Ad Infinitum
Obligatory Serious Story Stuff
Journal Entry:
Day...I'm - not sure anymore....
I've been stuck in this loop for what seems like years. I have been through countless trials, destroyed all those who tried to stand against my quest to leave this cursed room, but nothing seems to free the invisible shackles that keep me here. I once thought that if I left the island that I was free, having finally found a way, but even then, I am transported back. And as a sick joke, a disembodied voice tells me I cannot leave until I finish.... But I have finished! I feel my sanity slipping away...I'm becoming one of them. And as I make this last journal entry, I can only hope someone spares me living through the nightmare any longer....
What is it?
Ad Infinitum is a dungeon crawler game. I comes as a zip (or separately, for you more advanced folks), which contains some maps. Now, I can't say for sure how many yet, because there are a lot of randomization stages when making a dungeon. But for now, all I can think of are these:
- The playable map
- The debuggers kit (includes debug-able versions of all the maps included)
Basically, you will be dropped into a random dungeon where you are to complete the dungeon however you like until such time as you wish to move on, at which point you must find the door to the next room. And the whole object is to pick up more and more loot and level up more and more. It's fairly infinite, with very few exceptions. So you should be able to milk this game for all the enjoyment you could desire.
So, is there no objective?
No, actually! I hope to have something as time progresses in the Alpha version. As of then, however, yes.
Will there be any multiplayer?
Yes! In fact, around the time I'm wrapping up the alpha I should have enough wiggle room to get started on the multiplayer version! Don't expect an early release, however, as the multiplayer will only be released when I can feel comfortable that it can be implemented with as little lag and bugs as possible.
Anything else?
Well, not really. A few things I haven't mentioned is that hero selection will be available. And on top of all the other customization, I hope to have an engine to customize your hero's abilities to a significant degree. But not much else, really.
If there's anything you'd like to see, either before release of the alpha, during the development stages, or after complete release, please DO NOT HESITATE TO MENTION IT! Your feedback and opinions are just as valuable to me as the map itself. Its through your comments that I hope to keep this map alive through the following years.
Thanks! And I hope you enjoy the game!
@GlornII: Go
No, sadly. My brother recently died and (without going into specifics) I've been a wreak. I might be willing to bounce ideas, maybe even a day or two here and there to help with coding or whatever if you need it, but I am not really ready to start again.
Just as well, as apparently you had this idea long before me anyway.
Are you still working on this map? I have a slightly similar concept map; reasonably far into creation. Would you be interested in idea bouncing/sharing? One of us may have a neat concept or system the other hasnt thought of yet. http://www.sc2mapster.com/maps/dungeon-runners-rpg/ is my project. In the next week I hope to have a greatly updated video to show off.
@DuckyTheDuck: Go
No problem. I again appreciate the feedback.
@Yaksmanofage: Go
I see, thanks for replies, I guess all that remains now is to wait.
@DuckyTheDuck: Go
Well, physics for sure would be a core part of gameplay. It would not only allow a more realistic experience but it would allow abilities and such to make use of this realism in new and hopefully exciting ways. Bullet drop would be more for realism than anything else.
I am hoping to have a specially designed AI that works like most AI you see anymore. Line of sight, cover, etc. The smarter AI will even try to flank you and use abilities more effectively. I hope. AI is also one of my newer areas so we'll see how that goes.
And that's the beauty of how may game is set up, the heroes themselves will inherently be melee, it will be how you deck out your hero that decides if you're ranged, melee or full on mage guy.
That being said, balance is definitely an issue. And without revealing too much too soon (don't want to get people's hopes too high. xD) I hope to have a system where the core mechanics and additional mechanics complement each other in a way that, while not totally balanced, provides for challenging and rewarding gameplay without the headache of balancing every other release.
@Yaksmanofage: Go
Okay, more questions! You seem to really want to add bullet drops/physics, are they a part of gameplay mechanics or just a visual aesthetic?
Since it looks like you want to add everything, what about combat system? Are you planning on using default sc2 combat or you're thinking of something else? Having many really different classes usually is a hellish thing to develop. For example, ranged is inherently better than melee, so to make melee viable you make it more durable and deadly, but as a result it limits how awesome you can make your shooter heroes. It's easier to make game around one gameplay style than around 5, though it's certainly possible =D
@DuckyTheDuck: Go
Yeah which is the biggest obstacle to implementing them ATM. I'm thinking if I haven't got too much done by the beta I'll bring someone (or multiple people) in to help.
Well, assuming I get the very basics of what I want in, it will be a mix of most play-styles. You could play street-fighers-esque, shooter, stealth, hack'n'slash. This whole game is about customizablility and play options more than anything else, as I've said in the description.
Basically, you'll get a hero with something like 5 abilities. You won't get more and you can upgrade any abilities you get (keep this in mind), throughout the course of playing the game you'll also get abilities and such through items, armor, and other loots. By itself, loot is rather boring and unhelpful, but combined with skill, a little macro, and persistence, the items become very much a core part of winning any battle.
@Yaksmanofage: Go
Heh, he still talks in a way that I wouldn't talk my friends with, but it's better =D
Regardless of status, it's nice to see that something exists, and using awesome powers of imagination one can use those screenshots to see what isn't shown, so they are nice.
Also, bullet drops and physics sound like a soul-draining features unless you've done them before or really know what you're doing. Though this brings another question - is this gonna be a shooter or hack'n'slash?
@DuckyTheDuck: Go
Well, it's good to see it's got people interested in it already, TBQH. And yes, story is not..the best. To be nice about it. I am also not the best story teller ever either. So...lol.
I've always been more of a "triggers" guy than anything else, if that gives any indication on my abilities on other aspects of game creation.
Well, I planned some kind of "look for clues to move on" kind of thing, where at the end you reach "Big Bad" as it were. I didn't want to just come out and say it but with more thought I suppose it doesn't matter.
As for screenshots, the game is VERY unfinished right now. I don't even have UI. As an example I'll provide an in-game screenshot to really give you an idea once posted.
That said, I don't think it will be a bad idea once I start bringing in testers. For now, it's sort of a "private club" thing which I even hate to admit, but it's so unfinished and unpolished I am very hesitate to bring in people especially considering every other map I've made since I started with the editor I've abandoned.
As an aside, the combat I hope will be very in depth and engaging. I hope to have engines from everything from bullet drop to physics. I don't know how far I'll get, but that's what I hope.
I appreciate the input, by the way. I'll see what I can do to remove "loot" from future stories. xP
I like dungeon crawlers, so I'm looking forward to any progress updates, even though you made a point that you don't think much of story (mentioning loot made me cringe, and the header isn't exactly overflowing with enthusiasm either).
Side note - it's good to have an objective even if it's just go down 13 levels and kill Big Bad, otherwise it becomes a purposeless grind supported only by visuals and enjoyment of combat ;/
The thing I'd like to see the most is screenshots, they show that map exists, and it's nice to see progress when comparing screens later on.