NEW GAME! DUNGEONMEN: Men of Dungeons!

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KF Harlock
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NEW GAME! DUNGEONMEN: Men of Dungeons!

Post by KF Harlock »

Hey, everyone!

Shizuma and I just finished work on another game we made together:

DUNGEONMEN: MEN OF DUNGEONS!

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An ancient cult has stirred the rest of the aeons-old devourer of worlds, ZAGON! In order to defeat him, you'll have to recruit a party of adventurers, head deep into nefarious dungeons, and overcome the strength of his four minions!

Think of Dungeonmen as something like a synthesis of classical Western computer RPG gameplay (Wizardry, Bard's Tale, &c.), and classic Japanese console RPG art and design. It takes proven design concepts and tries to weave them into something new and enjoyable.

DUNGEONMEN: MEN OF DUNGEONS features:

- Recruit a party of up to 40 heroes!
- Choose from 12 unique character classes, each with special abilities!
- Class abilities that impact the dungeons themselves, not just combat!
- Robust equipment smithing and enchanting system with over 1000 options for weapons and armor!
- Non-linear dungeon selection!
- Side-quests with outlandish awards!
- Flexible character building wherein any class can equip anything!
- Rockin' original soundtrack from Glock and Mr. 8-Bit!

You'll need all these features, however, to overcome the hideous evils that lurk within the dungeons themselves. These are some of the most hardcore tombs and crypts you've encountered in a 16-bit RPG. Luckily, the characters you can recruit are equipped to handle the challenge, if only you can master their potent abilities:

- Will your CRUSADER's light aura cut through the overwhelming darkness of the dungeons, or will you bring along torches? Be careful or find yourself LOST IN DARKNESS FOR ALL TIME!
- Will the deft touch of a NINJA be enough to overcome the vast array of MERCILESS DEATH TRAPS that populate each floor?
- Will you patiently hunt for keys or SMASH THROUGH LOCKED DOORS as the KNIGHT?
- Will you face the foe head-on or send them running for their lives with a conjured apparition from the ILLUSIONIST?
- Will the healing hand of the CLERIC be able to soothe your wounds when you contract one of five BONE-MELTING DISEASES, or will you try your luck without his aid?

These skills and more are at your disposal in DUNGEONMEN: MEN OF DUNGEONS!

SCREENSHOTS:

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ARE YOU UP FOR THE CHALLENGE?!

DO YOU HAVE WHAT IT TAKES TO CALL YOURSELF A MAN OF THE DUNGEON?!

FIND OUT TODAY!: http://www.slimesalad.com/forum/viewgame.php?t=5197
Last edited by KF Harlock on Wed Aug 08, 2012 9:04 am, edited 1 time in total.
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KF Harlock
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Post by KF Harlock »

A few things I'd like to note for anyone playing this:

- The game does use some strange randomized mechanics for a lot of things, and there are a TON of options to play with. I highly recommend you read the manual that comes with the game (plus, the manual looks awesome). A .PDF copy is included in the game download itself, but you can also look at it online here: http://www.crithit.org/hlock/dmmanual.pdf

- This game was made for the 64 Digits "Make an RPG in Three Months" contest. If you like it, do Shizuma and I a big favor and PLEASE go to their site and vote for us. You can find a list of the other games in the contest here: http://www.64digits.com/users/index.php ... &id=500734. All you gotta do is head there, play the games, register on their site, and leave a comment on that post that lists your Top Five games in order from best to worst. We're really hoping to get some attention, both for our games and for the OHR community as a whole, out of this, so if you can help us out, it would be very much appreciated. Thanks!

- There are about 3 seconds of pixellated nudity in the first 30 seconds of the game, but nothing NSFW beyond that. Just a fair warning if anyone's easily offended or thinking about playing this at work!

- Of course, please reply to this thread with any comments/questions/thoughts on the game, and any bugs or strange behavior you might find.

Thanks, and I hope you enjoy... DUNGEONMEN: MEN OF DUNGEONS! :v:
Last edited by KF Harlock on Wed Aug 08, 2012 9:09 am, edited 2 times in total.
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BMR
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Post by BMR »

Holy wow...

/me downloads
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Post by passiveye »

looks pretty good. im a big fan of Spellshard(still have to finish that one!) so i need to try this. great style.
i think this is the largest filesize ive seen for an OHRRPGCE game tho.
Last edited by passiveye on Thu Aug 09, 2012 6:30 am, edited 3 times in total.
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Post by Mogri »

This looks amazing.
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Post by Pepsi Ranger »

Urgh, I still have to finish Spellshard. How badly have my OHR game-playing abilities sunk if you make them faster than I can play them (and review them, which undoubtedly I have to do between now and the HamsterSpeak revival next year)?

My first real question, however, is, how can I get Mr. 8-bit to do music for my game? (*nudge, nudge, music man*)

My second and more important question is, would you like this to be entered into the Heart of the OHR contest?
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Post by KF Harlock »

Heya, Pepsi. Sorry for the delay in replying; I was out of town most of Wednesday and Thursday. We do want the game entered in the runnings for HotOHR! Just to clarify, we can update the game before the deadline, and the updated version will count as the competing entry? Because we do plan some bugfixes, and a couple additional features (like, you may have noticed the game has empty portrait boxes right now; those are coming shortly).
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Post by Pepsi Ranger »

Yes, to reiterate to anyone who releases a game and enters it into Heart of the OHR, you just have to release any version of it before November 30th to get a lock into the contest. Whatever version is online as of December 7th (the end of the bugfixing period) will be the one that gets voted on. So, you can make however many changes you want until December 7th.
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Post by KF Harlock »

Just noting that I just uploaded an update to the game; this fixes a bug that strangely caused errors with Disarm Trap but *only* if the ninja was in the third rank of the party. No idea why it wasn't affecting ninjas in ranks 1, 2, or 4, but there you go. This update fixes the problem, so if you're using or plan to use the ninja class, be sure to grab it!

