Skullstone - a dungeon crawler game

http://s21.postimg.org/w3gdlxfhz/skullstone_komiks_2_part1.jpg

Do you want to see what happened next?
Visit our FB page: https://www.facebook.com/SkullstoneGame/
And click “Like it”!

We also made few improvements that we can show you.

First: die effect

https://cdn.pbrd.co/images/22EA948H.gif

Second: minimap and game options

http://s28.postimg.org/gbukebybt/minimap.jpg

Here you can see two new things in Skullstone: mob Stone Golem and SSAO effect.


http://s8.postimg.org/5gxejyj29/ssao_p12_golem_2.jpg

And here is a new mob we are working on:

http://s28.postimg.org/70o987295/ghoul3.jpg

http://s12.postimg.org/z33gjt43t/ghoul_koncept.jpg

The art is looking good, but can you consider using a different image hosting service? I really don’t want to be bothered by ads for hot Russian and Asian babes.

imgur comes to mind…

I never heard anything wrong about postimage.org, I’m using it for a long time… Maybe try to install adblock?

Few more screens (on postimage, because I uploaded them earlier).


http://s8.postimg.org/ubv882ub5/ghoul_dark.jpg

http://s9.postimg.org/k8eopjv6j/cryghoul.jpg

Update:

New screenshots:

http://s16.postimg.org/56tbq8udd/Sabre_Crab.jpg

http://s10.postimg.org/4s6ti424l/wasp.jpg

And a track from OST:

f8ZdEPRnEdI

We made a video with very early gameplay:

f-0Pv57vP7U

I like the audio tracks a lot. The loops are polished, expressive, and wear well, with good levels of tension, so they should work as game play gets tenser or relaxes. Getting game play to have dynamic arcs can be a challenge though. There’s always a danger of: “oh there’s another monster, kill it, walk walk walk, oh there is another monster, kill it…” which can get a bit flat.

I don’t know if your audio system is set up to do this, but (small point) instead of looping a flaming torch sample (the sample you have sounds like a good one), can you play a continuous stream of slices from the torch sample? I’m thinking slightly overlapping 1/4 or 1/5 second slices, selected randomly from the sample. As long as the player is moving around, the torch audio is long enough that you don’t hear the loop. But if a person stops by a torch, it can become apparent. Something similar to the treatment of the brook sound here might be a small but nice touch. Am happy to share the algo, but I don’t know your audio system. Can you output a continuous PCM data stream as audio?

I like the look of this, the atmos is getting good, the sound is great and the first ‘die’ effect looking nice.

I’m going keep an eye on this as I think it could be something special. Well done and keep up the great work!

This is a great game you have coming along. The graphics and music create a great atmosphere adding to the dungeon theme. The attacking mechanics also seem really innovative. It seems like a highly polished piece of work, can’t wait to for this to hit some sort of alpha for testing. Great suff, keep it up.

Sorry for the late reply, for unknown reason forum didn’t sent me any notification email…

@philfrei:
I don’t know if I can output a PCM stream, to be honest my knowledge about audio is very little. The engine uses OpenAL for audio and all I’m doing is playing samples in proper location, environment etc.

@steveyg90 @rv3392
Thank you for the good words!

Here are few more screens:


http://media.indiedb.com/cache/images/games/1/41/40379/thumb_300x150/img7.JPG


http://media.indiedb.com/cache/images/games/1/41/40379/thumb_300x150/img9.JPG


http://s31.postimg.org/eitmnnqhj/cr_party_btns2.jpg

[quote]@philfrei:
I don’t know if I can output a PCM stream, to be honest my knowledge about audio is very little. The engine uses OpenAL for audio and all I’m doing is playing samples in proper location, environment etc.
[/quote]
I took a look at JMonkeyEngine, and as far as I can tell, it is probably using LWJGL for its audio (which implements OpenAL) but it could be using JOGL as an alternate way.

I found an article that looks like it might lead to making a way to hook in streaming audio. Whether this can be done while preserving the environments and 3D location functions, I don’t know. I’m a bit backed up with tasks at the moment, but if I get the chance to make a wrapper and a perpetually changing torch-burning sound, would you be interested in testing it out?

