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dungeon berserker needs development :(

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hi everybody, im currently working on a dungeon crawler solo RPG game named "dungeon berserker" as an introduction for a series of rpg maps named "dungeon breakers". The game is meant to have some intense real time action and powerfull bosses, to make it a real challenge, and probably secret codes for different game modes as a reward for beating the game without cheats. the game mechanic is simple and i can make most of the programming by myself, the only problem im having rigth now is with the "quest making" stuff, im relly bad at codding quests.

Also i need some advise for the making of the different bosses and hidden minigames spread across the map.

i upload this demo version for you guys to check it.
 

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Of the missions also I have not touched them much. Because I hardly need them xD. Anyway. But seeing the map is like that, is it something similar to sunken city or am I wrong? About the bosses I could give you some advice, but it depends on the mechanics they have, because their mechanics can be easy but it would be difficult to overcome them due to the dynamics of this (an example like this could be
), and these in themselves do not require much code (I guess only gui), in the case of bosses that go directly to the mechanics, they are more due to the characteristics of the bosses above all they can do, these could simply be represented on the map of Impossibles Bosses xD
(These require jass code so as not to be too heavy on gui). Depending on the style of the map, the boss simply fits, that would be an opinion.
 
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Level 2
Joined
Oct 14, 2016
Messages
15
Of the missions also I have not touched them much. Because I hardly need them xD. Anyway. But seeing the map is like that, is it something similar to sunken city or am I wrong? About the bosses I could give you some advice, but it depends on the mechanics they have, because their mechanics can be easy but it would be difficult to overcome them due to the dynamics of this (an example like this could be
), and these in themselves do not require much code (I guess only gui), in the case of bosses that go directly to the mechanics, they are more due to the characteristics of the bosses above all they can do, these could simply be represented on the map of Impossibles Bosses xD
(These require jass code so as not to be too heavy on gui). Depending on the style of the map, the boss simply fits, that would be an opinion.
yup, its very similar to sunken city, i really enjoy this kind of rpg games. the game is meant to have a story and a main goal, thats why it needs to have some quests to acomplish and some rewarded side quests, just like sunken city.

on the other hand i could really use some advice and if you can help me with testing it would be great.
 
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