Autosave has been implemented, allowing you to pick up where you left off if you close the app. Game is autosaved every time you level up, clear a floor, or die. How you died is also stored for a future graveyard feature.
Work was also done on an Event system. Events will show up on the dungeon floor as question mark icons that you can navigate to, and an event will trigger at random. At the event screen, some interaction is taken from the player and then something happens. Unless the player dies or is thrown into combat from the event, the player returns to the dungeon floor screen after the event resolves.
A lot has changed with the game since it was called ‘Pocket Dungeon’. I’ve decided to give a quick rundown on what the current version features as a baseline for future posts.
Right, so the Tower of London is a dungeon crawling challenge where you must clear 100 floors from the bottom to the top while fighting hoards of monsters including a boss for each floor in order to reach the final boss fight and potentially ‘win the game’. At the moment, the class system is only partially implemented, but in future versions the player will name their character, pick a class, and try and conquer the tower using that class in order to unlock other classes and achievements.
Each dungeon floor is comprised of a 10×10 set of rooms. The player starts at one of the rooms at the front of the floor, and the boss monster of that floor is in one of the back rooms. The player must traverse the floor while encountering monsters and events such as finding treasure or dealing with traps with the end goal of beating that floors boss monster and using the staircase behind it to ascend to the next floor in the Tower. The player is able to see the general contents of each room at all times in order to help create a strategy for defeating that floor.
Monster encounters are turn based fights. Both the player and the enemies wield a single piece armor set which gives them resistances to certain kinds of attacks and a weapon which has a primary attack type. The attack types are slashing, piercing, and crushing, and using the best combination of weapons and armors to fight each enemy is paramount to survival. You can change equipment or use potions at any time in a fight at no penalty (other than burning through your precious supply of potions), but using either a class specific skill (Ninjutsu for example) or issuing the Attack command will start a round of combat where both the player and the enemy both get one action, with the faster fighter moving first.
Defeating a monster yields experience and possibly materials (used in Alchemy to create potions or repair damaged equipment) or items such as an empty flask that would increase the max amount of carry able potions or a piece of equipment. You are then dropped back onto the dungeon floor screen to plan your next move.
You can move any direction in a dungeon floor except backward. Moving deeper into the dungeon is a commitment, there is no turning back so you have to plan your movements accordingly. As the enemies get progressively stronger when you move deeper into the dungeon, moving forward too quickly may put yourself in a position of struggling in battle with no option to go back and train up on weaker enemies.
The Tower itself comes with a backstory that may be explained in a later post as the details become more solidified. You can navigate to the Tower of London page using the top navigation menu to play the pre-alpha version of the game and send any feedback you might want to share to email@example.com .
After many game prototypes and experiments, I have settled on developing Tower of London (formerly known as Pocket Dungeon) to completion and publishing it to the Android market as my first official game. Developed in Construct 2, an html 5 version will additionally be released on Kongregate. A current working version will also be kept here for reference.
It’s been a few weeks since the previous status update, and a lot of progress has been made on the design end as well as a solid amount of code output. Most importantly, the game now recognizes two controllers and will allow for local multiplayer (as in, on the same screen). Adding that to the single player vs ai. exhibition mode and this is starting to look like a real game!
Additionally, I have settled on a minimalist art style for the fighters to give a semi unique look while simultaneously easing the art burden for fighters and their animations.
Did some work today to port some of the functionality of ‘Clash of Blades’ to Java using the LibGDX libraries. The somewhat less flashy version of the game now is up and running on the Ouya and is somewhat playable (aside from victory conditions or variety in options) using the Ouya controller’s built in touchpad, but some menu transitions are possible using the actual buttons. More work on that to come later.
I’ve also been messing around with how to arrange the screen elements so that they appear as intended on both the Ouya and mobile Android devices. So far my approach has been styled after webpage design which has to overcome similar hurdles.
Well, here we are. I’ve finally graduated with my degree in computer science, and I’ve completed my internship at Agora Games. Now, faced with the start of my career, I’ve decided to take this time to work on my own game designs and try to make my first marks on the industry on the recently launched Ouya console. I will be creating a new, fully featured, game using the concept of ‘Clash of Blades’ as a base. The design for the new game includes an arcade mode, as well as local splitscreen and online multiplayer.
I will also be updating this blog regularly (daily if I can help it) with my progress. Wish me luck!
Just finished an 8 hour game jam over at the RPI Game Development Club. Working alone for 8 hours, I produced a prototype strategy sword fighting game called ‘Clash of Blades’ which was declared the winning entry of the competition. It’s still a little rough and lacks a tutorial for now, but the version that I entered is playable here: Clash of Blades.
Just finished up a 24 hour game jam hosted by the RPI Game Development club. The theme was ‘Fit in’. Working by myself, I designed and created a game called ‘Fellowship’ which won the award for ‘Best Concept’ as judged by a panel consisting of industry professionals – two each from Vicarious Visions and 1st Playable, and one from Agora games.
‘Fellowship’ is written in Java targeted at the Android platform, however it’s easily exported as a runnable jar and I have put it up on the site for download here.
Guild Arena is one of my older but fonder designs that has been attempted a few times.
Look for the current working build on the “Guild Arena” page. Though it’s playable in the browser as a flash game, it will be packaged using adobe air into an .apk and put up for sale on the android market (“Google Play”);
The Mercenary game project (also for the Android) has been put on hold while I develop and refine my own art skills. I haven’t been able to come upon an interested and reliable artist who can work in the style I want (animanga), so I’ve decided to just do that part myself since I feel it would hurt the artistic integrity of the game to compromise.
That said, I can’t really do much there at the moment, so I’ve started work on another project I had been thinking about in the meantime. It’s called Pocket Dungeon, and I’m using an independent developer’s license of the Construct 2 HTML5 engine to develop it, and compiling the output to usable .apk files using the cocoonJS service.