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Crawle


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#1 Sekaru

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Posted 02 April 2012 - 10:14 PM

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Remember the good ole days when games used to be challenging? So do we. Crawle is essentially a survival dungeon crawler sandbox game. Crawle focuses on realistic survival using mechanics such as sanity, hunger, thirst, energy, diseases and permanent death. Your task is simple: survive.


Main Features and Concepts

  • Experience is gained in certain skills in order to make better items with that skill, the way you level up is through certain 'feats' and play time.
  • After a while your supplies will run out. Fortunately, you can visit a dungeon to grab some supplies and resources.
  • Going without food will cause your character to become sick, diseases may also (randomly) develop on your character, increasing your death rate. It will also deteriorate your hunger and thirst levels.
  • Being at one with nature is great, but surviving in a nice and comfortable bungalow is even better; you can use matericals for building.
  • Rare artifacts are hidden beneath the world, getting there is the real challenge.
  • Invasions from other creatures and races occur randomly, during these events, EXP (which is otherwise gained from skills, feats and play time) for killing monsters is up for grabs. Stealing a race’s Battle Standard will cause an immediate invasion.
  • Dungeons can be found through holes in the ground, be careful though because sometimes you can end up in other worlds.
  • There are bars for hunger, thirst, energy and sanity, if any (aside from energy) reach zero, you will die.
  • Depending on the type of world you have you only have two or three chances in the world. Unforgiving mode however only gives you one chance.
  • Sometimes a travelling Merchant will drop by to say hello.
  • Earthquakes can occur, causing new holes to appear, revealing new dungeons/caverns.

Screenshots - Sorry about the size.
Note: Some of these screenshots are considerably old and do not represent the final version.


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Community

Homepage: http://www.sleepystudios.com/
Forums: http://www.sleepystudios.com/forum.php
IndieDB: http://www.indiedb.com/games/crawle


Latest Download: Crawle 0.2.5
Download it here: Crawle 0.2.5


Edited by Sekaru, 02 April 2012 - 11:06 PM.


#2 Sekaru

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Posted 03 April 2012 - 10:19 PM

[Development] 4/3/12

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Unfortunately, I haven't had much time today so I couldn't get a lot done aside from some tweaks and improvements.

The most major improvement I've done today is a hue-shift on the day-night cycle. This means that I've changed the colours to give an effect and in this case, I've created a sunset effect:

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And here's a quick video to show it off in-game:


So yeah thats really all you need to know for today. I haven't done anything else game changing and I'd like to apologise for that. I definitely want to get multiplayer done very soon and after thats done its only Biomes left before 0.3.0 gets released. If Biomes take too long I'll save them for 0.4.0.


#3 Sekaru

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Posted 04 April 2012 - 10:56 PM

[Development] 5/3/12

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... I've... almost... finished... multiplayer. Its so close I can almost see it. So close, in fact, that I can see it. I've managed to render players on the same map:
http://tinyurl.com/6nwqgns

Unfortunately I haven't solved the issue of sending X's and Y's and rendering players on eachother's screen and sending maps over, etc. Hopefully I can finish that this week.

And the only thing aside from fixes I've removed the sunset during night:
http://tinyurl.com/7upuoeo

And yeah thats about it. Hopefully I can get multiplayer done very soon. If I do finish multiplayer soon then 0.3.0 will be out a few days after.


#4 Sekaru

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Posted 07 April 2012 - 10:18 PM

[Super-Development] 7/4/12

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Finally got a load of things done. Been playing around with a few things such as:

Earthquakes! One of the random events we said we were going to do was an earthquake event where more holes appear creating brand new dungeons. It isn't a huge addition but it gives a bit more content for when you're bored (you can never have enough dungeons).

Here's my world after an earthquake struck it:
http://tinyurl.com/6phl2a9

Another new edition is about 15 new NPC names. All with their own, special reference.

But, the biggest thing I've done today is a Biomes system. Ohyes. Taken me way longer than it should have but I've started the basics of a Biome system. I say basics, but I have done quite a bit of work. Now all I have to do is put the final details on each of the biomes (i.e. give deserts cactus' and give plains tall grass, etc) and of course add in as many as possible. Unfortunately I'm not the person who decides how quickly the graphics come in Posted Image.

