Thank you! Yes, probably the rating helped. Still I feel very very lucky.
[WIP] Dungeons of the Fallen. Action RPG with local co-op
Welcome to our brand new Clickteam Community Hub! We hope you will enjoy using the new features, which we will be further expanding in the coming months.
A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.
Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!
Clickteam.
A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.
Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!
Clickteam.
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Damn, almost a year with no updates. The official and final release date is set to March 2019.
Here I have planned what I need to do every month.
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I should have story levels finished by June so the game will have beginning and an end. This will be a great goal achieved and from there I only need to improve the engine.
Also made a big decision on switching focus from LAN coop to Couch coop and gamepad support since its not only easier to implement but also more demanded by the players. I MAY continue LAN and maybe online after release.
Also I finally figured out procedural dungeon generation in Clickteam Fusion so now I only have to fill random dungeons with monsters and stuff. With both "handcrafted" and random levels there will be much more playtime available for the players.
Finally I have recently commissioned an awesome piece of art with logo for Steam store capsule image. When its finished I can open the Steam Store page so it will be visible in the store and can be added by players to their wishlist.
I will update soon when I have the Steam Store page ready.
I dont have time to create commercial gifs now but here you have some screenshot from the progress:
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Do you have any updated game play trailers?
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Hi Jeff. I am planning to upload a new trailer after I publish the store page on Steam. So probably in few weeks. I will let you know
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Hi again,
I decided that I have enough content to publish a Coming Soon store page on Steam. You can find the store page with the new trailer here:
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I spent almost whole last month on gamepad support reworking Vaccine 2 to work with multiplayer. It was challenging but worth in the end.
Now I need to add all the cutscenes and dialogs, add some new content to the procedural levels and make all the final fixes and improvements.
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Hi all after long break.
It's been a busy year. I have made so many changes I cannot possibly remember everything. Soon 3 years will pass since I decided that I want to make my own hack n'slash.
Few 2018 bullet points though:
- Made 5 out of 9 game bosses.
- Finished act II (Jungle full of ancient ruins) and made entire new act III (Snowy land with hordes of bloodthirsty seals).
- Made new marksman skill branch for players who want to focus on killing things with arrows
- Redraw all weapons and added a new tier. There will be six tiers in total.
- Gamepad support
- Lots of improvements to main menu, UI, loot system and random dungeons
I still don't have any specific release date. I think I will need at least 5 months to get things to final state. Awfully tired but happy and looking forward to release
Recently I wrote to a polish game site and they covered me:
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SCREENS:
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No, the project is not dead. Actually quite the opposite! I think I should be able to finish the damn game September/October this year
Summary:
Story 100% finished
Bosses 100% finished
Spells and masteries 95% finished (some fixes and coop optimization needed)What's left to do:
Random dungeons improvements, fixing bugs, polishing graphics, multiplayer adjustments, 4 player coop and UI, control customization, translation, Steam cards/achievements ... and testing, testing, testingBelow a preview of a reworked ability from a marksman tree. Unfortunately every now and then you look at some feature you liked 2 years ago and you decide it now looks like crap
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Looks great. I am looking forward to the finished game.
Marv
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Hi,
This weekend I announced on Steam the final release date of Dungeons of the Fallen.
The game will be available on 27th September meaning its only 6 weeks left!
Recently I spent a lot of time making the gamepad controls and optimizing them for coop gameplay. It wouldn't have been possible without VaCCiNe 2 made by Volnaiskra.
I also encounter collision problems where in rare occasions player or enemies decide to travel between walls ignoring collision detection in the custom movement solution I use. I haven't found the reason yet but I need to run through each line until I find the culprit.
In two weeks I will post a new trailer with 4 player content. It's been so long and I'm really excited the release day is so soon!
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Hi all,
After 3,5 years of weekend solodev, on 5th October, my first game Dungeons of the Fallen has been finally published.
Two last months before release had been exruciating. Some days I woke up around 6AM started working on the game, then 8AM on my daily job and then from 4PM until 23PM working on the game again with occasional breaks.
I underestimated the amount of work needed to make the game prepared for release. One of the biggest mistakes I made was making the game in six languages. Implementing the localizations stole a whole month from my time.
So yeah, the 5th October should have been the day when I could finally rest...
No no no...
After the game got published I started receiving many complaints that needed to be addressed fast. UI was not that intuitive as I thought it would be, there were many bugs I overlooked and issues with controllers.
Since then I am implementing a patch after patch. However, I promised my family and to myself that I won't crunch anymore. It's just not worth it.
On the other hand, the players that have not been affected by bugs (or closed an eye on them) gave me a lot of positive feedback. They especially loved the boss fights, build customization and coop gameplay. It surprised me that some of them kept playing even after they finished the story and there was nothing to do but grind. They would ask me for new content because the gameplay is so fun they need a reason to play
Since the release I fixed most of the issues but unfortunately due to all the technical issues on release the game is on Mixed rating which heavily affects the sales. Also I did almost none marketing during the release days because I needed to fix the game first. I honestly did not want people buying my game while it had so many bugs.
I'm slowly preparing to start the marketing campaign now when most issues are fixed. I still need a week or two to improve the UI and helps to not discourage less patient players. At the beginnning of next year I will start working on some new free content. Despite all things I said earlier I do enjoy working on the game and I'm excited to see it getting better and better. Hopefully with time I'll get more and more positive reviews and the game will get out of the Mixed rating (and I can finally rest in peace ).
One day I will write some more detailed post-mortem. Thank you for reading, and wish you all a smooth and successful release
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Congratulations on your success, game looks fun
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