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Headed towards launch, submit tomorrow

Just a quick update, followed by a bigger update tomorrow. We're finally ready to launch.  I'm really excited, and the game looks great!



Screenshots of Dungeon Crawlers HD


The Haps! Dungeon Crawlers Roadmap - Fall 2014

Lots of stuff to report!

I just got back from Unite a week ago, a lot of stuff to digest.  Unity 5 is gonna be awesome, and I can't wait.  Particularly Global Illumination has me very excited.

But anyways, let's talk Dungeon Crawlers, which is consuming me lately.

The roadmap looks like this:

  • iOS: a new build will be coming next year to commemorate the 3-year anniversary since launch.  Featuring Higher Res characters, new shaders, dynamic lighting, shadows, new GUI, etc.
  • Google: The google play version is out now, go and grab it! It also features the new gameplay style that will become the standard from here on out, with a wider field of view, more orthographic look, and fixed camera.  It also features a revamped save system.
  • Blackberry: Submitted TODAY!  Look for it soon!
  • Windows Phone 8: Ready to submit! We'll post again when it goes up!
  • Windows Store: Coming soon, probably in SD and HD versions.
  • Kindle: Submitted, and coming soon!
  • Android TV: End of the year, 2014
  • PS3/PS4/Vita: Coming in early 2015
  • Wii U: Early 2015


The haps - July 23rd 2014

Well it's been a couple months since i've updated, but it doesn't mean I've been dormant!  Lots of things to report:

  1. I've finally got a save system i can be proud of.  Amazingly, throughout the 3 year history of this game, this has been the biggest issue.  One of the big problems with Unity is that there's no special function to find all gameobjects in a scene, specifically disabled ones.  So, if you save after you've killed someone, and their GO has been disabled, how do you poll them for info? The solution was that i created a "SaveGame Master" that grabs all savable objects before the scene begins, and then i can accurately communicate with every object in the game.  This actually turned out to be WAY easier than the way i was doing before.  So much so i'm angry at myself for not thinking it all through, but whatever
  2. Speaking of new save systems, I've updated the Google Version to accomodate this new feature.  It runs super fast and smooth now. 
  3. I've changed all the cameras in all versions to have a wider Field of View.  This makes the game look closer to a 2D game, but still keeps depth.  Makes it much easier to take in the scene and play the game.
  4. We've been working super hard on the Windows 8 / Xbox 360 version.  This required a hell of a lot of rewrite, and also some unity updates.  But I'm excited to announce that the hard part is over.  The game is working on these platforms, so now it's just a matter of cleaning it all up and launching it.
  5. The Amazon Fire version will launch next week most likely.  Finally got that working.
  6. Still unsure as to wether or not i will launch on Blackberry, but i'm leaning to yes.


New Screenshots

I'm really excited to announce that we've got some new screenshots up and I can get into more details about what is happening with the game:
1. I switched the view from Ortho back to Perspective, but with the twist that it has a shallower Depth of Field.  This gives the look that you can see the game board, but still keeps a touch of perspective and vanishing points
2. I'm really excited about where we're headed with the lighting.  The green ooze levels in particular shine bright and reflect well with the bloom post processing we're doing
3. Particle effects will effect the scene dynamically.  For example when Roy casts a shield, the scene will light up blue
4. All the levels have been updated to house the new HD models