Fredrik
Member
*** This is a outdated forum thread ***
Due to the long time between this tread (with the v2 of the demo) and the third thread (with the v3 of the demo) there was made a new forum thread instead of updating this one!.
Link to the new one:
Moor - thread 3
~ MOOR ~
A rogule-like dungeon crawler
Links
* Webpage:
http://playmoor.webs.com/
* Steam Greenlight:
http://steamcommunity.com/sharedfiles/filedetails/?id=600040112
* The old tread:
https://forum.yoyogames.com/index.php?threads/moor-a-3d-pixel-styled-dungeon-crawler-w-demo.2859/
* The old demo (.exe):
https://www.dropbox.com/s/s8ka1k01uwxkxb5/Moor_studioversion.exe?dl=0
* NEW DEMO (DEMO 2) (installer):
https://www.dropbox.com/s/u03khko7re95b3m/PlayMoor_Demo_2.exe?dl=0
* NEW DEMO (DEMO 2) (.exe):
https://www.dropbox.com/s/62rflchtpr3le4r/PlayMoor_Demo_2_exe.exe?dl=0
More images:
Upcoming images are not taken from the demo (images can also be found on the webpage):
Hey again!
It's been a long time since the last tread I made for Moor. Last time I wrote alot about the game and upcoming features. I also shared the very first public demo. Now I've finally decided to share the second public demo. You wont be able to play through everything in the game yet, but you'll be able to play from the start and down to defeating the very first boss battle!
The first demo (which was a .exe file) won't run properly on my computer for some reason, so it turned out to be quite hard for me to compare the first demo with this demo, listing ALL the new features, but I'll try to remember them all ^^
First of all I know for a fact that there were no save system in the old demo. A fully functional save system should now be avable without any bugs! It'll save everything from Player stats, dungeon structure, inventory and settings.
The game will save everything within four .INI files in your appdata, and if you die, everything except "settings.ini" will be deleted and you'll have to start over again, as the game indeed are a rogue-like dungeon crawler.
- Dungeon level, rooms and more -
The dungeon style is quite the same as in the last demo, the textures have been reworked to look alot better, as well as most of the rooms which are used to generate each floor has been recreated. Some of the more noticeable rooms like a open church hall / room, a dining room with a fire place, and more of those "puzzle rooms" as they're called in the project file has been reworked to look- and function alot better. The large church room (which you will without doubt find if you try the demo) is not yet done as there's no collision mask for the stairs found in the room. The entire "climbing" level going up to a secret area in the same hight as the bell in the church is not fully complete either.
- Items, loot and gear -
Alot of the item/weapon sprites has been updated! I've also added a description window below the inventory window to display description for each item when you hover your cursor over them in the inventory. You'll be able to read a short description of the item, as well as how much damage it deals and what not.
To be honest I can't remember if the old demo had rings or not, but if they didnt: I've added 8x different rings which you can equipt in two different ring slots in your inventory. The rings will give you various buffs!
The rings are as listed:
* Ring of minor health : will increase your max health at a minor rate.
* Ring of minor magic : will increase your max magic at a minor rate.
* Ring of strength : will increase your overall physical attack at a minor rate.
* Ring of steel : will increase your overall armor at a minor rate.
* Ring of minor endurance regeneration : will increase your stamina regeneration at a minor rate.
* Ring of minor endurance : will increase your max stamina at a minor rate.
* Ring of minor health regeneration : will regenerate health over time at a small rate.
* Ring of minor magic regeneration : will regenerate magic over time at a small rate.
Since most rings have "minor" in their time I have planned to add "greater" rings as well, doing the same, just better.
Togheter with this I've also added more potions! Not all of them are actually potions, but classify as potions in the project.
The potions are as listed (except the potions which existed in the previous demo):
* Flask of water : will recover full stamina, no matter how low it is.
* Flask of ale : will recover a small amount of health over some time.
* Flask of wine : will recover a small amount of health over some time.
* Cup of coffee : will reduce the cost of stamina while attacking for some time.
* Potion of greater healing : will add +50 HP (the smaller one will add +25 HP) (HP = Health Points).
* Potion of greater magic : will add +10 SC(the smaller one will add +5 SC) (SC = Spell Casts).
Both ale and wine seems to do exactly the same, right? well for now they do... the plan is that ale and wine (and perhaps other alcoholic drinks) will give iron skin for some time, basically buffing your armor for a short time).
And it doesn't stop there. I've also added some food!
They goes as listed:
* Uncooked steak : will recover a small amount of health over some time.
* Cooked steak : will recover a good amount of health over some time.
