but there was also another object or creature in the way. Before, you wouldn't be able to just select that object. Instead would have to move the creature out of the way first. That would become a big issue, if there were more than 2 or 3 items or creatures over the same spot.
To solve this problem, you can now use the Control key with the Mouse in order to select and cycle through each item overlapping one another. (This works with both Left and Right Control +Left Mouse).
Once you press Control, you will see a little yellow indicator around the mouse, letting you know that you are in select mode. There is a priority built in which determines the type of item that is selected first:
Today's release (v0.2.3.33) brings changes to the game engine and the website:
1. Better precision when selecting items on the map
One frequently mentioned issue had to do with the way you select items that are overlapping each other. The problem was that you wanted to select some loot from the ground, but there was also another object or creature in the way. Before, you wouldn't be able to just select that object. Instead would have to move the creature out of the way first. That would become a big issue, if there were more than 2 or 3 items or creatures over the same spot.
To solve this problem, you can now use the Control key with the Mouse in order to select and cycle through each item overlapping one another. (This works with both Left and Right Control +Left Mouse).
Once you press Control, you will see a little yellow indicator around the mouse, letting you know that you are in select mode. There is a priority built in which determines the type of item that is selected first:
- Your Units.
- Enemy Units.
- Neutral Units.
- Objects.
It wasn't so easy to demonstrate, but the following gif kind of shows how i'm cycling through 2 units and mushrooms that are on the ground, depending if the creature is in the collision rectangle determines if it is going to be selected and cycled. You can also see that I'm pressing Control because of the yellow circle that appears:
It is also worth mentioning that the selection cycle does remember the items it has selected previously. It does so by storing a reference to each item or creature. This is helpful when an item is at some point in the list but then at another point is not any longer. This can become apparent in the above example when you see a minion walk in and then out of the area where I am trying to select. So what that means is that the order in which the items are selected and cycled through is preserved, even if a minion walks in and out of that selection area.
2. Comment on suggestions
The built-in feedback system allows players to submit feedback, suggestions, bugs, and more. Today, I am adding the ability to write comments on each post that is submitted. This allows you to discuss with other players each post. Depending on how well this works, I will probably add more functionality in time. Here is a screenshot showing the comments section to the right:
3. New Help Window
There used to be a help window that explained how to play dungeon colony. This was very old and had outdated information in it. I have updated the help window to use some of the newer features of the engine and included new tips. To access the help window, click on the question mark button in the right menu:
4. Website Updates
The website has also some new updates. The contact page has more information about development and the shopping cart has 4 new ways to buy or support the game. You can now even Give What You Want to send us a contribution to help keep development going.
Here is a summary of all the changes in version 0.2.3.33:
- Adds ability to comment on any feedback.
- Comments include comment, date, user, and optional response by developer.
- Improves precision of selecting objects and creatures on the map.
- Adds Control +Mouse click to cycle through objects and creatures overlapping each other.
- Improves Input Class.
- Changes Font on most Text Areas to use Currier New.
- Increases the quest description text area size to fit text with the new increased font.
- Reworks the Help windows, showing new tips on how to Play Dungeon Colony.
- Adds new Purchase options to the web-site.
- Updates the Contact web-site.
- Fixes bug when saving Levels without description.
- Fixes issue with attacking when creatures are already facing each other.
- Fixes issue with Enemies being stuck on map.
Sunday, November 30, 2014
Pine Trees add new wood source to Dungeon Colony
Happy Thanksgiving!
Pay What You Want is back: If you haven't reserved your copy of Dungeon Colony yet, you can get a mega deal today for Cyber Monday and buy Dungeon Colony for just $0.79 and save 84% ($4.99 regularly). The Sale allows you to set your own price and pay $0.79 or more if you wish :-).
The release also adds new crafting recipes to the objects that were introduced in the last couple of updates a few weeks ago. Here is a screenshot showing a few examples:
Finally, I fixed some of the weights of most objects and show how much anything weighs when it is selected on the map. Weight is important as it impacts how much a minion can carry and how it affects walking speed.
Next, I will probably focus again on the campaign mode, fix some bugs or continue on unit behavior... if you have any comments, please send me your feedback!
