Retro Dungeon Crawler Kit (Unit Asset)

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Fhiz
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Retro Dungeon Crawler Kit (Unit Asset)

Post by Fhiz » 22-May-18 15:33

Uhm, okay Im new here - I hope it's okay to advertise this little pet project of mine: The Retro Dungeon Crawler Kit (RDCK)

Im not a big company, not even a indie-company, Im merely a single, part-time developer who has been working hard on a somewhat DM/EOB/Wizardry/Might and Magic kind editing toolset/framework over the last 12 months. It uses the Unity 3d engine and will be available as an asset later this year on the official unity 3d asset store.

Now, RDCK has a lot of DM/EOB but its more like Wizardry/Might & Magic when it comes to things like Encounters and Combat. it might still be interesting to a few of you out there (although im not here to sell anything to you).

you can check out the official website here, it contains a lot of information, documentation and screenshot.

http://dungeoncrawler.net

Also feel free to ask me any questions right here, Im willing to answer them ASAP. Im also open to suggestions as I plan to add new features based on community votes.

Thanks a ton for tolerating my shameless plug!

-Fhiz

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Saumun
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Re: Retro Dungeon Crawler Kit (Unit Asset)

Post by Saumun » 22-May-18 18:05

Very interesting. I’ll definitely check this out.
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Magica
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Re: Retro Dungeon Crawler Kit (Unit Asset)

Post by Magica » 22-May-18 20:05

I am a big fan of Might and Magic too!

Great to combine those great games in your project

Keep up!

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Fhiz
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Re: Retro Dungeon Crawler Kit (Unit Asset)

Post by Fhiz » 23-May-18 05:13

thanks for the kind words guys!

Im currently working on a WebGL demo, I'll tell you when its done.

Ernisius
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Re: Retro Dungeon Crawler Kit (Unit Asset)

Post by Ernisius » 30-May-18 08:41

I am watching with interest.

Why did you choose to go with 2D?. I am currently working on a clone mainly based on the game Captive, but I found Unity works better with 3D.

You could also add it as an option, 2D or 3D,

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Fhiz
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Re: Retro Dungeon Crawler Kit (Unit Asset)

Post by Fhiz » 1-Jun-18 05:40

You can exchange almost every 2d sprite with a real 3d model if you want. the whole system is based on prefabs.

The reason is that 2d art is much easier to acquire and integrate compared to 3d models - thats what my testers say as well. For a 3d model you need the model, textures, it must be rigged and animated. Now imagine games like Wizardry had about 90 monsters. Thats a epic task to organize and integrate so much content. With 2d art its rather easy: Grab a monster artwork pack from the asset store (or any stock art store on the web) and add them to the project: Done!

Update: We are still on it. We plan to replace the artwork with a more lighthearted "Dragon Quest" style before the release. The style of this editor stays the same (im almost done with the features).

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Fhiz
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Re: Retro Dungeon Crawler Kit (Unit Asset)

Post by Fhiz » 1-Jun-18 07:46

The last sentence was a bit confusing (why can't I edit my posts?). What I meant was:

The "purpose" of the asset stays as it was (creating games like Wizardry) - no matter how it will finally look like (more Dragon Quest like).

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Chaos-Shaman
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Re: Retro Dungeon Crawler Kit (Unit Asset)

Post by Chaos-Shaman » 1-Jun-18 12:36

I like what I see with much interest
keep your gor coin handy

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boyflea
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Re: Retro Dungeon Crawler Kit (Unit Asset)

Post by boyflea » 7-Jun-18 13:40

Dammit, this looks great! I've just seem a big hole open up in my future that may have to include this...
[...although I really must finish my own project first!]

I want to build things in your world, and being puzzle-mad, wondered what sort of complexity you can achieve: can you recreate, say, Dungeon Master puzzles, with your engine - for example?

Like the vibe, and 2D art is a really good thing in my book. I like the refrerence pages too, I really must play those Wizardry games I have sitting on Steam... I think I have 6 & 7 craving my attention. :)

it all looks great and I wish you the very best of luck promoting it.
The stonework walls were pristine, the floor level, the waterworks and drains complete. The lighting network was in and the Dragon in the basement was grumpily heating the water-pipes: Lord Chaos consulted the blueprints again, looking for the bathroom.

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Fhiz
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Re: Retro Dungeon Crawler Kit (Unit Asset)

Post by Fhiz » 8-Jun-18 05:55

thanks for your words @buyflea !

Its not as complex as DM (yet), especially not in terms of putting stuff on pressure plates etc. I always admire how many features they put into good old Dungeon Master, a true masterpiece. My Kit is for oldschool Dungeon Crawlers anyway and not a exact DM clone. But you can do quite some stuff already: visible/invisible triggers, levers, open/close doors, teleporters, stairs, combat, loot, requring items to activate certain triggers etc. - enough to build a fun game around.

its developing quite nicely, but as stated in the opening post: this will take until winter at least

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boyflea
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Re: Retro Dungeon Crawler Kit (Unit Asset)

Post by boyflea » 8-Jun-18 23:19

That all sound's cool to me: I think you can do a whole lot with the options listed there :) - best of luck: persevere and will love to see what you have!
The stonework walls were pristine, the floor level, the waterworks and drains complete. The lighting network was in and the Dragon in the basement was grumpily heating the water-pipes: Lord Chaos consulted the blueprints again, looking for the bathroom.

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Fhiz
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Re: Retro Dungeon Crawler Kit (Unit Asset)

Post by Fhiz » 21-Jun-18 18:11

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