I having been working about 7 days on a new game that I am calling "Cube Dungeon".
Cube Dungeon is a rogue type game in which you have to find the exit to randomly generated dungeons while avoiding enemies and hazards, such as bats and spikes.
You can see an early demo here: https://www.youtube.com/watch?v=pVaEnk1cNvM
Currently, there is no sound or music, but there will be. Also, the game has been updated severely since the video was uploaded, meaning the the frame rate is now a consistent 30 fps.
Change log:
* Game is now optimized for any resolution, although looks quite bad on non 4:3 resolutions.
* FPS limit increased to 60.
* Support for AA, texture interpolation, and Vsync.
* Fixed glitch where gui is not visible in alpha v0.0.2
Cube Dungeon (Game)
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MrMcMelonLord

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Cube Dungeon (Game)
Last edited by MrMcMelonLord on Mon Jun 01, 2015 3:17 am, edited 1 time in total.
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Adsolution

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Re: Cube Dungeon (Game)
Is there any reason something so graphically simplistic can't run 60+ FPS? For precision games I'd figure it would be a necessity.
I thought of a way this could be made extra interesing as well: what if the player moved along a grid through tight corridoors sort of akin to Pac-Man, and you have to prevent him from hitting a wall by getting him to to turn around corners with the right timing, and as each level goes, the turns become more frequent/random/unpredictable, so your reflexes have to be more and more accurate?
It's a bit different than your current idea, but I just thought it up when watching the video, and I think it would make for a great mobile app.
I thought of a way this could be made extra interesing as well: what if the player moved along a grid through tight corridoors sort of akin to Pac-Man, and you have to prevent him from hitting a wall by getting him to to turn around corners with the right timing, and as each level goes, the turns become more frequent/random/unpredictable, so your reflexes have to be more and more accurate?
It's a bit different than your current idea, but I just thought it up when watching the video, and I think it would make for a great mobile app.
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MrMcMelonLord

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Re: Cube Dungeon (Game)
Well, I could always just work on both projects at the same time, one for PC and one for mobile (which is actually what the game was supposed to be in the first place, although the idea was a little more different than yours.)Adsolution wrote:Is there any reason something so graphically simplistic can't run 60+ FPS? For precision games I'd figure it would be a necessity.
I thought of a way this could be made extra interesing as well: what if the player moved along a grid through tight corridoors sort of akin to Pac-Man, and you have to prevent him from hitting a wall by getting him to to turn around corners with the right timing, and as each level goes, the turns become more frequent/random/unpredictable, so your reflexes have to be more and more accurate?
It's a bit different than your current idea, but I just thought it up when watching the video, and I think it would make for a great mobile app.
As for the lag, the game would render the entire dungeon at the same time, which could sometimes reach up to the size of over 5600x5600.
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Adsolution

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Re: Cube Dungeon (Game)
Rendering all tiles at once seems inefficient, especially since the light only covers a radius of 10 or so squares. Given the light thing actually, couldn't you just reduce the draw/view distance to something that reaches just outside the light?
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MrMcMelonLord

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Re: Cube Dungeon (Game)
That actually is what I did to optimize the game after the upload of the video. Anything not within a radius of 200 pixels is deactivated, so the game is capable of running at 60 fps, but I have limited it to 30.Adsolution wrote:Rendering all tiles at once seems inefficient, especially since the light only covers a radius of 10 or so squares. Given the light thing actually, couldn't you just reduce the draw/view distance to something that reaches just outside the light?
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Adsolution

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Re: Cube Dungeon (Game)
Aw, why did you limit it?
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MrMcMelonLord

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Re: Cube Dungeon (Game)
I raised the FPS limit to 60 now. I will need to optimise further in order to get the game to run smoothly at 1080p.Adsolution wrote:Aw, why did you limit it?
Game runs fine at 1024x768, which is the default resolution. I'm trying to get the game to run at minimum on:
Pentium D 3 ghz, GMA 3000, 1 GB RAM, and a minimum of 800x600 native resolution. I will get windows XP to run this! Maybe....