Pay What You Want is back: If you haven't reserved your copy of Dungeon Colony yet, you can get a mega deal today for Cyber Monday and buy Dungeon Colony for just $0.79 and save 84% ($
Also new today is the next release to version 0.2.3.24. The release adds a couple new objects to the engine, namely Pine trees and the Beer Barrel. Here's a screenshot combining the two:
The release also adds new crafting recipes to the objects that were introduced in the last couple of updates a few weeks ago. Here is a screenshot showing a few examples:
Finally, I fixed some of the weights of most objects and show how much anything weighs when it is selected on the map. Weight is important as it impacts how much a minion can carry and how it affects walking speed.
Next, I will probably focus again on the campaign mode, fix some bugs or continue on unit behavior... if you have any comments, please send me your feedback!
Monday, November 24, 2014
20 New Objects Added to Dungeon Colony
Hello Dungeon Masters!
The release from yesterday, November 23 adds an array of new objects to the game. You can find these objects in the editor and create your own levels to place them. Some of these objects can be crafted, and the crafting recipes will be made available soon.
The new objects include:
A wooden bench, wooden chair, small wooden table, large wooden table, round wooden table, buffet, 3 books, a scroll, a plate, a diamond, spider venom, 2 tomb stones, a stone cross, an anvil, a candle stand, and a stone crypt:
The release from yesterday, November 23 adds an array of new objects to the game. You can find these objects in the editor and create your own levels to place them. Some of these objects can be crafted, and the crafting recipes will be made available soon.
The new objects include:
A wooden bench, wooden chair, small wooden table, large wooden table, round wooden table, buffet, 3 books, a scroll, a plate, a diamond, spider venom, 2 tomb stones, a stone cross, an anvil, a candle stand, and a stone crypt:
The next screenshot puts some of these objects into perspective showing them in a dungeon setting (click to enlarge):
What's next ? ... a bit more art I think. I have some new trees to add to the engine.
Friday, October 10, 2014
Dungeon Colony Version 0.2.3.10
Hi Dungeon Masters,
Dungeon Colony (v.0.2.3.10) is out. This release includes a few new things that I've been working on last, random things mostly. E.g. you will find that I reorganized the tool box icons and put them in their own window frame.
I also added a new set of fonts and will start implementing them throughout the engine.
The TextArea controls include the new font capability (see Main Menu Screen). Additionally, TextAreas also have a new look as well as new scroll-bars that disappear.
Besides the UI changes, I have also started on two other game concepts. One, is improved minion behavior, I am going to upgrade how minions use their resources and how their basic needs are met. For one, if a minion isn't doing anything, then the food and stamina bars are not going to be affected. This will prevent drainage and only consume resources if the minion is actually doing something. The second feature I've been working with is 'rooms'. This is still a proof of concept, but the goal is to give creatures rooms that they own instead of having them sleep anywhere on the ground. While I'm still working on the design of these features, I will probably side step and begin adding new craft-able objects and blue prints.
Until next time...
Friday, August 15, 2014
Feedback & Voting System - Dungeon Colony Version 0.2.2.14
It's been almost 2 weeks since I've had a larger sale where you were able to set your own price and buy Dungeon Colony for as little as $0.01, yes one cent. The reason for the sale was the completion of version 0.2.1.x - Game Audio. I love these kinds of sales as they give everyone a chance to get the game and play it during alpha development. This can be a really good thing if you need to get a bit more feedback from actual players. And so it did: The response was great and the demand crippled my server. Moreover, I received an influx of emails which took an eternity to respond to. To overcome all of these issues I created a new way for players to communicate with me which I'm releasing today in version 0.2.2.14 (Try it now here free).
In order to organize all the bugs, comments, questions and feature requests in one place, I've long been wanting to use a forum of some sort where players can post such things. One solution had been to use an existing forum that's on some website, but there are forums just about everywhere: There is a forum on steam, indiedb, tigsource etc. And players have submitted bugs on all those platforms before, which leaves me with the problem that bugs are scattered around the web making it difficult for me to track them.
As a result I'm releasing a new experimental system where players can send me feedback from within the game.This system can be accessed from the Main Menu (see 'Feedback' button), but you have to be a registered user in order to send me something. Demo users do not have access to this.
The following screenshot is the Feedback List page. It shows all of the currently open bugs, suggestions, questions and feedback:
Any feedback that is submitted will not be shown immediately on the list page. I will first review it to make sure it is relevant and not spammy.
