EtRD - Enter the Roguelike Dimension

Enter the Roguelike Dimension (EtRD)

EtRD is a fully 3D roguelike with it’s graphics based on its ascii ancestors. Rather than focusing on creating expensive and complex graphics it will instead focus on stylised graphics and compelling gameplay.

Site
Check http://lyeeedar.blogspot.co.uk/ for the latest updates and releases!

Gameplay

The game runs in real time (not turn-based) and is completely in first person. The levels and enemies will be procedurally generated and therefore the game will contain permadeath.

A unique feature of the game is an extensive crafting system. All enemies will drop components (rather than equipment) when they are killed which can be used to craft items. You will obtain recipes throughout the game that describe the shape of an item, made up of a series of slots. In these slots any component can be placed. For example, a sword is made from a hilt, a blade core and a blade edge. In each of these 3 slots you can place any component (for example, stone as the hilt or fur as the blade edge) and the resulting item’s stats will be based on the properties of the components used. This should hopefully make the crafting system much more interesting.

Eventual Game Features:

Procedurally Generated Levels
Unique Static levels (Bonus levels, story levels etc)
Procedurally Generated Enemies
Unique Boss Monsters
Extensive Crafting System (Used to make all your equipment)
Extensive Spell crafting system
Dynamic Story

Implemented Features:

Procedurally Generated Levels
Procedurally Generated Enemies
Extensive Crafting System
Combat System
Basic Enemy AI
Spell System

A video:

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Now some screenshots:

Changelog:

0.0019:

Implemented a Spell System
Added Deferred Lighting
Improved delta timestep scaling so game runs the same speed at all framerates

Is that second screenshot a pack of feral kittens?

Currently those aren’t anything, just test creatures to check the enemy AI and how my blender skills looked in the game :stuck_out_tongue:

Very nice Concept.
I like the representation of the gameworld.

Idea: Make a “switch to 2D” Key, to display the game in ASCII (Top-down) Art and back to 3D at any time.

Cool. I was also thinking you weren’t gonna have that pickaxe for long with two rust monsters in your face :wink:

Pretty sweet, the lighting looks nice!

I also thought about this concept, but it never looked promising in my mind, no matter how I mixed 3d and ASCII art. I really don’t see any improvement in moving to 3d, only drawbacks compared to good’ol 2d ASCII art…

But please keep up your effort, I’d like to see where it goes :slight_smile:

Reminds me of this comic :):

Thanks :slight_smile: Well I hope you like my interpretation and that it wins you over :stuck_out_tongue: but only time will tell :slight_smile:

The will be a 2D ascii minimap, but playing the game in full topdown 2D would require a rewrite of how movement works (currently based on character rotation, which is hard to represent in 2D)

:stuck_out_tongue: I intend to evoke terror that the sight of a red ‘D’ coming towards you!

Hmmmm, this game concept could benefit from a rendering trick like this one at Humus:

Download the demo if you can, it looks quite interesting in movement.

Now that is so trippy :stuck_out_tongue: But no, I won’t use that style, cause it would make you ill to play for more that a minute or two :stuck_out_tongue: