DevBlog – controller support, map development, relics & future

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Week is around and I must say that I’ve done lots of progress:

  • Map development & tiny details
  • Full controller support implemented
  • Resolution issues & solutions
  • Relics
  • Future for the Courier of the Crypts

Dig in my friends wink

 Map development (spoiler warning)

You know I was redoing old maps because of the engine changes. Well, all of the maps are (re)created and I started to work on 1st map of the game where you’ll learn basics. Those of you who tried early preview demo know that it was hard to understand how everything works, mainly about the torch system. Well, you’ll learn this in 1st gameplay map through semi-scripted sequence. When you’ll get to the corpse at the starting room you’ll get a “vision” of what happened in the crypts.

Is this place familiar to you? ;)

Is this place familiar to you?wink

This is where you enter the sequence of Deagurd, owner of the skeleton you’ve just found. You’ll get a glimpse of what happened down there. Also, you’ll learn that losing all the flame will draw dark spirits to you – you’ll lead the cultist to the very room where he died. Here’s a sneak peak from the scene.

Just what is trying to get through those doors? (enable sounds on vimeo video)

Full controller support implementation

Although I had some basics done a while ago, the movement still had some troubles and not all stuff were implemented like rumble effects. That’s right, if you’ll be playing with controller, you’ll be experiencing rumbles on earthquakes, explosions and other noisy stuff. That’s already fully implemented and it’s working great. Once you try it you won’t be able to switch back to keyboard. Do you see those doors being hit by someone/something? Well, if you’re somewhat close to those doors, you’ll feel easy rumble. It adds a lot to the experience for sure.

All that’s left is to add some settings to the options (once I get options menu done) where you’ll be able to disable rumble and hopefully remap keys.

Resolution

Lots of players complained about old school 4:3 resolution in the early demo preview. With pixel art it gets a bit more complicated when it comes to resolution so I didn’t put much effort into that. Until recently anyway…I’ve decided to 480×270 canvas (16:9) which I’ll upscale to appropriate resolutions. 4:3 and 16:10. Last two will have black borders most likely because otherwise I would have to gameplay area which wouldn’t be fair.

Gameplay area - 480x270 before 200% scale

Gameplay area – 480×270 before 200% scale

Minor map details

With new texture / tileset objects system I’ve implemented to the engine I can craft some realy nice stuff without making extra entries to the tileset. Here are two examples of crafts. At first it may look nothing special but for example I couldn’t place flag like you can see on the right and I wouldn’t be able to build such a nice pile of stone bricks on the left. I really want to show you more crafts but I don’t want to spoil everything.

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Relics!

You know those blue skulls you were gathering in the preview demo? Well, I’ve made some improvements on that. In each map there’ll be 3 pieces to gather and let me remind you, it’s only extra for your map perfection (100%, yay!). That skull was a bit weird so I’ve decided to make 3 different pieces – a skull, a ribcage an some crossing bones. I just feel like it makes everything more interesting like “Oh hey, I’ve found a skull and bones but I still don’t know where the ribcage is…“.

Some of you were asking me about those relics and what is their purpose. Well, next to perfection system there is something else I would like to do with them but I’m still shaping out the idea so I’ll wait before giving you some lies ok?

Future of Courier of the Crypts

In last few weeks I was considering many options where to go from here – should I start another crowfunding, should I get a job and finish it slowly, try indie-fund program or just go out with early access version…well, early access is the options I’ll go with. Very soon actually but I’ll let you know in a week or two when and how will it available. I’m not entirely satisfied with this options because I would really like to put out finished and polished project but at the same time, this will hopefully support my development. Also, getting feedback as I developed the game is another great perk of early access.

I really hope you like what you’ve read and saw tonight. Comments are more than welcome smile

  • I would really like to see you keep working on it, simply because I like your dev blog very much, and all the valuable wisdom you share here. The game has without doubt great potential and the amount of work you have put into it should not be wasted. I have to admit, I’m kind of jealous. I would also love to make something big, as you are doing here, but I fail at endurance and patience. I hope you will not!

    PS: If you need help with you project – no matter what (art, code (lua), translation (en de ru)) – I would be honored to help you :)

    ~ http://kennstewayne.de

    • There’s now way I’m turning my back to the game. I’ll keep working on it until it gets done. That’s why I’m going alpha-funding option, because I don’t want any distractions that will keep me from working on the game :)
      Your words are truly motivational, thank you, I’m honored :) Yeah, endurance and patience burrowed many projects of mine but I think that’s the same as trying to pick a new (healthy) habbit. You just need to keep pushing because once you let it go for a while it goes away.

      Thanks for your offers, I’ll consider them (translations most likely at the final phase).

      Again, thanks for leaving such a nice comment, cheers!

  • yarviz

    Just found your blog and downloaded demo of the game. It was excellent, the atmosphere, sounds and especially the pixel art are so wonderful. Only problem was that I can’t run it on fullscreen, because my monitor doesn’t support the screen mode and it messed the colors.

    I’m a huge fan of old 8-bit games, and started to make my own roguelike-game two years ago which uses 320×200 screen mode like good old DOS-games. My “pixel art” is far away from yours and I make the game just for fun, but I still enjoy the process and maybe some day I get it ready. The progress is going slowly, because full-time job and my kids take most of my time and sometimes it’s hard to get motivated to sit down and start programming. After reading of your journey I get a motivaton boost and started to programming again.

    Keep up the good work man, I will definitely buy Courier of the Crypts when it comes out! :)

    • Yes, at that point I still had the resolution problems which I’ve sorted out by now. Engine renders the game on 480×270 canvas (19:10) which I then scale to other resolutions. It will support 4:3, 19:10 and 16:9 aspect ratios so everyone will be able to run the game in fullscreen mode without a problem.

      Yeah, real life can mess up your plans very badly. I was developing this game while working full time and going to the university. Although I don’t have kids to take care of I still had to work and study which left me only a small amount of time for work. I had to sit down and work no matter what. Just keep going and never stop – small progress is still progress.

      Thanks for everything, comment like this gives me a motivation boost as well yo know ;) I’ll do my best to let you be the Courier of the Crypts as soon as possible.

      Cheers Yarviz! ^_^