On the other hand, votes for Questions and Feedback are unlimited and help reveal the more interesting questions or feedback submissions.
Bugs, questions and feedback can only be up-voted, which causes the most voted item to appear at the top of the list. Suggestions on the other-hand have a YES or NO vote. This should help me determine the sentiment of the community over each feature request and whether I will end up creating it or not. Suggestions are merely for smaller feature requests and I will generally not take any larger game design requests.
The above screenshot shows how a request is submitted.
The In-Game Feedback System with Votes:
In order to organize all the bugs, comments, questions and feature requests in one place, I've long been wanting to use a forum of some sort where players can post such things. One solution had been to use an existing forum that's on some website, but there are forums just about everywhere: There is a forum on steam, indiedb, tigsource etc. And players have submitted bugs on all those platforms before, which leaves me with the problem that bugs are scattered around the web making it difficult for me to track them.
As a result I'm releasing a new experimental system where players can send me feedback from within the game.This system can be accessed from the Main Menu (see 'Feedback' button), but you have to be a registered user in order to send me something. Demo users do not have access to this.
The following screenshot is the Feedback List page. It shows all of the currently open bugs, suggestions, questions and feedback:
Any feedback that is submitted will not be shown immediately on the list page. I will first review it to make sure it is relevant and not spammy.
Vote Count, Up-votes, and Yes/No Votes:
Every player who as purchased an account gains access to the voting system. There are 4 categories of requests:- Bugs
- Suggestions
- Questions
- Feedback
On the other hand, votes for Questions and Feedback are unlimited and help reveal the more interesting questions or feedback submissions.
Bugs, questions and feedback can only be up-voted, which causes the most voted item to appear at the top of the list. Suggestions on the other-hand have a YES or NO vote. This should help me determine the sentiment of the community over each feature request and whether I will end up creating it or not. Suggestions are merely for smaller feature requests and I will generally not take any larger game design requests.
The above screenshot shows how a request is submitted.
Sunday, June 1, 2014
Dungeon Colony Version 0.2.1.0
Hello!
It has been a few weeks since my last post. Not only have we been really busy, but we have also made great progress. Today's release (v0.2.1.0) moves Dungeon Colony once again closer to Beta stage and reaches two major milestones: new Audio and new Levels.
But first, please check out Dungeon Colony on the indie game store: itch.io.
The addition of audio has significantly improved the feeling of playing the alpha. It finally adds that missing feedback and allows you to immerse yourself more into the world. I am working with an amazing Studio which not only has worked on AAA titles such as Bioshock, Elderscrolls IV: Oblivion or Eve Online but also gives Indies like me a chance for quality audio.
Also new is a full Level which makes use of the latest version of the built-in Level Editor. Here is a a screenshot:
This level is the first level for the new Campaign game mode. It introduces the player to the main game mechanics, such has creature control (move, fight), resource collection, crafting and enemy waves.
It has been a few weeks since my last post. Not only have we been really busy, but we have also made great progress. Today's release (v0.2.1.0) moves Dungeon Colony once again closer to Beta stage and reaches two major milestones: new Audio and new Levels.
But first, please check out Dungeon Colony on the indie game store: itch.io.
The addition of audio has significantly improved the feeling of playing the alpha. It finally adds that missing feedback and allows you to immerse yourself more into the world. I am working with an amazing Studio which not only has worked on AAA titles such as Bioshock, Elderscrolls IV: Oblivion or Eve Online but also gives Indies like me a chance for quality audio.
Also new is a full Level which makes use of the latest version of the built-in Level Editor. Here is a a screenshot:
This level is the first level for the new Campaign game mode. It introduces the player to the main game mechanics, such has creature control (move, fight), resource collection, crafting and enemy waves.
Tuesday, April 22, 2014
Dungeon Colony Version 0.2.0.96
Hello Minions,
I've taken a small detour from my regular game development objectives to concentrate on improving the game controls to respond to a lot of requests to make them less confusing. It's quite insane that the controls have been almost the same since development began, at least when it comes to the mouse button designations for most of the primary commands.
