The Dreaming Madness
First person dungeon crawler in a Lovecraftian vein
Level generation is a crazy random tunnelling system. I could instead load pre-generated maps and populate them with monsters and chests. Even make that part open, so people can contribute their own dungeons.
Save mechanism is planned, almost certainly a checkpoint at the start of the current level. If you die, you lose all progress on that level. I may also make some kind of cloud setup for sharing scores.
Playable on desktop or an iPad. After some testing, I've determined that WebGL is a pig on mobile, still years from being as usable as native.
I'm not thinking about money yet, but I gotta get paid. While the source is in the page, and I don't mind if you read it to see how to build a real program, kindly respect my copyright and my work, and don't copy it. I may do open source eventually, but for now it's as closed as any commercial game would be.
- Keyboard commands: W,A,S,D to move, Q,E to turn, SPACE to attack. Keys, Potions, and Scrolls may have [KEY] in front, which can be pressed to use them.
- Removed the turn timeout, so grossly unfair in an already hard game.
- Spell scrolls! Antidote, Biokinesis, Clairvoyance, Cloaking, Cryokinesis, Elder Sign, Electrokinesis, Mechanokinesis, Mental Blast, Pyrokinesis, Regeneration, Ward Cryokinesis, Ward Electrokinesis, Ward Pyrokinesis, Ward Mind.
- Monsters are immune or vunlerable to different elements, as are you if you use Ward spells.
- Advanced monster generation with special abilities and appearance. Spells/scrolls aren't in yet, so they can't do those. I just got owned by a Boss Bile Green Fungoid.
- Final wall texture, next level teleporter instead of stairs/pit down, can't see outside of map anymore.
- Directional combat, directional unlock, damage numbers fly up the screen from the side you're attacked, more combat messaging.
- Cleaned up map generation, less weird doors, passages can go anywhere on walls.
- Entered in #procjam. Wrote a build system before even one cup of coffee, minified JS.
- Turns time out in 10 seconds. Player and monsters no longer use AP for multiple moves, instead monsters move less frequently than player. I liked AP, but the end result was jackals appearing from nowhere and killing you.
- Control button images. Slightly better textures for walls and floors. Is the tiling on stone too obvious? Will think about that. Doors use a physical model. Chests are sprites like monsters.
- First-person dungeon crawl graphics are now working, using three.js. I wrote most of a WebGL renderer the hard way (wasted a couple hours) before I realized there had to be better engines. Three did exactly what I needed.
- The art is shoddily borrowed from OpenGameArt, all PD or CC licensed. I only found images for about half the monsters, got bored and used the Putrescence art for unlabelled monsters.
- Added monsters and combat. When you kill the boss monster ("Boss Kobold", etc.), the stairs down appear!
- Added the weapons and armor, cleaned up some map generation, added experience and level up. Wrote some notes on monsters, but not ready to implement them yet.
- Current "graphics" are just line drawings on a canvas. I could use top-down tile art, but I do that in Perilar, the new game, and all my old Java games. I'm tired of tiles. I may use WebGL and render a first-person 3D game, though it'll still be turn based.
- Save game
- Other potions