Here's an early screenshot for the forest biome (at this point I hadn't made any other biomes):
http://tinyurl.com/6mcdmsj


And an early version of the sand biome (I'm on a super-sized world to see the biome on its own. I'm thinking of making a mode for having plain worlds like this):
http://tinyurl.com/76ml59k

Expect a load more updates for this very soon.

And apart from that, I've basically done a few things that are basically conveniences such as proper item picking up (and dropping), action messages fixes, when teleporting out of a dungeon you are returned to the last position you were in, etc.

I'm sure some of you might be wondering about multiplayer and the truth is I broke it. BUT! Since biomes seem to be working perfectly find so far I think 0.3.0 will go out with Biomes and 0.4.0 will have Multiplayer instead. I wanted to do a lot of things in this patch and I never had a main priority, therefore concentrating on the bigger features (i.e. Multiplayer) was very difficult but I promise 0.4.0 will be entirely Multiplayer-focused.

Oh and PTV2 coming soon!


#5 Sekaru

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Posted 08 April 2012 - 10:35 PM

[Deveopment] 8/4/12

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Just a few more updates on seed types and biomes today. Such as:

Deserts now have cacti that spawn. Normally these Cacti would be stumps or trees but when something generates on top of sand it will be formed into its sand-biome equivalent:

http://media.indiedb...x2000/cacti.png

I've also added desert plants (like stumps and trees, flowers will turn into desert plants if they spawn in sand):

http://tinyurl.com/6vboa35

Tall Grass has also been added to the game as well. This is a seed type on its own and will spawn in the plains and forest biomes:

http://media.indiedb...0/longgrass.png

And that's pretty much it. Just working on biomes and seeds, hopefully I can get a few more graphics and add a few new biomes fairly soon.

You can suggest biomes that you'd like to see here:
http://sleepystudios...play.php?fid=48

Edited by Sekaru, 08 April 2012 - 10:36 PM.


#6 Sekaru

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Posted 29 April 2012 - 09:16 PM

Okay so lets start off with something I've said before: delays. A while ago I said I'd be taking a short hiatus. Unfortunately that's not possible for me since this game wouldn't even get worked on if I left it. So, I'm trying my best to work on it from time to time, getting a few things added here and there, making little tweaks. Therefore, 0.3.0 will be delayed. 0.3.0 will also be a bit different the next time you see it but we'll save that for later.

Alright so a few of the things I've done are balance related. Animals' damage is now based off their type (e.g. a bear hits harder than a chicken) and like before their health.

Earthquakes have been reduced to a 1 in 1000 chance (down from 1 in a million) because frankly, content restrictions are plain silly. Also, the Merchant spawn rate has been bumped down (a lot) and diseases have been bumped up again.

I've added another "dimension" as it were, houses (which I've mentioned before). There houses are mainly to shelter you from the night but we do have zombie invasion plans (so that they break in and murder you while you hide ;]).

The game is a lot more optimised now: worlds render and generate faster and use up a lot less memory as does the game in general. Currently I'm working on fixing a leak coming from the text rendering system that takes your FPS down by about 10.

A big thing for me to finish for 0.3.0 is world generation. Currently, I'm working on my biome system and now I've finally got round to reducing the chance of things spawning in awkward places (not quite there yet, but I have yet another idea) and having empty land. In the screenshot below you'll see that most of the world is covered up by things:

http://tinyurl.com/cpakoxb

And finally here's a changelog of all the changes from this week:

# FIXES
- Fixed tree collision.
- World loading should now be much faster.

# CHANGES
- Faster intro sequence.
- Balanced out the animal's damage (and based it off what type of animal they are).
- NPC AI tweaks.

# ADDITIONS
- GUI scaling for the world info.
- Language support for the new strings.
- Added hit and impact sounds.

P.S. I think I did mention that we're on Twitter now, I'll be posting links to news there so it's a pretty damn good way to keep up to date. Also people who would like to 'beta test' new releases (not public ones) can still PM me.

#7 Sekaru

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Posted 11 May 2012 - 11:53 PM

It isn't really how I wanted to release this patch but unfortunately over the next two months I won't have time to even work on Crawle, so I've released this to try and get something out to make up for my absence. Enjoy!

