A tactical squad roguelike RPG for Android and IOS full of strategy. Guide a radically different team of three every time you play!
A tactical squad roguelike RPG for Android and IOS full of strategy. Guide a radically different team of three every time you play! Read more
About this project
DB is a roguelike with a pure squad-based tactical focus. The player takes control of three weird and wonderful creatures and has to learn to use them effectively.
The emphasis is on devising a strategy based on the most effective way to use each of your team members, given their skills, abilities and equipment, in each new tactical situation they find themselves in.
one random team example...
Lets say your team was an Elf, a Zombie and an Acid blob - how would you use them?
An Elf is pretty fragile, but fast and hard to hit. Good Attack skill means he is handy with ranged weapons and hits often in melee. He has a head, hands and a humanoid body which means he can use any item or armor found in the dungeon. Different weapons means he can deal out different types of damage, etc... highly adaptable.
A Zombie is pretty tough, but slow and can't hit well. But like an Elf, can use anything found in the dungeon, which gives scope to improve areas it is deficient in, or make its strengths (general toughness) even stronger.
An Acid Blob is even more tough than a zombie, being highly resistant to chemical attacks, as well as being fairly resistant to hard and sharp attacks. It is still susceptible to energy attacks, however. Unlike a zombie, it packs a good wallop in the form of a strong chemical attack. The thing is, this unusual creature doesn't have a head, hands or humanoid body so it can't use any items at all! As it gains in experience, like any creature, it will get proportionately stronger and more skilled, but its fundamental nature won't change.
How would you use these creatures to make an effective team?
Things to consider:
- You can position your party members to tank or flank.
- Marching order in corridors and when descending levels can be important because creatures can't move through other creatures, nor can one descend until the previous one is out of the way.
- At each stage, you will be distributing your limited equipment between your team members to make them more effective for the roles you see them playing
- Do you go for your specializing each character for a particular role, or do you make them more adaptable? There are so many type of enemy, with so many different strengths and weaknesses - there is no one 'one size fits all' solution.
The big bad guy is really bad. By the time you get to him, you better have your team honed to a razor sharp edge.
Backers will get an alpha version to play with once the Kickstarter is over.
STILL TO COME IN GAMEPLAY:
The gameplay of Dungeon Bash centres on deciding what role each member should have in each battle, and effectively playing that role depends on positioning your team members correctly with respect to the monsters and each other.
To strengthen this core-game play even further I want to add the following:
- Knockback effect
- Charging ability (move and attack on the same turn)
- Followup ability (displace an enemy by applying knock back, and then moving into their position)
- Terrain. Make some areas hard to move through. (Flying creatures aren't affected.)
- Stealth - Implement a stealth and perception stat such that creatures may be unaware of other creatures even if in LOS. Implies the roles of 'scout' and 'assassin', and splitting the stealthy and unstealthy members of the party for those roles to be effective.
The game is designed specifically for phones. While the screen shot below may look rather sparse and simple, and the UI elements on the right look rather large, on a 4 inch screen, it looks a lot better - the UI is nicely finger-sized with a smooth 'physics' scroll and the dungeon looks clear and and uncluttered so you can visualize your next move.
I want to make the game look as good as it possibly can, but the priority is and always has been the gameplay.
Of course there are improvements in the graphics still to be made - the UI is mostly my own work and I SUCK at artwork.
- UI elements need a visual makeover by a real Artist
- Dungeon will get tile-based lighting
- All monsters will look different of course and larger monsters will intrude over the size of a single tile
- Dungeon tileset will be given variation for similar elements - ornamentation.
FAT BARD COMES ON BOARD FOR BACKING MUSIC!!
List to the tracks they have laid down for different periods in the game from moving slowly, through marching, and into battle!
Can you imagine leading an acid blob, an elf and a minotaur into combat? Or perhaps a pit-viper, a zombie and a slime demon?
Dungeon Bash puts the player in control of a team of three adventurers, randomly selected from a list of over thirty radically different creatures, each with their own strengths and weaknesses.
Dungeon Bash is a turn-based game of discovery and tactical combat that will have you sweating on every move.
Tankers, Flankers, Shooters, Buffers - you decide on the roles your team will play in each new tactical situation and utilize them for best effect - if you can!
You must take this team ever deeper into a randomly generated dungeon, battling hordes of monsters, in order to destroy an evil arch-wizard.
There are over eighty different types of foe -- your challenge is to learn how to defeat each type with the particular abilities and equipment that your current team possesses.
But don't worry, with each victory your team becomes stronger and more skilled. And monsters may have equipment and magical items that your adventurers can use.
In all, there are over one hundred and twenty different abilities and items in Dungeon Bash for you to discover and employ. No two games will ever play the same.
The unique gesture-based user interface allows you to intuitively control your adventurers and use their abilities with just a flick or two of your finger. There is no hidden functionality or complex sub-menus to navigate. Everything you need is right there.
Up to $50 pledges get these 3D model *files* (not physical figurines)
Sanna Persson did these wonderful 3D models for us. Although we would love to send you the actual physical figurines, unfortunately the cost of postage means it's not practical for pledges up to $50.
However, owning your own 3D model files does have some advantages -- you can 3D cloud print as many figurines as you like, in whatever size you like and whatever material you like. Want a sterling silver Elf pendant, or a 20cm ceramic Troll? A whole army of demons? You can do that!
To proof our models, we used 3D cloud-printers Sculpteo. Their service is the most flexible for scaling your models without having to resize the mesh -- you just set the scale directly on their website, plus they were very helpful with teething problems.
Here is a link to the Ingenero RPG available for $25 pledges and up.
If we make the minimum funding level required we can produce attack and movement animations for the 80 creatures we have left, at a similar quality to the ones we already have in the video. Audio will be stock sound effects. If we get this far, we will be very, very happy.
We will commission more animation work to make the special effects for the game really shine. Multi-frame expanding burst-effects, super death animations, shadows, landing clouds...the works! All those little details that complete the visual experience. Additionally, we will produce some themed levels to make progressing down through the dungeon visually exciting.
We have over 70 physical items in the game that currently show an icon in the tab pane according to their type - for instance all weapons are represented by a sword icon. Reaching this goal would enable us to commission more artwork to represent each item with its own distinctive and stylistic icon. We will also make even more themed levels. A visual feast!
Reaching this goal would enable us to commission an audio professional to really give the game some sonic atmosphere. We are unsure exactly what this will be like -- we'll leave that to the professionals! -- but we can't wait to find out. Dungeon Bash will sound as good as it will look.
Being an impoverished indie game developer is challenging. It takes a wide range of skills to deliver a polished, professional game. Artistic skill I just don't have, and without these people allowing me to use their wonderful graphics for *free*, I wouldn't have been able to make the video.
Teekatas - for his fantastic and unique looking icons
Kevin Hill of Chronosoft - for graciously allowing me to use his dungeon tile graphics for this Kickstarter from his upcoming game Spirit Hunter Mineko
Risks and challenges
Dungeon Bash *will* be published to IOS and Android app-stores. There is no technical impediment to completing the game. It’s just a matter of what quality of graphics and sound can be afforded.
Could unforeseen problems delay the release of Dungeon Bash? Possibly. The basic level of funding will allow us to complete the minimum animations required with a single artist. If that artist experiences delays, then the project will be delayed. If the delays continue, then an alternative artist could be hired instead.
We will simply not let this project fail - we have the expertise and we are supremely motivated to see it through.Learn about accountability on Kickstarter
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