JOGL is not officially supported by JME 3.0 and I’ll not change the main library at this point of development. Too risky.

[quote]can you play a continuous stream of slices from the torch sample?
[/quote]
Do you think of ‘rewinding’ the sample to some point and playing it for some time, then rewinding again? I think it would be possible but isn’t there a danger of some sound glitches?
Anyway, the torch and its sound is a simple thing in game. I’m not sure if player would devote enough attention to recognize that it is actually a simple loop, which would be obvious for him.
I think I’ll stay with current solution, I have too many other things to code :wink:

[quote]I think I’ll stay with current solution, I have too many other things to code Wink
[/quote]
A totally sane response!

I did get a bit piqued, though, and added a “campfire” to the peacefulbrook sound scape jar, just to prove to myself the technique would work. It uses a 5-sec sample lifted and tweaked from a longer free SFX. I think it sounds pretty convincing as a non-repeating, endlessly varying fire. The torches in your hallways would be a bit different, but this should be close enough to extrapolate.

A couple things on the queue but hopefully before long I will attempt to build a LWJGL/OpenAL direct audio-streaming tool. It seems to me something like that could be a nice step forward for procedural audio on LWJGL-derived engines.

Java-Gaming is one of the firsts forums where I show the sketch for second style of dungeons.


http://s33.postimg.org/rh7s6yruz/dungeon_B_2.jpg

@philfrei I think that you should consider contributing your work on fire sounds to some game engine, JME for example. If you make it as some AudioNode descendant (NonLoopingFireAudioNode or sth. ), many gamedevs would use it for sure.

I honestly love sound effects. My favorite games are ones where you can actually get into the audio files and change them to something else. So it is of request to anyone from me to have dynamic sound effect loading.

The game already looks flawless. I love it. Good job.

Dynamic sound effects loading is not a good option. There are many small samples in the game, but loading every sample every time we need to play it, just because someone might want to replace it, can cause ingame lags. Just imagine - every time a monster starts to roar we need to: open a file, load it, play it, not a good option when we fight for every millisecond per frame. That’s why such resources are kept buffered in the memory.

If you love sound effects then we have some good news: a professional sound designer joined our team, so we starts to replace all existing samples, which were downloaded from various sites with free assets, with ones designed especially for our game.

I’d imagine you’d load all assets necessary for the scene into memory.

Hello,

I like the full game concept but I would advise for a look at eye of the beholder (AD&D 3) as someone suggested.

Try to wrap in a good AI such as a Gaussian SVM (support vector machine), it’ll give you a better feel of the game.

Few more screens for you. Sorry for infrequent updates, we will try to do it more often.


https://s17.postimg.org/3xahs3jcb/skullstone_polypore.jpg

https://s17.postimg.org/srtzm646j/skullstone_armour_set.jpg


https://s17.postimg.org/64eqg0omj/fsnake2.png

https://s17.postimg.org/f0pijyf8r/fsnake4.png


https://s17.postimg.org/ille36jsb/skullstone_scr_img7.jpg

https://s17.postimg.org/55yddqbaj/untitled00418.png


https://s17.postimg.org/ef0jnuk6j/skullstone_scr_img11.jpg

https://s17.postimg.org/4vquudwob/skullstone_scr_img13.jpg


https://s17.postimg.org/eubtgv63v/skullstone_erlina.jpg

https://s17.postimg.org/72v3ib1yj/skullstone_barham.jpg

There is also one ‘making-of’ video, its a simple model, soon we will show something more complex.

5FZ2pusDP7k

Things are going on slowly but steadily. We has been surprised by Valve’s decision about closing Greenligs, so we’ll try to pass it as fast as possible. I’ll inform you and ask for help when our campaign starts.

For now I’m happy to show you few more screens and introduce our website: http://skullstonegame.com/


http://i.imgur.com/16JwRUKm.jpg

http://i.imgur.com/SanVy3Bm.jpg


http://i.imgur.com/ggoPiXzm.png

http://i.imgur.com/9rkzX2xm.png


http://i.imgur.com/oOVij0um.png

http://i.imgur.com/2AlxA3vm.png