* Cheese : will recover a small amount of health over some time (will remove poison debuff in the future).
* Bread : will recover a small amount of health over some time.
* Healing herb : will recover a great amount of health over quite some time.
Some weapons has been changed as well!
What used to be "iron mace" is now "iron hammer". What used to be "bronze mace" is now "morning star".
What used to be "gold mace" is now "jeweled hammer", and what used to be "steel mace" is now "spiked steelmace". Most of the other weapons as still the same, but have new names. The "iron sword" is now "iron broadsword", "steel dagger" is now "fine dagger" and so on...
When pointing at items on the ground, it'll now say "E: pick up (item name)". The same goes for talking to NPC's, opening doors, chests and more.
! Neclaces / amulets / special items (going in that slot) are not added yet.
- Enemies and bosses -
Most enemies are the same! They now have a healthbar above them to indicate health (of course). I can't remember what enemies were avable in the previous demo, but in this one the avable enemies are:
* Goblin.
* Goblin warrior.
* Skeleton.
* Skeleton warrior.
* Zombie.
* Spider.
* Maggot
* Small maggot.
And that's it!
if you have great ideas for enemies, post in the comments!
It's also worth mention that if enemies attack you, you wil take damage (of course), but.. if you block their attack with a shield you'll lose stamina! The smaller the shield you use, or the heavier the enemie's attack are, the more stamina will be lost. Stamina will regenerate over time though.
- Loot from chests / crates / barrels / enemies -
In the previous demo there were only a short list of preset items that could be dropped from etc. crates and barrels, but now almost every item in the game can be dropped from pretty much everything. Chests have a greater chance at dropping better items than a barrel of course. Enemies on the other hand wont drop anything else than what you'll se them holding, etc: a goblin uses a knife, so he'll drop a knife. They can also drop money. This means that you can be super lucky and break the very first crate you find and get the best weapon avable right from the start! But it's very uncommon.
- Gameplay -
The gameplay goes as usual. For each floor you'll have to locate a door (with blue light around it) which will take you down to the next floor. Continue doing this until you reach the boss floor! You might also find secret rooms and small areas having chests which you might not have seen before! There's also a secret room in the game which requires bombs to break open, but bombs are not added yet, so GL!
Beware of death!
If you die on the game there's no death screen with "you died" or what ever, atleast not yet. If you die he game will delete your save files, then quit the game completly.
Attacking and blocking goes as before. You hold and release LMB to attack, and hold RMB to block with a shield. Same goes for food/potions, just hold LMB to use.
- Settings and options -
The settings menu has been reworked to look alot better! Not all the previous options are still avable, like the aspect ratio is not avable anymore (it's still in the game possible to be added, but not avable atm), same goes for some other stuff. You can also switch between "English" and "Norwegian" langauge, but the Norwegian one are not quite finished and updated as I found out it would be easier to finish the game in english, then add various langauges. As I work with the project I keep this in mind so It'll be easy to add new languages pretty much on the go, almost. If you'd like your langauge in the game, please tell me in the comments.
- HUD / UI -
The HUD has been reworked and looks alot better now! It still functions the same way, but has a much cleaner look.
!!! The store found outside the dungeon are closed and does not sell items (for now).
I think I've covered most of it!
If you find any bugs please tell me! I know there might be a bug or two with the dungeon generation where you'll end up in a blind gate with nowhere to go. If this happends please press "F1" in-game to open debug window and comment below your Seed, Structure and Floor". If you stil want to play you can head into appdata and remove the "level.ini" as the game will then create a new one.
I know there also might be a screen tearing bug in the game which I've yet to look into. I havn't seen much of it myself but I think someone informed about from the previous demo!
- Road map -
The most vital parts in the game are now in place and should have no bugs as far as I know. This goes for combat (might need some polish), inventory system, save system and dungeon generation should now work without problems! With these vital parts in order I can now focus on the more fun part of creating the game! which is just adding more items, enemies, dungeon levels and more. As far as my plan goes there's planned to be four or five dungeon levels with a boss battle at the end of each floor, and with a last boss battle at the fourth or fifth floor. That's what's planned before full release, but I might add more various level (or perhaps less if it works better).
If you try the demo you'll se that the dungeon floors are generated in a maze-like structure, not all dungeon levels will play out as this. The first one will, the second one wont be as randomly generated as the first one but have a pre-created style. Then the third will have a randomly generated style again, and so fourth.
- Feedback -
If you still find Moor interesting, give the demo a try, and give me your feedback. All feedback, good or bad, are just as important and I'd love to read what you think of it so far. You might agree with me that the developent has been going quite slot, but it's not easy to create a game all alone!
Due to the long time between this tread (with the v2 of the demo) and the third thread (with the v3 of the demo) there was made a new forum thread instead of updating this one!.
Link to the new one:
Moor - thread 3
~ MOOR ~
A rogule-like dungeon crawler
Links
* Webpage:
http://playmoor.webs.com/
* Steam Greenlight:
http://steamcommunity.com/sharedfiles/filedetails/?id=600040112
* The old tread:
https://forum.yoyogames.com/index.php?threads/moor-a-3d-pixel-styled-dungeon-crawler-w-demo.2859/
* The old demo (.exe):
https://www.dropbox.com/s/s8ka1k01uwxkxb5/Moor_studioversion.exe?dl=0
* NEW DEMO (DEMO 2) (installer):
https://www.dropbox.com/s/u03khko7re95b3m/PlayMoor_Demo_2.exe?dl=0
* NEW DEMO (DEMO 2) (.exe):
https://www.dropbox.com/s/62rflchtpr3le4r/PlayMoor_Demo_2_exe.exe?dl=0
More images:
Upcoming images are not taken from the demo (images can also be found on the webpage):
Hey again!
It's been a long time since the last tread I made for Moor. Last time I wrote alot about the game and upcoming features. I also shared the very first public demo. Now I've finally decided to share the second public demo. You wont be able to play through everything in the game yet, but you'll be able to play from the start and down to defeating the very first boss battle!
The first demo (which was a .exe file) won't run properly on my computer for some reason, so it turned out to be quite hard for me to compare the first demo with this demo, listing ALL the new features, but I'll try to remember them all ^^
First of all I know for a fact that there were no save system in the old demo. A fully functional save system should now be avable without any bugs! It'll save everything from Player stats, dungeon structure, inventory and settings.
The game will save everything within four .INI files in your appdata, and if you die, everything except "settings.ini" will be deleted and you'll have to start over again, as the game indeed are a rogue-like dungeon crawler.
- Dungeon level, rooms and more -
The dungeon style is quite the same as in the last demo, the textures have been reworked to look alot better, as well as most of the rooms which are used to generate each floor has been recreated. Some of the more noticeable rooms like a open church hall / room, a dining room with a fire place, and more of those "puzzle rooms" as they're called in the project file has been reworked to look- and function alot better. The large church room (which you will without doubt find if you try the demo) is not yet done as there's no collision mask for the stairs found in the room. The entire "climbing" level going up to a secret area in the same hight as the bell in the church is not fully complete either.
- Items, loot and gear -
Alot of the item/weapon sprites has been updated! I've also added a description window below the inventory window to display description for each item when you hover your cursor over them in the inventory. You'll be able to read a short description of the item, as well as how much damage it deals and what not.
To be honest I can't remember if the old demo had rings or not, but if they didnt: I've added 8x different rings which you can equipt in two different ring slots in your inventory. The rings will give you various buffs!
The rings are as listed:
* Ring of minor health : will increase your max health at a minor rate.
* Ring of minor magic : will increase your max magic at a minor rate.
* Ring of strength : will increase your overall physical attack at a minor rate.
* Ring of steel : will increase your overall armor at a minor rate.
* Ring of minor endurance regeneration : will increase your stamina regeneration at a minor rate.
* Ring of minor endurance : will increase your max stamina at a minor rate.
* Ring of minor health regeneration : will regenerate health over time at a small rate.
* Ring of minor magic regeneration : will regenerate magic over time at a small rate.
Since most rings have "minor" in their time I have planned to add "greater" rings as well, doing the same, just better.
Togheter with this I've also added more potions! Not all of them are actually potions, but classify as potions in the project.
The potions are as listed (except the potions which existed in the previous demo):
* Flask of water : will recover full stamina, no matter how low it is.
* Flask of ale : will recover a small amount of health over some time.
* Flask of wine : will recover a small amount of health over some time.
* Cup of coffee : will reduce the cost of stamina while attacking for some time.
* Potion of greater healing : will add +50 HP (the smaller one will add +25 HP) (HP = Health Points).
* Potion of greater magic : will add +10 SC(the smaller one will add +5 SC) (SC = Spell Casts).
Both ale and wine seems to do exactly the same, right? well for now they do... the plan is that ale and wine (and perhaps other alcoholic drinks) will give iron skin for some time, basically buffing your armor for a short time).
And it doesn't stop there. I've also added some food!
They goes as listed:
* Uncooked steak : will recover a small amount of health over some time.
* Cooked steak : will recover a good amount of health over some time.
* Cheese : will recover a small amount of health over some time (will remove poison debuff in the future).
