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Games Descension - First Person Party Based RPG

Discussion in 'Works In Progress - Archive' started by QJaxun, Oct 4, 2020.

  1. QJaxun

    QJaxun

    Joined:
    Sep 30, 2016
    Posts:
    24
    Descension is a First Person Party Based RPG inspired by games like Might and Magic but with grid-less movement and a mix of procedural and hand crafted maps. Features turn-based combat, party morale and injury/trauma system and randomly generated dungeons full of traps, monsters, secrets and hidden rooms. Low poly, vibrant art style featuring assets from Synty Studios, Evil Mind and Infinity PBR.

    Im looking to drum up some interest and get feedback on a long time hobby project that I am planning on releasing. I dont have much to show at this point as I am super early in the process but a playable build is available through itch and I will be keeping it updated throughout development.

    At this point my plan is to make the Alpha freely available until I reach certain milestones, then release in early access with an eventual steam release.

    More info and download is available on my itch.io page here: https://arkytoothis.itch.io/descension





     
    Last edited: Nov 6, 2020
  2. QJaxun

    QJaxun

    Joined:
    Sep 30, 2016
    Posts:
    24
    Updated to v 0.1.2
    https://arkytoothis.itch.io/descension
    Trying out the butler functionality on itch.io for the first time and I have to says its an awesome tool, the whole itch platform has been a great experience so far. Anyone have tips/suggestions for a new itch user?

    * Started implementing random dungeon generation
    * Implemented Escape Menu
    * Implemented playlists and audio effects
    * Improved Main Menu scene and options
     
    Last edited: Oct 30, 2020
  3. QJaxun

    QJaxun

    Joined:
    Sep 30, 2016
    Posts:
    24
    Updated to 0.1.4
    https://arkytoothis.itch.io/descension

    Slowly adding more functionality back. The Save/Load system is a rewrite which I'm not 100% happy with yet so changes will be upcoming. I am mostly ok with the loading screen so far though i'll be tweaking it in later updates.
    • Added basic Save/Load functionality
    • Added Loading Screen
    • Added more Races
    • Added News to Main Menu
    • Temporarily made Dungeons really short with no branches (easier to test)

    Coming Soon (rough list of things I will be working on soon)
    • Mini Map
    • Inventory Functionality
    • New Enemy types
    • Random Encounters in the Overworld
     
  4. QJaxun

    QJaxun

    Joined:
    Sep 30, 2016
    Posts:
    24
    Updated to 0.1.4.2
    https://arkytoothis.itch.io/descension



    Everything is proceeding smoothly. Adding the skydome, clouds and new ground textures has really imporved the look of the Forest Island scene. Ive starting implementing volumetric fog though it needs a lot of tweaking so I hope to add it in the next update. Ive added some test fog to the Main Menu scene and it works well in small scenes but trying to cover the entire island just kills performance.

    * Forest Island - Added Skydome and Temporary clouds
    * Forest Island - New ground textures
    * World - Current Scene name and Player position now update properly
    * Item rarity calculation fixed
     
  5. QJaxun

    QJaxun

    Joined:
    Sep 30, 2016
    Posts:
    24
    Updated to 0.1.4.4
    https://arkytoothis.itch.io/descension



    I have been integrating Unistorm this week and so far I am really happy with it. I had to switch to deferred rendering which I should have done anyway, but now I need to find a new water solution. I've gotten weather, date/time, day/night cycle and volumetric clouds all working and these add a ton of atmosphere.

    Version 0.1.4.4
    * Added Mine dungeon tileset
    * Added weather package, day/night cycle, Date/Time system and Volumetric Clouds
    * Added Message panel
     
    Last edited: Oct 30, 2020
  6. QJaxun

    QJaxun

    Joined:
    Sep 30, 2016
    Posts:
    24
    Updated to 0.1.4.6
    https://arkytoothis.itch.io/descension

    Finally got around to implementing a Questing system. My current vision is that the player can be on a single quest at a time. A quest consists of multiple, randomly generated objectives. Objectives can all be located inside a single dungeon (for shorter quests) or spread around multiple dungeons/areas (for longer, more difficult quests). Each objective will reward an item and extra resources upon completion, though only the main objective is required to finish the quest. Quests cannot be completed yet, I hope to add that in the next update.

    Everything is just randomly generated currently but I will continue to refine the system so that quests make more sense (no kill objectives in an exploration quest for example). For now quests can only be accepted at the Quest Board, but I plan on adding Quests to NPCs as well.