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I made a new game, a Roguelike / Dragon Quest hybrid


Del_Duio
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Hi guys,

 

I'm on a "world tour" trying to promote my latest game called Equin: The Lantern, which was just released this week. The best way to describe it is to say it's got many features of a roguelike (randomized dungeon, permadeath, pretty hard) with the combat system akin to older Dragon Quest games. There's also some Dark Souls-y influence as different weapons have different combat actions and information is hard to come by aside from bribing the guildmembers for tips.

 

The hook I suppose is that there's a mysterious lantern that's always present, and it shines through 5 different colored phases while you play. Each phase affects certain gameplay elements but nothing is clear at first. It's up to the estute player to figure out what it actually does (aside from the guildmember's tips who reveal info about the lantern too).

 

Three classes: Warrior, Thief, and Wizard. One Dungeon. Loads of weapons, armor, shields, potions, scrolls.. you name it!

 

There is a free demo available on my website, and a cheap full game if you really like it.

 

Thank you, and here are some screenshots!

 

http://dxfgames.com/EquinTheLantern/EquinTheLantern.htm

 

http://dxfgames.com/EquinTheLantern/ETLSS3.PNGhttp://dxfgames.com/EquinTheLantern/ETLSS9.PNG

http://dxfgames.com/EquinTheLantern/ETL_SS26.PNGhttp://dxfgames.com/EquinTheLantern/ETL_SS10.PNG

http://dxfgames.com/EquinTheLantern/ETL_SS13.PNGhttp://dxfgames.com/EquinTheLantern/ETLSS10.PNG

http://dxfgames.com/EquinTheLantern/ETLSS2.PNGhttp://dxfgames.com/EquinTheLantern/ETLSS1.PNG

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I just uploaded a gameplay video for this, if you'd like to see what it's all about:

 

 

Notes from the video:

 

This is a small(ish) gameplay video of my new game called Equin- The Lantern. The game can best be described as a Roguelike with a combat system similar to Dragon Quest. There are also some elements of mystery like one of my new favorite games Dark Souls.



 

You play as one of 3 classes: Warrior, Thief, or Wizard and journey into a randomly generated 50 floor dungeon full of traps, monsters, and over 300 treasures and items. Equip powerful weapons and armor with special battle abilities and slay not only regular monsters but champs and bosses too.

 

There is an ever-present magical lantern which cycles through 5 different-colored phases. Each phase has many mysterious effects on the overall gameplay for both player and foe. None of which are immediately known to the player. You have to be observant and learn from the game the more you play it. Also you can bribe guild members to gain further info about how things work.

 

This is a video of me playing as a wizard up until the 9th floor. At character levels 4 and 7 you gain a new class skill and get a different character sprite, which you'll see here. In the wizard's case, you gain another magic spell. Spells in this game are special in that they always hit your opponent and bypass physical defenses. However they require a lot of stamina to cast- something which is in short supply by design. Other things included show how to equip items, fish with a fishing pole, buy stuff at a shop, fight, etc etc.

 

There is a 15 floor demo available for free at my website, and the full version is only $5 which not only supports the whole 50 floors but has a lot of new items, monsters, hazards- you name it. Thanks to those who have already purchased the game, it's awesome that you guys are helping and this indie developer is grateful for it!

 

Edited by Del_Duio
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It looks like my sort of game. :D

 

I still have "NP-MTCE" saved on my hard drive from a few years ago. :P

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Oh crap, I did not realize anybody had replied to this thread sorry!

 

Steelrat: Thanks man! I always wonder if that game ever even SLIGHTLY gave somebody in the RUSH camp to get them to play TCE for the Time Machine tour. Of course not, but it's cool to think about. What's your game you're working on?

 

GB&R: Thanks I will for sure consider you in case I make something new that needs music. I've already done most of the music for Hasslevania 2 and will probably finish the remaining songs myself but that doesn't mean it'll be my last game ever :D

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Oh shit! I just realized your title's "The Mathemagician".

 

Mathamagicians are wizard enemies in Hasslevania 2 too! Is that a coincidence? Pretty awesome!

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Hi again everybody, I've bumped this thread because I just released a major update to this game called..

(drumroll)

 

Equin- The Lantern v1.2

 

It has some new gameplay elements and a lot of new stuff. The classes are more balanced now and overall it's a lot more challenging. A quick rundown of some new things:

 

New 'Hit Streak' feature- Strike enough enemies in a row without missing to trigger an XP bonus

Players now have the ability to get the poisoned status

Chests are harder to disarm & some sprung traps may poison you too

50+ new items

9 new maps

A new boss enemy almost as hard as the end boss

Spell Tomes for wizards (gives an extra spell in the LH slot when equipped)

Empty bottles & cauldrons

Pickaxes & mineral deposits

New statue effects like regeneration & item change

Blood fountains at lower floors

5 new possible floor events including Time Bomb, Rainstorm, & Inferno

 

Overall, I'm very happy with how this came out and the changes were much-needed and really make for a different type of experience (IMO). It's not really an easy game but it is easy to get into and play.

 

The demo is still free of course so if anyone's interested please check it out over at my website here:

 

http://dxfgames.com

 

http://dxfgames.com/EquinTheLantern/ETL_SS.PNG

Edited by Del_Duio
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Hello again!

 

No, it's not a case of threadzombie apocolypse it's a case of a brand-new update for this game. Version 1.2CT has a lot of new features and balancing tweaks that make this the best ETL yet.

 

Better still, this time the demo has everything the full game has up until floor 15 (when the demo ends).

 

Here's a complete list of the changes, and some new screenshots:

 

VERSION 1.2CT:

-------------------------

*Better randomized map pool (no repeat floors per game)

*Players now get randomized stat gains instead of full values

*Class rebalancing: Thieves can't equip heavy armor or shields and Wizards can no longer use any shields at all.

*A new floor event: The Arena of Death! Chance to get from floors 35+

*The longer you go without any floor events, the higher chance you'll get one on the next floor

*The longer you go without a shop or guild, the higher chance you'll get one on the next floor

*You can only have one possible quiet floor per game now

*Starting Gifts: Added Oak Club, Purple Potion, Holy Cross, Compass, & Yellow Potion. Removed: Apple, Cherries, Magic Wand

*New Items: Ninja Sword, Winged Helmet, Sacrificed Sun, Pleebius Stick, Blackjack, Four Leaf Clover, Wisp, Crossbow, Julius X-bow, Compass, Tree Trunk, Weebish Robe, Iron Fist, Fist of Fury, Fish Bones, Mudpuppy, Battle Cross, Northern Cap, Fur Hat, BRRRZOOKA & Wonder Pads.

*A few more maps!

*Equipping 4 pieces of Weebish Gear gives your guy a different sprite

*Compass item can help pinpoint the floor's exit ladder. VERY helpful!!

*Equipped wooden gear will now burn away if you're hit by an enemy's fire spell. Protect yourself with resist fire effects.

*Darkness Floors now hinder the players chance to hit enemies (-10% accuracy)

*Shadow Chests will have items in them more often now

*All magic buff effects had their durations increased

*All fire element weapons crit vs. cold enemies now

*All cold element weapons crit vs. fire enemies now

*Fire damage now deals additional STM damage to the enemy

*Cold damage now reduces the evasion chances of the enemy

*Lightning damage now slightly damages enemy ATK power too

*There's a display at the bottom LH corner of the screen that always tells you how many items you have in your backpack now.

*No more guaranteed gold chests on floors that used to have them. They now all randomly appear like the rest.

*The rare crowns now grant larger stat bonuses when used

*Nightblade ATK boost from 3 to 8

*Dog Star ATK boost from 4 to 6

*Hellfire ATK boost from 7 to 14

*The parish blade can now be used for the bless effect

*The vampiric blade now heals +3 HP after each battle

*Rain and darkness now show during battle

*Rush skill got a huge damage boost and was renamed "SLAY"

*Warrior skill "RECOUP" changed to "HUNKER", which is a defensive buff in battle (+3 DEF / MDEF)

*Recoup now gives you 1-3 STM

*Tackle now reduces enemy STM by half if hit

*The "slap" action now reduces enemy STM by 1-2 points

*Increased the Ninja's evasion rate

*New intro story screen

*Added some wood grain for the backgrounds

*Some very high class gear now has a flashing green name tag.

*Six items of heroes past have orange name tags now

*Exe icon is now a red lantern, since this version is harder than before.

*"Made with Multimedia Fusion" in title, thanks guys!

 

http://dxfgames.com/EquinTheLantern/ETLNSS1.png http://dxfgames.com/EquinTheLantern/ETLNSS2.jpg

http://dxfgames.com/EquinTheLantern/ETLNSS3.png http://dxfgames.com/EquinTheLantern/ETLNSS5.png

http://dxfgames.com/EquinTheLantern/ETLNSS4.png http://dxfgames.com/EquinTheLantern/ETLNSS7.png

Edited by Del_Duio
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iOS?

 

No, it's just for Windows. Unfortunately, I don't know how to make games for phones (yet).

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Hello!

 

Sorry this one hell of an old thread however it's worth noting that I have been updating this game so I can also try to get it on Steam. It's been reworked so much it is getting it's own version stamp of "V1.3ST", which replaces "V1.2CT".

 

The big additions so far are gamepad support and a save system. The save system has taken me most of the past 3 days and it's nearly complete. Other additions include some more floor events (Icebox, a snow level is interesting) and some general UI fixes like being able to 'tab' out of the main menu.

 

I'm going to be doing a lot more with this over the next month or so, and will post any new screenshots or the eventual Greenlight video of it here as well.

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The full version of V1.3ST was released this past Saturday on my itch.io page!

Though it hasn't been voted through on Steam yet I'm pretty optimistic about it.

 

Any and all info can be found here if you're interested:

https://del-duio.itch.io

 

Also its Rogebasin page has been updated to match the new changes and content:

http://www.roguebasin.com/index.php?title=Equin:_The_Lantern

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The game has been approved by Steam and is going on sale this Thursday, Oct 27th!http://cdn.akamai.steamstatic.com/steam/apps/547980/header.jpg?t=1477397603 Edited by Del_Duio
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The game has been approved by Steam and is going on sale this Thursday, Oct 27th!http://cdn.akamai.steamstatic.com/steam/apps/547980/header.jpg?t=1477397603

 

Congrats dude. That's awesome! How'd you make onto the page? Greenlight?

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The game has been approved by Steam and is going on sale this Thursday, Oct 27th!http://cdn.akamai.steamstatic.com/steam/apps/547980/header.jpg?t=1477397603

 

Congrats dude. That's awesome! How'd you make onto the page? Greenlight?

 

Yes, you pay a one time Steam licensing fee of $100 and you can put as many games up on Greenlight as you want to get voted in. ETL took a few months and honestly got Greenlit way way before I thought it would. It's been up since Oct 27th and (so far) nobody's had anything but good things to say about it which is awesome.

 

I won't be able to retire or anything off of these however it's nice to have a bit of help paying off a utility bill each month!

Edited by Del_Duio
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The game has been approved by Steam and is going on sale this Thursday, Oct 27th!http://cdn.akamai.steamstatic.com/steam/apps/547980/header.jpg?t=1477397603

 

Congrats dude. That's awesome! How'd you make onto the page? Greenlight?

 

Yes, you pay a one time Steam licensing fee of $100 and you can put as many games up on Greenlight as you want to get voted in. ETL took a few months and honestly got Greenlit way way before I thought it would. It's been up since Oct 27th and (so far) nobody's had anything but good things to say about it which is awesome.

 

I won't be able to retire or anything off of these however it's nice to have a bit of help paying off a utility bill each month!

 

Just curious. How's the steam API? I've wanted to mess around with it but $100 is steep for a curiosity.

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The game has been approved by Steam and is going on sale this Thursday, Oct 27th!http://cdn.akamai.steamstatic.com/steam/apps/547980/header.jpg?t=1477397603

 

Congrats dude. That's awesome! How'd you make onto the page? Greenlight?

 

Yes, you pay a one time Steam licensing fee of $100 and you can put as many games up on Greenlight as you want to get voted in. ETL took a few months and honestly got Greenlit way way before I thought it would. It's been up since Oct 27th and (so far) nobody's had anything but good things to say about it which is awesome.

 

I won't be able to retire or anything off of these however it's nice to have a bit of help paying off a utility bill each month!

 

Just curious. How's the steam API? I've wanted to mess around with it but $100 is steep for a curiosity.

 

Well it's the first of anything like this I've ever tried and it was pretty confusing to be honest. Even with all their vaunted 'documentation' I believe they expect Joe Q. Developer to be related to Einstein or something. I had a lot of trouble figuring it out with Just a Cleric. I think it took me almost a month or so to get it store-ready after greenlight. With ETL I handled it much, much better and it only took me a few days for them to give me the OK for the store page.

 

IIRC, once your game gets greenlit you can download their sdk (Steamworks Dev Kit- which has tons of shit I'll never use). Inside are many folders but in my case all I use is the Content Builder folder and some scripts. You have to configure / edit the scripts with your game's Steam ID# and running this will scan and compile the game (which is put in the content folder) and create a Steam build for your depot. Then on the Steamworks webpage you can set whichever depot's build to 'default' and publish it. Then this will be the version of the game that the users get everytime they go to play it.

 

RE $100: Dude, trust me on this- $100 is such a safe gamble. I took a chance but knew in advance it would almost be totally worth it and it was. I sell my games for pretty cheap but some of these guys charging $10 and up can recoup their license cost in about 15 minutes come release day. If you're serious about wanting to get into game development- and remember I'm really just a super dedicated indie hobbyist- A one time $100 fee is nothing in the grand scheme of things you can possibly create and add to the service for years down the road.

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The game has been approved by Steam and is going on sale this Thursday, Oct 27th!http://cdn.akamai.steamstatic.com/steam/apps/547980/header.jpg?t=1477397603

 

Congrats dude. That's awesome! How'd you make onto the page? Greenlight?

 

Yes, you pay a one time Steam licensing fee of $100 and you can put as many games up on Greenlight as you want to get voted in. ETL took a few months and honestly got Greenlit way way before I thought it would. It's been up since Oct 27th and (so far) nobody's had anything but good things to say about it which is awesome.

 

I won't be able to retire or anything off of these however it's nice to have a bit of help paying off a utility bill each month!

 

Just curious. How's the steam API? I've wanted to mess around with it but $100 is steep for a curiosity.

 

Well it's the first of anything like this I've ever tried and it was pretty confusing to be honest. Even with all their vaunted 'documentation' I believe they expect Joe Q. Developer to be related to Einstein or something. I had a lot of trouble figuring it out with Just a Cleric. I think it took me almost a month or so to get it store-ready after greenlight. With ETL I handled it much, much better and it only took me a few days for them to give me the OK for the store page.

 

IIRC, once your game gets greenlit you can download their sdk (Steamworks Dev Kit- which has tons of shit I'll never use). Inside are many folders but in my case all I use is the Content Builder folder and some scripts. You have to configure / edit the scripts with your game's Steam ID# and running this will scan and compile the game (which is put in the content folder) and create a Steam build for your depot. Then on the Steamworks webpage you can set whichever depot's build to 'default' and publish it. Then this will be the version of the game that the users get everytime they go to play it.

 

RE $100: Dude, trust me on this- $100 is such a safe gamble. I took a chance but knew in advance it would almost be totally worth it and it was. I sell my games for pretty cheap but some of these guys charging $10 and up can recoup their license cost in about 15 minutes come release day. If you're serious about wanting to get into game development- and remember I'm really just a super dedicated indie hobbyist- A one time $100 fee is nothing in the grand scheme of things you can possibly create and add to the service for years down the road.

 

Thanks for the description.

 

I enjoy game development but a lot of things I've done recently have been largely proof of concept. The fun part is getting it working and seeing that it's fun in a basic scenario. Then there's the 90% of the work that's making art, sound effects, animations, levels, etc.

 

Maybe when I finish with my current side project (I'm trying to make a super simple online turn based game by writing my own connections using sockets and no libraries) I'll go back and make expand upon something I built a while back and remake it in Unity.... UE4 was not the good choice for it. Maybe I'll try throwing it onto greenlight as well. Based on what you wrote I should start off by dropping the $100 and having that stuff built in?

Edited by USB Connector
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The game has been approved by Steam and is going on sale this Thursday, Oct 27th!http://cdn.akamai.steamstatic.com/steam/apps/547980/header.jpg?t=1477397603

 

Congrats dude. That's awesome! How'd you make onto the page? Greenlight?

 

Yes, you pay a one time Steam licensing fee of $100 and you can put as many games up on Greenlight as you want to get voted in. ETL took a few months and honestly got Greenlit way way before I thought it would. It's been up since Oct 27th and (so far) nobody's had anything but good things to say about it which is awesome.