Changelog below:

0.2.5 --> 0.3.0
# GRAPHICAL CHANGES
- New bars.
- Improved the day-night cycle so it's more realistic.
- NPC names turn red when they become hostile (i.e. at night).
- Added a item description box.
- Added a death menu.
- Added information boxes for world modes.

# FIXES
- Fixed sound and music.
- Fixed sound and music options.
- Fixed the camera system!
- Fixed the merchant not changing to his zombie sprite at night.
- Fixed NPC names not centering.
- Fixed the save button in the options menu not working.
- Fixed inputs not being recognized.
- Fixed action messages (e.g. "Level Up!").
- Fixed pressing esc in menus opening the options window.
- Fixed chests being able to give you multiple portions of EXP.
- Fixed diseases not properly generating.
- Fixed diseases not properly clearing.
- Fixed chests blocking.
- Fixed world border collision.
- Fixed spawning outside dungeons after logging out.
- Fixed tree collision.
- World loading should now be much faster.
- Fixed resizing in fullscreen mode.
- Fixed music in the options menu.
- Fixed action message positioning and fading.
- Fixed item drops jumping about.

# CHANGES
- New random generation.
- Reduced Merchant spawn rate.
- Increased disease rate.
- Going below 50% hunger or thirst will drain your health.
- Dungeons are no longer saved in the world file.
- All worlds except Unforgiving worlds are now based on 'death chances':
- Die once: sent back to respawn point.
- Die twice: lose items, exp, etc.
- Die three times: like Unforgiving mode, your world is deleted.
- Hard mode only has two chances: lose items, exp, etc and permadeath.
- Reverted dungeons back to old maze format, temporarily.
- Even more code cleaning!
- NPCs now respawn every 30 seconds.
- Improved NPC AI to comply with the new collision system.
- Folder cleaning.
- Added more NPCs to dungeons.
- Time is now saved in the world data folder.
- Removed F to unlock FPS.
- Randomised the spawn point.
- Added a border around the world.
- Increased the energy regen rate.
- Sound engine no longer loads if music or sound isn't enabled.
- Chests now open (visually) after being used.
- Attacking is now based off energy and health.
- Balanced disease rate a bit more.
- Randomised the Merchant spawn point.
- The Merchant will now leave if you enter a dungeon.
- You can now delete multiple worlds.
- NPCs now drop loot. Stays on the ground for 30 seconds.
- NPCs' attack hits are now based off their health.
- All inventory items are now dropped on your 2nd death.
- Attached the inventory to the player files.
- Items now drop to the ground (and are pickup-able).
- Earthquakes!
- Changed the position of returning from a dungeon to stop holes bugging out.
- Rewrote the village system.
- Made the amount of villagers dependent on the amount of houses.
- Changed baskets to follow chest logic.
- Dungeons are now saved in the world file.
- Dungeons now have a randomised spawn area.
- Animals no longer become 'evil' animals at night. Realism, etc.
- Bunnies now have a 70% chance to run away from you.
- Faster intro sequence.
- Balanced out the animal's damage.
- Animals' damage are now based on the type of animal they are.
- NPC AI tweaks.
- The intro can now be skipped using Space.
- Folder structure and name changes.
- Chests, baskets and pots now give you items instead of EXP.
- You now need at least 14 energy to run now.
- You lose 10 energy for not sleeping at night.
- Villagers now spawn outside their specific houses.
- Villagers now spawn with a random direction.
- Villagers' names are now saved.
- Combat is now click-to-attack instead of walk-into-to-attack.
- Easy mode no longer has permadeath.

# ADDITIONS
- Health bar.
- Holes now teleport you to dungeons.
- Collisions.
- EXP bar.
- You now gain 15 EXP per day and 30 EXP per week.
- Very minimal and temporary combat system.
- NPC health bars.
- Dungeon portals to teleport you back home.
- Escape to exit to the main menu whilst not in-game.
- F to hide/show the GUI.
- M to hide/show world info.
- Added action messages.
- Proper inventory system.
- More NPC names.
- Biomes.
- New seed type: long grass.
- New seed type: cactus.
- New seed type: dead weed.
- New seed type: sandstone.
- Improved the world generator to be more realistic.
- Cut down on world generation time significantly.
- Dungeon themes.
- Chickens!
- Dungeon pots.
- Added back running.
- You can now enter houses!
- GUI scaling for the world info.
- Language support for the new strings.
- Hit and impact sounds.
- 'Miss', 'Dodge' and 'Parry' luck rates.
- N to return to the menu (while in-game).
- Right-clicking the 'world mode' button will not cycle it backwards.

