DAM - Dungeon Architect Master
Dungeon Architect Master is an orthographic dungeon building, hack and slash role playing game for iOS, Android and PC.
DAM - Dungeon Architect Master
Dungeon Architect Master is an orthographic dungeon building, hack and slash role playing game for iOS, Android and PC.
GameWoof - " it is easy to see how a player could lose dozens of hours of their lives just working on getting their dungeon just right."
AppAdvice - "It’s an interesting and exciting project."
High Latency Life - "I have a feeling it’s going to be awesome…why? Cause this guy has been playing video games for a long time. He’s one of us."
• Complete editor to build your own dungeons for you and others to play.
• A full dungeon crawl experience and campaign with 8 chapters.
• Random generated and player made dungeons with online sharing system.
• Unique skill creation system, based off item acquisition and crafting.
• Protect your dungeon from mobs with traps and puzzles while you go plunder dungeons on your own.
• Unique character leveling/ability system that has a synergy with the dungeon you build.
• No cutesy bubbly creatures… a dark and moody dungeon and creatures that follow traditional roots.
• Build it your way character creation with male and female avatars. You make the classes and play the character the way you want.
• A dungeon crawl experience for the hardcore and casual gamer.
• See all items you equip. Helms, chest, pants, boots and weapons are all visible based off what you equip in game as well as in the inventory screen. As well as a system for dyeing the armor.
With your help we can still reach our goal! I will personally make sure that all our founding backers are taken care of by offering bonus rewards and/or allowing access to future titles for free. So even if you are a backer of $1 when this game and other games are finished you gain a "studio founder" perk or item across DAM and future games we create.
DAM: Dungeon Architect Master is an orthographic dungeon building, hack and slash role playing game for iOS, Android and eventually PC. The player is sent across an eight chapter campaign to discover the source of the darkness that is overthrowing the land.
The player will create and develop dungeons to protect while they are out raiding other dungeons and completing quests.
Our core influences for this game are from games such as Diablo, Dungeon Keeper and HeroQuest.
As time goes on through our campaign we will update more details about each item. Please explore our campaign and feel free to ask questions and comment on what you like/don't like or even if you want more clarification on some game mechanics. We are interested in what YOU the gamer and fan want.
Thanks for your time!
Samuel Blondahl writer of Mercury: The Anahita chronicles has begun fleshing out our story and lore. We hope you enjoy the beginning of our story.
DAM will offer several modes of play designed to fit into the schedule of the hardcore as well as casual player.
Campaign: Campaign mode will take the player through an 8 chapter story in which he discovers the evils that are taking over the land and discovers his role in the world. We are looking forward to delivering this mode as we have interesting twists in the story that we think are VERY exciting!
Custom: Step back and enjoy player made dungeons or play and share dungeons of your own. The custom mode allows you to design and develop your own dungeon modules to play with friends or on your own.
Random: Perfect for the casual and the hardcore. Just want to roam a small dungeon quickly in your spare time? or while on the train or bus? or maybe you want to try the largest dungeon size possible? this mode will allow you to generate a dungeon of any size randomly. With random or chosen objectives such as killing a boss, finding an item or just exploring the entire dungeon.
Multiplayer: A future mode and stretch goal. We have many elements that we would eventually like to incorporate in this mode. Everything from co-op to PvP. Creating goals in a persistent world that players try to complete. Such as acquiring items that make you stronger and others are trying to rip from your grasp. Until one player is left as the ultimate dungeon architect master!
Dark winding unusual places with riches to be taken. In DAM half your time will be spent exploring these and completing quests to raise your level, find gear and itemize your own dungeon.
Interaction with the dungeons takes place on a few levels.
As with most dungeon hack and slash/exploration games. Finding your way around the dungeon is the primary route of exploration. The DAM dungeons will have puzzles as well as monsters to explore. Look for those hidden secrets or head straight to a boss and take his head for your dungeon!
A full editor has been developed for creating and designing your own dungeons. If you find yourself weary from travelling the halls and passages. You can step back and try your architect hand uninhibited by attachments to your character to play yourself or share with friends.
(Alpha build screenshot of dungeon editor)
Utilizing components of the editor in the actual game you can design and upgrade your own "personal" dungeon. This is done in synergy with your own character. Upgrade walls to gain a boost in health, add some rows of bookcases to help feed your intelligence. All decisions of item placement and upgrades affect your character.
This is where you need to hone your architect skills. The dungeons are a place where evil dwells and adventurers roam. Protect your own dungeon by placing traps and devising puzzles of your own. You will have to in order to keep the intruders from raiding your gold and leaving your dungeon in disrepair. Fail to protect your dungeon heart and risk losing it all!
It will take the best of both worlds to maintain a balance of exploration and dungeon maintenance to conquer the darkness that looks to invade!
We feel it is important for the player to be able to itemize and customize his/her character with creativity. At launch we will have a male and female character.