Get Dungeon Colony Early Access Now! Version 0.2.0.96
The old commands used to select units and object with the left mouse and command them using the right mouse. This also applied to items in an inventory: You would select left and move (in or out of inventory) using the right mouse. This wasn't very intuitive given the difference between units and objects that can be selected on the map.
The new controls are mostly completely left click: Please give it a try and let me know if there is anything you would change.
If you are already familiar with the old controls or like the controls just the way they were then you can go back and switch between them in the updated Settings menu:
On the left is a new column for "Custom Controls". Here you can switch between the left/right mouse control settings. Any future customizations will be added to this area.
I've taken a small detour from my regular game development objectives to concentrate on improving the game controls to respond to a lot of requests to make them less confusing. It's quite insane that the controls have been almost the same since development began, at least when it comes to the mouse button designations for most of the primary commands.
Get Dungeon Colony Early Access Now! Version 0.2.0.96
The old commands used to select units and object with the left mouse and command them using the right mouse. This also applied to items in an inventory: You would select left and move (in or out of inventory) using the right mouse. This wasn't very intuitive given the difference between units and objects that can be selected on the map.
The new controls are mostly completely left click: Please give it a try and let me know if there is anything you would change.
If you are already familiar with the old controls or like the controls just the way they were then you can go back and switch between them in the updated Settings menu:
On the left is a new column for "Custom Controls". Here you can switch between the left/right mouse control settings. Any future customizations will be added to this area.
Sunday, April 13, 2014
Dungeon Colony Version 0.2.0.80
Today's release (v0.2.0.80) improves existing features, fixes various game crashing bugs caught by the exception handler and continues on the Audio implementation.
Bug Fixes:
- Fixes bug when loading level from server.
- Fixes Nullpointer exception due to when copying entities.
- Fixes bug when some resolutions caused mouse input to crash the game.
- Completes Shader implementation in Level Editor. (FOW & Borders).
- Prevents Spiders from stealing from or attacking objects.
- Begins with integration of first Sound effects and a new Audio Engine.
Saturday, April 5, 2014
Dungeon Colony Version 0.2.0.67
Today's version (v0.2.0.67) continues adding features to the Campaign Map. The first thing we've added is the new art-work for the campaign map, which includes the map itself and a range of icons to represent different levels and quests.
Here is a screenshot of the map and some of the prototype icons:
This map will be used for the campaign game mode, which is one of the 3 modes available (Tutorial, Campaign, and Sandbox). If you have an early access account, you can navigate to the new map, but there isn't much you can do yet. Visit the Road-To-Beta ToDo List to find out more about the progress on the campaign map and other features we are currently working on.
Summary of changes for this release:
Here is a screenshot of the map and some of the prototype icons:
This map will be used for the campaign game mode, which is one of the 3 modes available (Tutorial, Campaign, and Sandbox). If you have an early access account, you can navigate to the new map, but there isn't much you can do yet. Visit the Road-To-Beta ToDo List to find out more about the progress on the campaign map and other features we are currently working on.
Summary of changes for this release:
- Adds new Campaign Map Prototype.
- Adds new Campaign Map Icons.
- Adds new Campaign Map Level Info Frame.
- Adds backend features to store player completed levels.
- Adds new ground tiles to Level Editor.
- Fixes DropDownList bug.
- Fixes various Bugs in Level Editor.
- Fixes Shader Issues with Mountain Borders.
- Fixes Issues with frame borders.
Sunday, March 9, 2014
Dungeon Colony Version 0.2.0.46
In this version (v0.2.0.46), I added the next toolbox for wall building to the side menu. When selected, it allows the player to choose between Dirt, Rock and Stone walls. It works just like the flooring tool where you to place new ground tiles. Once you choose a destination for the wall, your minions will try to find the necessary resources stored in any of your containers and then proceed to construction. Each requires 4 raw material of it's type. The resource count is subject to balancing.
Along the way, I improved how all 5 tools are deselected. Now you can simply right click to deselect the tool. Before, it was more like an annoying guessing game.
This new wall tool replaces the former way of building new walls. Previously, you had to craft stone blocks in the workbench before you could place them on the ground to make a wall. It was taking too long to get walls build and took much of the fun of dungeon building away. Now, if you have the resources stored, building walls is only one click away.
Here is a short gif animation showing how much simpler wall building has become:
Summary of Improvements in this version:
Along the way, I improved how all 5 tools are deselected. Now you can simply right click to deselect the tool. Before, it was more like an annoying guessing game.
