V1.01 Created in 3 days for 7DRL.

  Dare you explore BloodCrypt?

  What dangers might befall you, what treasures you will find.

  What monsters just might claw you, and feast, and crunch, and dine!

  All assets, images, 3d models, 3d engine created by me! There is no Unity or Unreal - it is a custom OpenGL engine.

  Brand new version (1.06) with new levels, monsters and an overall task: Get Moms Amulet from the Bone King!

  Ver 1.06 Todo

  sound

  magic books

  proper end section with note from Mom

  Ver 1.06 changes

  First Linux build bed, bedding, coffin, wood, coffin-open, shelf, bones, cup, plate, magnifying glass, models added hovering over a monster brings up a magnifying glassmain menu alterationsnew logo integrated into menu and map viewobjects now activated. gold, food, etc can be properly dealt with, picked up etc.display speeded up with new object managment systemmonster(3d) and ui(2d) graphics seperatedinhabit mode now shows axe and axe movement when attackinginitial magnify info panel addedmonsters now have automatic info panelthings have automatic info panel - key, coins, foodnew menu graphics with new logonew tickbox graphicsinfopanel tickbox activated by mouse click or S or DownArrow (when highlighted)when info panel is not shown - clicking when the magnifying glass is shown will give help textnull added to dressinglightFX now has second grid added for more thingsnulllight added to lightFX initial work on getting hidden tiles to function correctly - sometimes they don't drop rightfixed nasty bug which prevented movement from one tile to anothermonsters now spawn more regularlymonsters can't spawn on top of other monstersinitial trigger systems activated for some lightingfire and big fire now cause damage if walked overminor graphic glitch with direction arrow sortedlots of testing :)layout editor click on map moves to positionscrolls can now be picked up from off the floor by click next to thembooks are now things - they can be picked upfruit, cheese, ham can now be on thingsmonsters spawn more randomly - before they would always spawn. now they have a 0% chance of spawningmonsters will hit back when attackedthings can be picked up in front of you in inhabit modeminor menu graphics tidy upnormal and inhabit movement now synchronised correctlyinhabit now has vertical 'breathing' addedinternal tile data format changed to support multiple card deckseditor - now supports multiple card decksinitial level 3 sewer layout donetracker sequence sound reset sortedwhen escape (exit to menu) pressed map will also vanish if visiblemap now renders fluid map now shows correct details if been revealed - hidden parts are not shownmap now renders pathmap now renders sewers correctlydust particles launch when knight movesgribmax has new graphicsgribmax now pops and spans dribblestrapdoors now have popup infomodified main shader to darken things as they go up. this gives a better render effect for the lightsadded some extra 3d position checkingscores now integratedscores now savedscores now shown in main menugold amount now linked direct to scoremovement bug - where you couldn't move - initial code reworktransition from current floor to new floor code completegates now have closed mechanismcorrected internal floor jump systemsadded floor up/down systemsyou can now travel to different floorscorrected right bottom icon display issueincreased graphic fidelityminor score table edit to prevent multiple identical scoresgoing up/down floors takes you out of inhabit mode2x2 steps added to items6 colored potions added to dressingexternal map different carddeck support addedinternal carddecks added to editorspikes now operational along with hidden triggersspikes added to main map - so you encounter them firstcard decks now operationalinitial blood sewer tiles completelevel not clearing bug (where completed level was still present) fixedspike toggle when in inhabit mode correctedenemy2 becomes a wurmwurms added to the red sewerenemy3 is a batusbatbats added to red sewerbook icons added to GUItentacle added to monstersfallOff map created for monsters to track movementsskeletons now track your movements and will always find you optimized fallOff map - it only calculates 1 offset per frame. it means creatures further away might not moveadditonal map tiles added so there is the opportunity to have a book at start - if found!books now appear in gui. there are 6 kinds with one being randomeach level now has a title and basic help text on what to do2d graphics are now crisplevels start faded to dark grey when title shows then color and lights are addedpotions now appear in the gui. there are 6 kindspink potion is BIGred potion is heal/hurtgreen potion is immunewhen big - you cant go through archwaysfixed mouse over blocked movement bugtitles now show when you jump to a new floor - basic help on what to doimplemented splash screen into core windowsyellow potion is strengthinitial scroll UI set upcorrection to internal bitmapfont controls to correct alpha blending5 helpful scrolls added to tutorialmore movement error checking addedquest buttons now start un-enabledquest buttons now updated And saved/loaded correctlyavailable decks now 4 not 3new monster wraithnew level ossuarynew mx2 logo addedcorrected scoresadded lots of coinsbone throne addedskeleton warriors addedossuary starts with more bones!corrected floor/level when saving/adding scoresskeleton king ole boney added!new modified potion icons that actually show what the potion might do...

  Ver 1.05

  menu buttons now use game fontKeys A/D now rotate viewUI graphics slightly alteredsmooth camera motion now addedblood hits screen when monsters attack youTop Left UI now shows bones when a monster is killedNew Monster: Skeleton. appears after 6+ bones!general output light is now brighter LightGrey instead of Greylighting brightened and toned downKey i now activates inhabit modeKey o now activates overhead modeEscape Key goes back to menuinhabit mode tidied up a bitbone graphics modifiedmonster info shortenedrotate buttons added to bottom right of screennew icon graphics fitting with stylemonster movement tweakedgribmax has 30% chance of giving you health when killednew trapdoor animation and models making things much easier to seenew tree models and tree texturesnew inhabit icons at bottom right giving movement and fightnew rotate icons at bottom rightnew keyboard controls for inhabit arrows, qweasd.bugfixes to new tile routinescorrected inhabit to an from normal errorslevel jump codes addedsome food has higher probabilty of being poisonedcrates, barrels, rocks, plant, cross addednew tiles addedtile colors modifiedsound trap and get-to internal tile triggers addeddressings now have a height valuenew menu graphicstrapdoors now open when the key is collectedpink knight now moves properlymonsters now move properlymonsters now display blood scratches when hit4th fluid shader addedNew Map view added with icon and keyboard M to activate

  Ver 1.04

  if a monster can be attacked cursor glows red

  corrected knight eye viewbasic food added. some food has random chance of being nasty. food is static, when it's there. it's always thereclicking monsters now display health and attack levelsmonsters now display health and attack points above them when clicked and attackednew movement and attacking system for monstersred square to attack text added to menuattacking monsters has a 30% chance of the monster getting an attack in firstmonsters now drop 1..4 gold when killedmore map locations to discovertop indicator now shows both health (now green) and attack (silver)max health extended to 8 (previouly was 4)bestiary now includes gribbmax: a more bigger, badder gribblemonsters now act in groups

  Ver 1.03

  Vegetation now animatesFlickering lights toned downBooks addedNew 3d models addedNew map decorMap changes - crypt tree addedClicking knight displays information and raises and lowersClicking a monster gives you some informationKnight now faces proper directionNew 'inhabit' mode, where you get the view from the knight - activate from new icon at topBugfixesDirection arrows added when there is new ground at edges of tiles

  Ver1.02

  Now with gettable gold and monsters.Gate torch colors are now red.Bug fixes. Ver 1.01

  This has no sound and no monsters, just the procedural exploration (I ran out of time... Ahhh)

  Later versions will have monsters and more...

Development log

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