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RPGWatch Forums » Games » Indie RPG » Death Legacy. Project in progress.

Lightbulb Death Legacy. Project in progress.

July 17th, 2014, 18:43
Hi there!

I'm a member of a 4 programmers group. We are students from a master degree in videogames development. Some roguelike players recommended me this forum to find experienced people who can be interested in giving us some feedback, and maybe some ideas for our game.

Our group name is Loothut, and our game is called Death Legacy, a rol game with roguelike components (tiles, turn-based, procedurally generated), epic-medieval ambientation. However, we are using a 3D motor, instead of the classic ASCII console in this kind of games.

I want to name and explain the basic game mechanics in Death Legacy:

Perception:
This was the first mechanic we designed. We wanted that sight, hearing, smelling have a high importance in the gameplay. This perception system is applied both to the player and enemies. For instance, a high sight skill will allow the player to discover secret levers and rooms to the player, while will increase the field of view of an enemy. Hearing will allow anyone to spot other creatures without have seen them. Smelling is not yet implemented but could allow a creature to follow a trail.

Procedural generation:
Something we've heard a lot is "it seems like Legend of Grimrock". This flatters us, but we are not trying to clone this game, and the procedurally content is our weapon. In Death Legacy, everything is procedurally generated, so in each game you can find different:

- Dungeons: We use two algorithms here. One of them creates a design of the level distribution, and another one creates the specific rooms needed. There are special rooms such as resting rooms and the ending room.

- Biomas: At the moment we have two biomes (stone dungeon and ice cave). Here you can see screenshots of both:

Stone Dungeon:


Ice cave:


- Survival:
Another important feature is survival. We have to care about thirst, hunger and sleep. Each of them increases over time, and should be recovered using some dungeon elements (water fountains for thirst, campfires to rest and food dropped by enemies for hunger). Our fatigue level depends on this three factors. And here comes the cool stuff:

I said our game was turn-based. Well, depending on the creature speed and the delay of its last action, the creature will be placed upper or lower in the turn queue. That means both you our your enemies may act twice (or even more) for each opponent turn. Fatigue will affect creature's speed, too, so you will notice this soon in combat if you are not careful about your fatigue (roguelike, remember, if you die you must create another character).

————————————————————————————-

The character creation consists in combination of races and classes. As Death Legacy is a first person game, we are not restricted by character 3D models, so we can think about many really strange races, like the octopus, which can equip up to 4 weapons, but cannot equip body armor.

As future features, we are thinking about magic, stealth, traps, secret rooms (in progress), a better storyline (based on the hero's cursed book), and many more ideas you could contribute with .

If you are interested about our work, you can track the progress in these links:

development blog: http://masterdungeongame.blogspot.com.es/ (english and spanish)
indiedb: http://www.indiedb.com/games/death-legacy (you can keep up to date here, and we will soon post a demo!!!!!)
twitter: https://twitter.com/LootHut (you know…. twitter)

Remember that our objective is getting feedback, so any comment, idea or suggestion will be welcome. We will upload a a first playable demo to indiedb, so stay tuned! By the way, the game will be released in english.

Thank you,
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July 17th, 2014, 19:06
I have no ideas just so you know:
- if you're doing a Kickstarter project, I'll back it
- when you release that game I'll instabuy it.

If it's not a phonegame.
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July 17th, 2014, 19:10
You totally should KS this, imo. I'm ready to toss dollars at it right now.
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July 17th, 2014, 23:13
Looking nice so far.
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July 18th, 2014, 13:15
Hi everyone!

First, Thank you for taking some time in reading the post, looking up Death Legacy info and replying with so flattering words.

We REALLY appreciate that you encourage us to start a KS project, but we are not thinking about it right now (yet). Our immediate goal is getting some followers who track our game and give us some feedback when we release the first playable demo (really really really soon). So if you want to contribute right now, you can track the game in indiedb to notice the demo release and all game news. If we get a growing community (and some people know about our existence ;P) we could think about taking the game into a KS campaign.
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July 18th, 2014, 13:50
No need to rush with the demo - we have many upcoming RPGs to play in next half a year.

But I promise I'll try it when it's done.
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July 25th, 2014, 23:21
Hi!

I'm glad to announce that a playable Death Legacy demo has been released in our indiedb page: http://www.indiedb.com/games/death-legacy

Enjoy and please, give feedback!
You can follow our progress in indiedb, too!

Thank you
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July 26th, 2014, 16:52
Well, so far I have managed to crash on start regardless of whether I pick openGL or DirectX, windowed or full screen.

Win 7 ATi 7660D.
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July 26th, 2014, 17:20
Originally Posted by azraelck View Post
Well, so far I have managed to crash on start regardless of whether I pick openGL or DirectX, windowed or full screen.

Win 7 ATi 7660D.
Hi!

Can you post a screen or any kind of info about the crash, so I can give you a hand?
By the way, always choose DirectX and a 16:9 resolution if is possible.

Thank you,
Last edited by Chiki40; July 27th, 2014 at 00:58.
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July 26th, 2014, 19:34
In no particular order:

Spoiler
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July 27th, 2014, 00:35
Hi again!

You are the first person who contact us with this kind of error, so I need to check if it's an Ogre related crash. In that case, Ogre may have written information about the crash into a log file. Please, search for the file "ogre.log" in the game installation folder, and post it.
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July 27th, 2014, 02:40
Spoiler


It appears to have not found some resources and threw and exception, but then went on to load others. It shut down after attempting to load a movie called menu.wmv. For the record, I let it instal in the default directories.
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July 27th, 2014, 11:32
Ok, it seems that it crashes too soon, so Ogre doesn't start writting. I fear that log is from the last game I played before uploading the setup (I won't forget to remove it next time).

It seems that there are some problems with the microsoft redistributable package in some computers, specially in 32bits windows. Do you use 32 bits? And just in case, did you run the optional installation of the microsoft redistributable at the end of the setup?
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July 27th, 2014, 14:55
64 bit, not sure if I ran the extra install.
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July 27th, 2014, 15:10
Originally Posted by azraelck View Post
64 bit, not sure if I ran the extra install.
The package is neccesary, as it installs the latest version of some window applications libraries (Visual C++ redistributable package). However, I can't assure you it will solve your trouble, because normally the application can't even launch the ogre configuration tool that is displayed to you.
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July 28th, 2014, 00:21
Problem there is the Visual C++ Redistributable package is already installed. It's required for a few other games I have. So that should not be the problem at all.
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July 28th, 2014, 03:56
Originally Posted by azraelck View Post
Problem there is the Visual C++ Redistributable package is already installed. It's required for a few other games I have. So that should not be the problem at all.
I have PMed you so you can give to me a complete dumpfile about the crash.
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July 30th, 2014, 18:31
Hi everyone!

The game crash azraelck and some other users were suffering has already been solved. So, I've replaced the demo version in indiedb with the fix.

In addition, I've added a function to auto-write dump files when a crash occurs, so you can report it to me.

Thank you!
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