Download:
http://www.downloads...30Installer.rar

#8 Polraudio

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Posted 12 May 2012 - 12:20 AM

Wow. i wonder why i never seen this project before today? I will try this out once i get home.

#9 Sekaru

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Posted Yesterday, 10:02 PM

Awesome thanks :D. Also respect to you for being a Tribes player ;].

---

First of all let me just apologize for the lack of updates. I've already mentioned that this is the time of the year where I have exams and can't really spend much time on any of my hobbies (i.e. programming) and since no one else on the team is able to program I've been doing small things bit by bit.

The first major change is the much cleaner and generally better looking world gen. This came about from doing a speed-programming session (however I found the bug that caused worlds to look ugly after the session). Things will no longer (or shouldn't) spawn in places where they shouldn't be, such as trees in water and flowers on stone. Here are a few screenshots of this 'new' world generation:

http://i.imgur.com/67YJ2.png

http://media.indiedb...30/forest.1.png

In addition to this new world generation, I've also added a new Swamp biome. The graphics for the plantlife and other things in the swamp are still in development, but here's a screenshot of it in it's current state:

http://media.indiedb...mpprogress1.png

On top of that, our new pixel artist, Gol3m, has created a brand new dungeon theme including a brand new monster: scorpions!

http://media.indiedb...ngeonteheme.png

Although these were implemented in 0.3.0, they never really looked good or served a purpose. House interiors have been revamped with a whole new set a graphics, here's an early mockup (a few things have been added but it's still very much in development):

http://www.indiedb.c...houses#imagebox

Our plan at the moment is to create a handful of interior styles and apply a random one to each house.

Now let's move on to something that has been asked for time and time again, the ability to name your worlds. It's finally here! To be honest, this took me two minutes despite me dismissing it as impossible almost 3 months ago.

http://media.indiedb.../worldnames.png

As you can see my three worlds are named. And yes, there will be easter egg worlds for worlds with "special" names.

So finally, I've added a very basic NPC interaction system, you simply click an NPC to talk to him (like you would if you were attacking an animal). This will bring up this very culturally-aware written interaction box:

http://i.imgur.com/7nrWa.png

That's it for all the visual stuff, here's the changelog, it's got a load of fixes and changes. Oh and I'd like your opinions on whether or not world deletion should have a password system or simply a confirmation box:

0.3.1a --> 0.4.0
# GRAPHICAL CHANGES
- Updated the disease graphic.
- Fixed up the item description box.
- Completely new and revamped house interior graphics.
- New sandstone edges.
- New tree types: willows and dead trees.

# FIXES
- Hitting no in the esc menu in fullscreen mode should no longer quit the game.
- You can no longer create new worlds if you already have 3 worlds.
- World data folders should now properly be cleared.
- Various optmisations.
- Fixed random teleportation to dungeons (non-existant holes).
- Fixed the random tree leaves without stumps.
- The enter key should no longer break textboxes.
- Fixed some NPCs not having names.

# CHANGES
- You can no longer press the delete button if you have no worlds to delete.
- You can now only press the play button if you're in "delete mode".

# ADDITIONS
- The ability to name your world!
- Worlds can now be password-locked.
- House exits.
- New dungeon theme.
- Varied tree heights.
- Cleaner and generally better looking world generation.
- 20 new NPC names!
- Olaf the Farmer.
- NPC interaction (click to talk).

#10 Ackley14

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Posted 36 minutes ago

dude this looks awsome. like a more involving version of minecraft but top down (i don't mean to compair or anything XP) ill def take a look at it when i get home. it looks like you put alot of genuine hard work and it looks like alot of fun to play. if u need/want some custom music hit me up :D. if u want some referance, ask pol bc i make music for his current project.





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