The player will be able to see the equipment they are using and even use the appropriate hands. If you place a sword in your left hand, you will see it in your left. Shield on the right? or duel wield shields? go for it! It is up to you how to equip your character. Do it for looks? or do it for stat bonuses.
(Alpha build Inventory screen)
On launch we will have a base set of armour ranging from Cloth,Leather,Chain and Plate. With some subsets that help you make your character look like varying "typical" classes. Want to be a barbarian? we may just have a set that helps you look that way.
Our engine is also built with custom dyes to be implemented. This may not be seen at launch. It does fit within our #1 goal though. It allows the players to help customize the experience to themselves and help them involve themselves on a personal level with their character.
Customization is not limited to your character in DAM.
We build our story around the synergy between your character and your personal dungeon. Items that can affect stats, item finding, chance to hit, experience gains etc. can all be found or unlocked and placed in your dungeon.
The strategy of character development comes in to play by deciding what elements are best suited for your character as well as protecting and caring for your dungeon.
DAM tackles its skill system in a unique way. It encourages exploration and creativity.
As you complete quests, find items and level up. You will find and unlock elements to "combine". This combination of elements will create a skill. Combinations are broken down as follows.
Item: This governs what the base damage of the skill will be. ( so hanging on to those unused epic items for creating skills might be a good idea)
Gem: This governs the elemental type of the ability. Fire, Ice, Earth etc.
Rune: This governs the effect type of the skill. AOE, Cone, Slash, Fireball. as a few examples.
When you combine the items there is a percentage chance to "crit". If this occurs you will get a special skill that has a much higher modifier.
These are examples for easily understanding the concept. Some items will be able to be placed that will create random results. This leaves the player with a defined way of creating/combining as well as a random generated way.
The higher the level item the higher base chance for this crit effect to occur. So combining an Epic Item, Epic Gem and Epic Rune together would grant a very high chance to crit.
A player will have 3 "special skills" available to them at max level. These are especially devastating abilities that are limited in use by cooldowns. The cooldowns are in place so that you have to strategically decide when to use the skills.
(Alpha build Skill Creation UI)
You find yourself surrounded by many creatures. You have an AOE skill. You cast it at this point to take out the smaller creatures in order to focus on the stronger foes and reduce incoming damage.
There is a long hallway, so you cast a wall of flame down the hallway doing instant damage and a damage over time. This weakens the creatures as you begin slashing your way through them down the hallway with greater ease.
Since the beginning of it's creation DAM has been centred around the idea of allowing the player to create dungeons and campaigns.
From the ground up we have designed an Editor that is simple to use.
You can choose from 4 categories. Floors, Walls, Decorations and Interactive.
Floors: There will be a number of varying floor tiles to choose from/unlock and discover in the world for customizing and developing the look of your dungeon.
Walls: Walls will govern the spaces that your dwellers can navigate. Create a labyrinth or just a small den with a unique monster.
Decorations: These elements help spice up the look of your dungeon. They serve no other purpose but to look nice and add detail to your dungeon.
Interactive: These are the "fun" elements. switches, traps, doors treasure chests etc. We are looking to develop a wiring system for our final version so that you can develop puzzle based dungeon elements.
Our goal with this system is to supply the community with ever growing tile-sets to build out campaigns of their own. Eventually allowing them to submit to a centralized site to share, rate and add campaigns to their current game.
It is very important to us to build a community that uses, shares and works with us to develop this part of the tool set further.
As gamers we know there are so many talented writers and people that have stories to tell. Hopefully with our editor it will give them the creative freedom they need to explore these desires within our game.
We are lucky enough to have a talented Toronto based video game composer as a good friend. Patrick Rainville will be producing the music for DAM. Here are a few samples of what he has produced for us so far.
Dungeon Music - A moody piece for further into the dungeons. Will be accompanied by drums that fade in when combat is under way.
Dungeon Music 2 - This piece may be used while in earlier dungeons and/or in the editor portion of the game. Something to help stimulate and encourage the dungeon building experience.
Menu Music/Town - Possible music for when visiting or interacting with NPCs in town or within menu systems.
If you want to check out more of Patricks work check out his band camp site here. http://rainvillain.bandcamp.com/
We are creating this game with 2 rules.
Rule #1: Gamers first!
Rule #2: Do everything we can to support Rule 1.
Gamers First! This is what sits on the tips of our tongues before any decision is made. We are all gamers and we above all else, want to sit beside our fans and enjoy the game with them.
Our plans are to first release on iOS, Android then PC. The reason for mobile first is because it is the most familiar platform for us and it is a very small team.
The first 5-6 months of development was primarily Jeremy Evans and Sean Liska. They have worked many hours to get the game to an alpha stage and are looking for funding to help push it to the end zone.
In it's current state the game will take approximately 6-8 months to have our first iteration ready for launch and reviewed. We are committed 100% to this project. This is our full time job. As we get close to release we want to make sure it is polished with story, graphics, sound and other elements that are outside our skill set. We are excited to play the game ourselves and want to have it as polished and perfect as possible. A game by gamers for gamers. We are not looking to strike it rich. The amount requested will give us a very lean budget but is enough, not only to get it done, but get it done right. Please consider supporting us and we will provide you with a fantastic, entertaining game that you can take anywhere.