* Bread : will recover a small amount of health over some time.
* Healing herb : will recover a great amount of health over quite some time.
Some weapons has been changed as well!
What used to be "iron mace" is now "iron hammer". What used to be "bronze mace" is now "morning star".
What used to be "gold mace" is now "jeweled hammer", and what used to be "steel mace" is now "spiked steelmace". Most of the other weapons as still the same, but have new names. The "iron sword" is now "iron broadsword", "steel dagger" is now "fine dagger" and so on...
When pointing at items on the ground, it'll now say "E: pick up (item name)". The same goes for talking to NPC's, opening doors, chests and more.
! Neclaces / amulets / special items (going in that slot) are not added yet.
- Enemies and bosses -
Most enemies are the same! They now have a healthbar above them to indicate health (of course). I can't remember what enemies were avable in the previous demo, but in this one the avable enemies are:
* Goblin.
* Goblin warrior.
* Skeleton.
* Skeleton warrior.
* Zombie.
* Spider.
* Maggot
* Small maggot.
And that's it!
if you have great ideas for enemies, post in the comments!
It's also worth mention that if enemies attack you, you wil take damage (of course), but.. if you block their attack with a shield you'll lose stamina! The smaller the shield you use, or the heavier the enemie's attack are, the more stamina will be lost. Stamina will regenerate over time though.
- Loot from chests / crates / barrels / enemies -
In the previous demo there were only a short list of preset items that could be dropped from etc. crates and barrels, but now almost every item in the game can be dropped from pretty much everything. Chests have a greater chance at dropping better items than a barrel of course. Enemies on the other hand wont drop anything else than what you'll se them holding, etc: a goblin uses a knife, so he'll drop a knife. They can also drop money. This means that you can be super lucky and break the very first crate you find and get the best weapon avable right from the start! But it's very uncommon.
- Gameplay -
The gameplay goes as usual. For each floor you'll have to locate a door (with blue light around it) which will take you down to the next floor. Continue doing this until you reach the boss floor! You might also find secret rooms and small areas having chests which you might not have seen before! There's also a secret room in the game which requires bombs to break open, but bombs are not added yet, so GL!
Beware of death!
If you die on the game there's no death screen with "you died" or what ever, atleast not yet. If you die he game will delete your save files, then quit the game completly.
Attacking and blocking goes as before. You hold and release LMB to attack, and hold RMB to block with a shield. Same goes for food/potions, just hold LMB to use.
- Settings and options -
The settings menu has been reworked to look alot better! Not all the previous options are still avable, like the aspect ratio is not avable anymore (it's still in the game possible to be added, but not avable atm), same goes for some other stuff. You can also switch between "English" and "Norwegian" langauge, but the Norwegian one are not quite finished and updated as I found out it would be easier to finish the game in english, then add various langauges. As I work with the project I keep this in mind so It'll be easy to add new languages pretty much on the go, almost. If you'd like your langauge in the game, please tell me in the comments.
- HUD / UI -
The HUD has been reworked and looks alot better now! It still functions the same way, but has a much cleaner look.
!!! The store found outside the dungeon are closed and does not sell items (for now).
I think I've covered most of it!
If you find any bugs please tell me! I know there might be a bug or two with the dungeon generation where you'll end up in a blind gate with nowhere to go. If this happends please press "F1" in-game to open debug window and comment below your Seed, Structure and Floor". If you stil want to play you can head into appdata and remove the "level.ini" as the game will then create a new one.
I know there also might be a screen tearing bug in the game which I've yet to look into. I havn't seen much of it myself but I think someone informed about from the previous demo!
- Road map -
The most vital parts in the game are now in place and should have no bugs as far as I know. This goes for combat (might need some polish), inventory system, save system and dungeon generation should now work without problems! With these vital parts in order I can now focus on the more fun part of creating the game! which is just adding more items, enemies, dungeon levels and more. As far as my plan goes there's planned to be four or five dungeon levels with a boss battle at the end of each floor, and with a last boss battle at the fourth or fifth floor. That's what's planned before full release, but I might add more various level (or perhaps less if it works better).
If you try the demo you'll se that the dungeon floors are generated in a maze-like structure, not all dungeon levels will play out as this. The first one will, the second one wont be as randomly generated as the first one but have a pre-created style. Then the third will have a randomly generated style again, and so fourth.
- Feedback -
If you still find Moor interesting, give the demo a try, and give me your feedback. All feedback, good or bad, are just as important and I'd love to read what you think of it so far. You might agree with me that the developent has been going quite slot, but it's not easy to create a game all alone!
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