This new wall tool replaces the former way of building new walls. Previously, you had to craft stone blocks in the workbench before you could place them on the ground to make a wall. It was taking too long to get walls build and took much of the fun of dungeon building away. Now, if you have the resources stored, building walls is only one click away.
Here is a short gif animation showing how much simpler wall building has become:
Summary of Improvements in this version:
- Adds new Wall building toolbox.
- Removes old wall block crafting recipes.
- Adds right-click toolbox deselect capability.
- Removes Email from Login screen. If you username is your email, then that'll work.
- Fixes issue with username on website
- Fixes bug that caused the selection frame to remain on the screen, even after the object was removed from the game.
Tuesday, March 4, 2014
Dungeon Colony Version 0.2.0.42
Grunt!
We are finally on Steam Greenlight! Please vote and get Early Access at DungeonColony.com!
New in 0.2.0.42:
The dungeon needs air again, that is, if there is an entrance to the dungeon and if the level has enemies trying to enter the dungeon from outside. As a player, you can close the dungeon off by placing a wall at the entrance. Anyone trapped inside will start loosing air-points. Once depleted, life points will drop.
The air algorithm has always been part of the game engine. I turned it off a while ago when working on the tile map. The Alpha testers found out quickly about it and thus it was time to turn it back on.
As a result, I also made significant improvements to the enemy AI: Since dungeon layout and design is left to the player's imagination, the AI has to make somewhat realistic choices when faced with multiple directions. For example, if an enemy walks down a corridor with a room to the right, should he walk on or enter the room ?
The new algorithm helps the enemy make those decisions. While this is the foundation for enemy movement, I've been long working on an 'actual' AI based algorithm (one that learns as opposed to one that's just decision tree based). It's not done yet, but the progress looks promising.
I also created a new mining smoke/particle gif animation :
Summary:
New:
We are finally on Steam Greenlight! Please vote and get Early Access at DungeonColony.com!
New in 0.2.0.42:
The dungeon needs air again, that is, if there is an entrance to the dungeon and if the level has enemies trying to enter the dungeon from outside. As a player, you can close the dungeon off by placing a wall at the entrance. Anyone trapped inside will start loosing air-points. Once depleted, life points will drop.
The air algorithm has always been part of the game engine. I turned it off a while ago when working on the tile map. The Alpha testers found out quickly about it and thus it was time to turn it back on.
As a result, I also made significant improvements to the enemy AI: Since dungeon layout and design is left to the player's imagination, the AI has to make somewhat realistic choices when faced with multiple directions. For example, if an enemy walks down a corridor with a room to the right, should he walk on or enter the room ?
The new algorithm helps the enemy make those decisions. While this is the foundation for enemy movement, I've been long working on an 'actual' AI based algorithm (one that learns as opposed to one that's just decision tree based). It's not done yet, but the progress looks promising.
I also created a new mining smoke/particle gif animation :
Summary:
New:
- Adds new Animation when a wall is destroyed (see gif).
- Re-introduces air need. Prevents player from closing off the dungeon with a wall.
- Improves Enemy AI navigation.
- Improved order-cancelling logic when minions cannot perform a command for any reason.
- Fixes bug that crashed the game when placing ground tiles.
Saturday, March 1, 2014
Dungeon Colony Version 0.2.0.38
Today's version (v0.2.0.38) fixes a few bugs discovered by alpha tester (thanks Matt & Rob!!). Additionally, I've also added some new animations when the boar eats grass. In the past few weeks, I've worked a lot on game engine features. Most of my time went on improving Path-finding and Minion AI. I made significant progress in both areas, but I'm releasing only the advances in Minion AI. The Path-finding Improvements need a bit more maturity.
There was a bigger bug that kept freezing your minions in certain situations. This had to do with a loop when a path couldn't be found. It would have been simple to patch this bug up, but instead I reworked how command assignment is managed and made significant improvements to the command game engine. I still have some other features that I want to add to the improved AI system, but I'll work on those in a few weeks. For now, I need to make sure that the new system works flawlessly. So please help me test this version and let me know if you encounter any strange behavior in your minions. Thanks =).
Summary of this release:
Improvements:
New Artwork:
Game Balancing:
Bug Fixes:
There was a bigger bug that kept freezing your minions in certain situations. This had to do with a loop when a path couldn't be found. It would have been simple to patch this bug up, but instead I reworked how command assignment is managed and made significant improvements to the command game engine. I still have some other features that I want to add to the improved AI system, but I'll work on those in a few weeks. For now, I need to make sure that the new system works flawlessly. So please help me test this version and let me know if you encounter any strange behavior in your minions. Thanks =).
Summary of this release:
Improvements:
- Improves Minion Command AI.
New Artwork:
- Adds new Boar eat-grass animation.
Game Balancing:
- Reduces the visibility of Archers
Bug Fixes:
- Fixes bug that prevented the close button from working on certain frames.
- Fixes bug that displayed the object's rotate button when the object couldn't rotate.
- Fixes issue with Level Up indicator.
- Fixes bug that prevented the leg-trap quest from being completed in Sandbox Mode.
Friday, February 14, 2014
Dungeon Colony Version 0.2.0.25
Get Early Access @: DungeonColony.com
Today's release (v0.2.0.25) adds a new feature to the game that I've been waiting for a long time: Custom Ground Tiles. Now, the player is able to place these tiles and change the look and feel of the dungeon. This also lays the foundation for a future feature: rooms (TBA). Check out the following video to see digging dirt and laying tiles in action:
Today's release (v0.2.0.25) adds a new feature to the game that I've been waiting for a long time: Custom Ground Tiles. Now, the player is able to place these tiles and change the look and feel of the dungeon. This also lays the foundation for a future feature: rooms (TBA). Check out the following video to see digging dirt and laying tiles in action:
The following is a screenshot shows all of the different tile types available:
Also new in this release (v0.2.0.25):
- New Flooring Frame allows you to choose between the 3 new tile sets but also allows you to put dirt back on the ground.
- Adds new AI Behavior allowing Minions to find the necessary resources to build ground tiles.
Monday, February 10, 2014
Dungeon Colony Version 0.2.0.19
Hello,
Welcome back, but if this is your first time on this blog, please go to DungeonColony.com and get your Early-Access account to play the game as it is being developed. Right now you can get the game for only $5. This helps pay our bills such as server costs, business costs, new content costs and much much more. Without your help Dungeon Colony cannot exist. So Thank You!
The newest addition to the game is digging. Yes, your minions just got a shovel and can dig up dirt from the ground. Digging up dirt provides one dirt resource. You can dig up dirt inside and outside of the world. This new feature lays the foundation for an upcoming related feature, ground tiles. Soon your minions will be able to decorate your dungeon with different tile types. The prerequisite was therefore to give your minions the ability to clean up any dirt in order to have an even and clean space to place beautiful tiles. So now that I revealed this little secret, you can expect tiles in a soon to be released feature update.
Check out the following screenshot where my minions are cleaning up the dungeon dirt:
Summary for release 0.2.0.19:
- Ability for minions to dig up grass and dirt tiles. (Dirt provides one dirt resource.)
- Fixes bug that didn't allow non-US Keyboards to input certain characters. Thanks Eletrusith!
- Other fixes and adjustments.
Welcome back, but if this is your first time on this blog, please go to DungeonColony.com and get your Early-Access account to play the game as it is being developed. Right now you can get the game for only $5. This helps pay our bills such as server costs, business costs, new content costs and much much more. Without your help Dungeon Colony cannot exist. So Thank You!
The newest addition to the game is digging. Yes, your minions just got a shovel and can dig up dirt from the ground. Digging up dirt provides one dirt resource. You can dig up dirt inside and outside of the world. This new feature lays the foundation for an upcoming related feature, ground tiles. Soon your minions will be able to decorate your dungeon with different tile types. The prerequisite was therefore to give your minions the ability to clean up any dirt in order to have an even and clean space to place beautiful tiles. So now that I revealed this little secret, you can expect tiles in a soon to be released feature update.
Check out the following screenshot where my minions are cleaning up the dungeon dirt:
Summary for release 0.2.0.19:
- Ability for minions to dig up grass and dirt tiles. (Dirt provides one dirt resource.)
- Fixes bug that didn't allow non-US Keyboards to input certain characters. Thanks Eletrusith!
- Other fixes and adjustments.
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