Difference between revisions of "DungeonS"

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[http://gchack.free.fr/DS/homebrew/DungeonS/]
== DungeonS ==
 
A rougelike created for the DS by "OutOfRange" ([http://blogs.moddz.com/outofrange/ BLOG]).
Created using PAlib and C++, you create and take control of a hero, who is given the quest of retreiving a holy artifact that lies at the top of the tower. The problem is that the artifact was so well hidden away, no one has been able to survive the trip to obtain it. However, you will succeed where others have failed, since you're the hero!
 
[http://gchack.free.fr/DS/homebrew/DungeonS/ Download File]


Source:
Source:
[http://palib.info/forum/modules/newbb/viewtopic.php?topic_id=3658&forum=9]
[http://palib.info/forum/modules/newbb/viewtopic.php?topic_id=3658&forum=9 Original Forum Topic]
 
 
== Features ==
 
Development of the game started on 20th September 2007. The game is currently a work in progress, but has a number of features already integrated, such as;


* Move using the Dpad
* Character creation - Name, Class and Stats
* �Fog Of War’ is fully integrated
* 'Fog Of War’ is fully integrated
* Story Mode and unlimited "DungeonS" mode
* Random dungeon generation
* Random dungeon generation
* Monsters roaming the dungeon
* Monsters with basic AI
* Attacking monsters, and receiving attacks
* Attacking and defending
* Leveling up
* Leveling up
* Picking up items
* Picking up items
* Equiping weapons and eating
* Using, examining, and droping items
* Examining and dropping items
* Teleporters
 
The story mode features a set of pre-defined dungeons, which you need to battle your way through to the top, whereas "DungeonS" mode are created at random, and to progress you need to kill all the monsters on the level.
 
 
== Controls ==


Things left to do include being able to equip the armour and the items such as rings. Also, there is currently no way of healing, since I haven’t programmed the spells or potions yet. The title screen has been programmed in a seperate project, where you can input your name, gender and class. At the moment, you can only be the warrior, but more will feature.
* Move with the D-Pad
* Move into an object to perform an appropriate action on it
* Touch "Inventory" or press "L" to access the inventory
* Other in game controls are shown at the bottom line of the bottom screen when needed


The final verison of the game will have a ’story’ mode, which will feature structured dungeons, in other words, they won’t have a randomly generated layout, and will have stairwells to progress through. It will also feature a �dungeons’ mode, which will make use of the random dungeon generator, and to progress you will need to kill all the monsters on the level.


Anyways, have fun with it, and let me know what you think, such as improvements or bugs.
Please leave any feedback you have on my development blog

Revision as of 10:24, 10 October 2007

DungeonS

A rougelike created for the DS by "OutOfRange" (BLOG). Created using PAlib and C++, you create and take control of a hero, who is given the quest of retreiving a holy artifact that lies at the top of the tower. The problem is that the artifact was so well hidden away, no one has been able to survive the trip to obtain it. However, you will succeed where others have failed, since you're the hero!

Download File

Source: Original Forum Topic


Features

Development of the game started on 20th September 2007. The game is currently a work in progress, but has a number of features already integrated, such as;

  • Character creation - Name, Class and Stats
  • 'Fog Of War’ is fully integrated
  • Story Mode and unlimited "DungeonS" mode
  • Random dungeon generation
  • Monsters with basic AI
  • Attacking and defending
  • Leveling up
  • Picking up items
  • Using, examining, and droping items
  • Teleporters

The story mode features a set of pre-defined dungeons, which you need to battle your way through to the top, whereas "DungeonS" mode are created at random, and to progress you need to kill all the monsters on the level.


Controls

  • Move with the D-Pad
  • Move into an object to perform an appropriate action on it
  • Touch "Inventory" or press "L" to access the inventory
  • Other in game controls are shown at the bottom line of the bottom screen when needed


Please leave any feedback you have on my development blog