A bit about the creators, our education and experience.
Jeremy Evans handles programming. He has been coding for mobile devices for 14 years. Initially starting with the Palm Pilot Pro because it had the same screen resolution of the classic Gameboy, he intended then to become a game developer. As demand for mobile developers slowly rose, that career path offered more options and he had the opportunity to watch the mobile field expand to what it is today.
Sean Liska is the lead artist and quality assurance specialist. Technical and artistic skills backed by a strong education and experience coupled with a passion for the game industry best describes Sean. It is this passion that helps drive the team to create the best possible product it can.
In order to support Rule #1 further we have also started looking to supplement our team. The total team size at any one point could be up to 9 of us. We are hoping with stretch goals met we can begin utilizing more hours from these people. With the ultimate grand goal of bringing everyone on board in a full-time capacity.
An example of the type of talent we have access to can be seen here. This is the work of Luke Church our concept artist as well as the above image. www.salvoart.com is his personal site.
We also have great support for music and lore. Samuel Blondahl creater of Mercury: The Anahita Chronicles will be fleshing out the story and lore and Patrick Rainville is a great up and coming video game composer putting in place the soundtrack for the game. Examples of work they have done for our game can be seen/heard further down.
All nine members are all friends and professionals. We all met through school and/or previous work experiences. These experiences range from e-learning, mobile and even virtual reality applications.
As you can see we are very passionate about our project and have the talent and experience to back it up. The challenge we face like all developers are two main factors. Time and Money.
With your help we can overcome both these challenges.
Help us make our ultimate dream come true and develop DAM: Dungeon Architect Master into the great game that it can become!
All Rewards include the previous awards displayed. If you donate $5 you get the Supporter gift at $1 as well and so forth.
The exceptions begin at the $200 to $1,000 range. Purchasing the $1,000 package will not include the $200 and $500 rewards and purchasing the $500 will not include the $200 rewards.
Details: A little thank you for helping us create our game. Enjoy the glory of being immortalized in the credits! When the time comes for creating NPC's we will first look to the supporter page for names.
Details: Start the game on the right foot with a demonic mace that delivers a big punch and decorate your dungeon wall with a Supporter Plaque so everyone can see how great you are!
Details: Dropping this statue in your dungeon will grant you +2 to all base stats. A great way to help fight off those pesky dungeon creeps! To help we have also included a +5% to crit crafting ring to help get those BIG bonuses when trying to make those skills!
Details: Looking for a little more customization? Enjoy this marble and gold leaf decorated tile set! While you are enjoying the decor, we will make sure you don't get caught off guard with a combat ring that gives you +2 damage to your attacks.
Details: Don't feel like plundering the dungeon? Well stay fit while at home and take it out on your training dummy. This dummy grants you +5% XP when placed in your dungeon. Sometimes dummies like to fight back with splinters and hay fevers, so we are throwing in a Life amulet that gives you +3 health.
Details: Some people like to have it all. Grabbing this reward will save you from purchasing expansions and extra content when the game is released. We are also throwing in a complete rune set so you can build some of those ultimate skills to fight off the baddies!
Details: Enjoy the game from a behind the scenes look. See some of the development and concept art pieces and dig into the lore of our world while listening to the sound track at your own leisure. If that's not enough, How bout a Prismatic Gem Set to compliment the Earlier Rune Set. Mix and match to create the desired skill effects!
Details: Ever play a game and think.. I sure would like to have this weapon in it. Well here is your chance! You will be welcomed into our skype conversations and work with us to design a weapon to be used in game!
Details: Some people like the bad guys.. Even creatures need love. Have ideas for a creature you want to see in the game? This reward will get it done. Join us on Skype and help influence the game from behind the scenes!
Details: Want a specific race or to build a race of your own? This option will grant you the ability to create a totally custom character from the ground up. We will work with you to make sure the character fits perfect with your ideas and our world!
Risks and challenges
The relatively low asking amount for this game is due to the advanced state that it is currently in. Many projects run into difficulties due to working on the easy aspects first. With this in mind we targeted the most difficult aspects and ensured that they all worked. Some parts were quite difficult and did lead to delays, but we now have every component built and tested. It now needs to be integrated with each other.
There are many different mobile devices out there. With iOS7 likely launching within the next month we are currently evaluating if and how that may impact the project. For Android devices, the great variety of manufacturers and devices lends itself to its own set of challenges.
With this in mind, we are expecting the bulk of our challenges revolving around the Android platform ensuring the same user experience across the various device models.
That said, our group has been in the software and gaming markets for quite a while both as creators and fans. We have a strong group of friends and professionals to help us when our backs are against the wall. It is this community from which we can draw our strength and make sure this is a successful project.Learn about accountability on Kickstarter
- (30 days)