 

I won't be able to retire or anything off of these however it's nice to have a bit of help paying off a utility bill each month!

 

Just curious. How's the steam API? I've wanted to mess around with it but $100 is steep for a curiosity.

 

Well it's the first of anything like this I've ever tried and it was pretty confusing to be honest. Even with all their vaunted 'documentation' I believe they expect Joe Q. Developer to be related to Einstein or something. I had a lot of trouble figuring it out with Just a Cleric. I think it took me almost a month or so to get it store-ready after greenlight. With ETL I handled it much, much better and it only took me a few days for them to give me the OK for the store page.

 

IIRC, once your game gets greenlit you can download their sdk (Steamworks Dev Kit- which has tons of shit I'll never use). Inside are many folders but in my case all I use is the Content Builder folder and some scripts. You have to configure / edit the scripts with your game's Steam ID# and running this will scan and compile the game (which is put in the content folder) and create a Steam build for your depot. Then on the Steamworks webpage you can set whichever depot's build to 'default' and publish it. Then this will be the version of the game that the users get everytime they go to play it.

 

RE $100: Dude, trust me on this- $100 is such a safe gamble. I took a chance but knew in advance it would almost be totally worth it and it was. I sell my games for pretty cheap but some of these guys charging $10 and up can recoup their license cost in about 15 minutes come release day. If you're serious about wanting to get into game development- and remember I'm really just a super dedicated indie hobbyist- A one time $100 fee is nothing in the grand scheme of things you can possibly create and add to the service for years down the road.

 

Thanks for the description.

 

I enjoy game development but a lot of things I've done recently have been largely proof of concept. The fun part is getting it working and seeing that it's fun in a basic scenario. Then there's the 90% of the work that's making art, sound effects, animations, levels, etc.

 

Maybe when I finish with my current side project (I'm trying to make a super simple online turn based game by writing my own connections using sockets and no libraries) I'll go back and make expand upon something I built a while back and remake it in Unity.... UE4 was not the good choice for it. Maybe I'll try throwing it onto greenlight as well. Based on what you wrote I should start off by dropping the $100 and having that stuff built in?

 

Personally I wouldn't put anything on Greenlight that's not complete (or 90% done) only because if it were to be voted through quickly I'd feel more pressured to finish it or at worst really shitty if I couldn't.

 

But there are many devs who have greenlit projects that are still nowhere close to being completed. For example there's a game that was on greenlight this past February and it's STILL not out yet (it resembled an old school NES Castlevania). And of course you also have those that greenlight a game that's Early Access and is by definition unfinished. The only thing about this though is EA games seem to have a really bad reputation with the community because of a select few devs screwing over their fans.

 

I think I only own 2 games on EA (Vagante and Caveblazers), and then only because I did my research and looked to see if their devs were actively updating and etc.

 

EDIT: The games I have on there right now I pretty much handle as finished products.... with improvements being added all the time. So kind of like an EA game only the original release is complete and ready to go.

 

Here's some basic examples of what I mean-

 

Just a Cleric had some feedback from players: No grinding for XP / money spot, No checkpoint save between the 2 end levels to fight the dragon, and not enough space in the player's backback to store items. So over the course of 3 or 4 months I addressed and added a special dungeon they could earn extra XP and money in, made a checkpoint save between those 2 end levels, and created the squirrel storage service in town (which holds an extra 15 items for you- your backpack only holds 8 normally).

 

Equin the Lantern's feedback from players: No in game volume control. I made a header menu option for overall volume adjustment that carries over from game to game in a value stored in an ini file. Also I've added improvements I've thought would make things better along the way too because why not, right?

Edited by Del_Duio
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Since we're the only ones posting right now I think we can skip making the quote block bigger.

 

For some reason I was under the impression that the $100 also gave you access to the steam API for achievements and whatever else which is what I want to play with. I looked it up last night shortly after I posted to find that you only gain access once you have a game on steam. I think my next project definitely will be the completion of an existing project to put on greenlight for a few bucks. Thanks a lot for your advice.

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Yeah, that's half the problem right there: I had no idea on what to expect until I got greenlit and saw all that extra mumbo jumbo. For whatever reason I think I thought it'd be as easy as uploading a zip file and a couple pictures with a description. HA HA HA HA, NO.

 

I'm no expert but if you do get something through and need help I can try to be of assistance.

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