About Monkey 2 › Forums › Monkey 2 Projects › BloodCrypt Released
This topic contains 15 replies, has 6 voices, and was last updated by
AdamStrange
1 year ago.
-
AuthorPosts
-
March 12, 2018 at 10:15 am #13978

Created in 2.5 day for the 7DRL (in monkey2). No monsters or sound yet. But I can hear scratching…!
March 12, 2018 at 2:48 pm #13983Really cool!
Ran without issues in a 2015 Macbook pro mostly in full screen.A couple suggestions:
You could tone down the amount of flickering in the lights, it strobes quite a lot right in the BG now.
When you click on a tile that expands the set, it could have a different icon/color to indicate that.Cheers!
March 13, 2018 at 2:48 am #13989Looks good. No Linux version.
March 13, 2018 at 3:05 am #13990This looks awesome, I can’t wait to see this develop into a game!
For reference, it’s a bit slow on my early 2014 MacBook Air but still playable.
March 13, 2018 at 8:18 am #13996ah. thats interesting to know about the slowness on a MacBook Air. I’ve only tested it on an old MacBook.
Ver1.02 is now upped
included monsters, gold, and permadeath…March 14, 2018 at 1:29 am #14016Yeah, this MBA isn’t very good for 3D acceleration. Pretty much any 3D game chugs at least a tiny bit.
March 14, 2018 at 3:20 am #14017Nice game Adam!
How do you kill the monsters?
March 14, 2018 at 11:58 am #14018The fighting is automatic, but I’m working on improving everything for the next release in a few days
March 14, 2018 at 2:47 pm #14019Ver 1.03 now upped.
Changes are:
Ver 1.03Vegetation now animates
Flickering lights toned down
Books added
New 3d models added
New map decor
Map changes – crypt tree added
Clicking knight displays information and raises and lowers
Clicking a monster gives you some information
Knight now faces proper direction
New ‘inhabit’ mode, where you get the view from the knight – activate from new icon at top
Bugfixes
Direction arrows added when there is new ground at edges of tilesMarch 16, 2018 at 7:41 am #14039Ver 1.04 now available.

Here’s the changes…
– if a monster can be attacked cursor glows red
– corrected knight eye view
-basic food added. some food has random chance of being nasty. food is static, when it’s there. it’s always there
– clicking monsters now display health and attack levels
– monsters now display health and attack points above them when clicked and attacked
– new movement and attacking system for monsters
– red square to attack text added to menu
– attacking monsters has a 30% chance of the monster getting an attack in first
– monsters now drop 1..4 gold when killed
– more map locations to discover
– top 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 gribble
– monsters now act in groupsMarch 17, 2018 at 2:57 am #14042Coming along really nice!
Here are some more (unsolicited…) suggestions!. The character spinning is a bit distracting, and it happens too often. Why not change its angle only on movement/action?
. It would be great if the camera animated quickly to the new location when the area changes, instead of teleporting. It’s a bit disorienting.
. Since I play in a laptop with the trackpad, it would be great if I had an alternative way to rotate the camera that allowed me to use the left hand, so that my right hand is always on the trackpad, the left hand always on the camera keys (I.e. Z and X keys, or something similar). Currently I have to move my right hand away from the trackpad, then back.
This would be a great mobile game, since the control scheme would work without compromise with touch controls. Are you planning on it?
Cheers.
March 17, 2018 at 4:02 am #14043My record so far, by the way…
March 17, 2018 at 6:59 am #14044Great suggestions. I’ll look into them all for you
Mobile is a really interesting suggestion. I’ve never compiled for ios, but I do have devices…
March 17, 2018 at 8:32 am #14045Great game!
It’s still a bit flickering for me..
I’ve been stuck in a bug? Could enter the zone but not come back..
Attachments:
March 17, 2018 at 10:34 am #14047No problem with the bug. I’ll look into it – any other suggestions?
-
AuthorPosts
You must be logged in to reply to this topic.

