Dungeoneer - RPG + Dungeon Crawler Mix | Devlog #1

Hey Everyone,

I know there is probably a lot of these style “devlogs” on the developer forum but I wanted to document my progress and get feedback on my game systems for this dungeon crawler that I am working on that plans to contain some more RPG elements (in the future). Hopefully I can look back and see how I have grown as a scripter. (Or not)

I did post on the WAYWOC thread about this combat system I am working on that I am nicknaming “The Dungeoneer Adaptive Combat System” (Fancy I know). (What are you working on currently? (2024) - #1808 by DaBoss4344) I am in hopes of creating a more slowed down tactical approach to combat.

The goal is to correctly time and line up your swings on the enemy to deal maximum damage possible with poor timing/hit locations suffering a loss of damage.

A short demo of me defeating a basic enemy in the game. (The hitboxes are for debug purposes only, I know they are in the way). You can see some instances where I miss and deal 2 damage compared to the max of -17.5 (Its hard to tell but it happens)

Currently the combat is at a slower pace, but with the introduction of combo attacks and blocking + the enemy actually attacking you back, as well as abilities and such. I hope it will speed up combat a little more. I am also thinking of making the hitboxes a little more refined (and thus smaller) which might make the game a little bit more challenging.

One thing I am worried about it that it wont necessarily appeal to the main idea of “big numbers go fast so therefore good” or do you think a more advanced combat system would be a good idea, and that I should just roll with it.

Thanks for taking the time to listen to me ramble, and I hope to create more of these in the future with a lot more content in the future. :+1:

If you have any questions feel free to ask.

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