Also - there's three days of public voting left in the 64 Digits RPG competition, so if you like the game, please do us a favor and vote! The higher we place, the more exposure for the OHRRPGCE, which is good for YOUR games too! http://www.64digits.com/users/index.php ... &id=500734
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Post by Bob the Hamster »

KF Harlock wrote:Just noting that I just uploaded an update to the game; this fixes a bug that strangely caused errors with Disarm Trap but *only* if the ninja was in the third rank of the party. No idea why it wasn't affecting ninjas in ranks 1, 2, or 4, but there you go. This update fixes the problem, so if you're using or plan to use the ninja class, be sure to grab it!
That sounds sort of like a mixup between hero ID and party slot. What is the Ninja's hero ID? Is it 3?
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Post by Gizmog »

I would vote, but the rules say you have to have registered before June and I did not. Honestly, I'm a little bit relieved because I was *not* looking forward to playing some of those games. Did no one tell them there were 400 bucks on the line and they had more than 48 hours? I also might be crazy, but I thought this contest was about making rpgs, not platformers and Terraria ripoffs.
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Post by Spoonweaver »

I just noticed that on 64digits, it's not really voting we'd be doing it's nominating. And Dungeonmen doesn't really need too much help in the department. I nominated it anyways though.
Your game is the clear winner there, that's even ignoring the fact that it's the only entry that shouldn't have be DQ'd.
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Post by KF Harlock »

Oop, Giz, you're right, I didn't notice that rule. They had to throw out novakaiser's votes because of this. Spoon, thanks for voting; yours should be fine since you had an account even way before I did.

So yeah, everyone else, ONLY GO VOTE ON THE CONTEST IF YOU WERE REGISTERED AT 64DIGITS BEFORE JUNE! Today's the last day for voting anyway, I believe.
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Post by Gizmog »

I haven't downloaded the latest version yet (doing so now) but has anyone reported any weirdness with the "AVAST!" command? I was poking around in the volcano (Perhaps earlier than I should've been) and it seemed like this one yellow enemy attacked and one of my mid-jump pirates got a turn prompt. I took a screenshot so you can see which one.

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Post by KF Harlock »

GIZ: Weird! It hasn't happened any of the other times you used Avast? I'll take a look, but I wonder what could be causing this beyond some kind of mistake with the "delay doesn't prevent other actions" bitset (which I'm pretty sure I didn't turn on), or some kind of bug with jumping. Weren't jumping attacks behaving kinda strangely in the past as well?

JAMES: It may be possible what you say about hero rank and hero ID. The ninja isn't ID 3, but he is "the third one" (ID 2), so...? However, the script that was hanging with the ninja in the third position doesn't even really do anything involving one position but not the others. Here was the entirety of the script:

Code: Select all

suspendplayer
variable &#40;needlefate, t&#41;

settag&#40;traptag,on&#41;
settag&#40;243,on&#41;
while &#40;checktag&#40;243&#41;==on&#41;, do,
	begin
#pick random hero
	t&#58;=random&#40;0,3&#41;
#make sure a hero is in that position
	if &#40;herobyslot&#40;t&#41;<1>>0&#41;, then,
			begin
                #choose random needle trap effect
			needlefate&#58;=random&#40;1,6&#41;
                # effect 1
			if &#40;needlefate==1, and, herobaseelementalresistasint&#40;t,16&#41;==100&#41;, then, &#40;tb&#40;594&#41;,dis1festerchance&#40;100&#41;,settag&#40;243,off&#41;&#41;
                 #effect 2
			if &#40;needlefate==2, and, herobaseelementalresistasint&#40;t,17&#41;==100&#41;, then, &#40;tb&#40;594&#41;,dis2blackchance&#40;100&#41;,settag&#40;243,off&#41;&#41;
                 #effect3
			if &#40;needlefate==3, and, herobaseelementalresistasint&#40;t,18&#41;==100&#41;, then, &#40;tb&#40;594&#41;,dis3agneschance&#40;100&#41;,settag&#40;243,off&#41;&#41;
                 #effect4
			if &#40;needlefate==4, and, herobaseelementalresistasint&#40;t,19&#41;==100&#41;, then, &#40;tb&#40;594&#41;,dis4grimchance&#40;100&#41;,settag&#40;243,off&#41;&#41;
                 #effect5
			if &#40;needlefate==5, and, herobaseelementalresistasint&#40;t,20&#41;==100&#41;, then, &#40;tb&#40;594&#41;,dis5cryptchance&#40;100&#41;,settag&#40;243,off&#41;&#41;
                 #effect6
			if &#40;needlefate==6&#41;, then, &#40;setherostat&#40;t,stat&#58;hp,0,currentstat&#41;,tb&#40;593&#41;,statzeroer,settag&#40;243,off&#41;&#41;
			end
		end
	wait&#40;1&#41;
	end
checkdead
end
The hanging issue went away when I got rid of the "suspendplayer" that didn't have a corresponding "resumeplayer", but as you can see, the suspendplayer wasn't conditional upon anything, so I've no idea why it was only triggering when a ninja in the third rank failed his disarm and caused this trap script to run.
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