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Games HERETIC GODS (Diablo on the go)

Discussion in 'Works In Progress - Archive' started by turbomapper, Sep 9, 2017.

  1. turbomapper

    turbomapper

    Joined:
    Oct 6, 2012
    Posts:
    28


    Hello, i am glad to introduce you my game HERETIC GODS.

    It is designed to feel like a Diablo-stile game but with the handling for touchscreens on mobile devices.
    Before i give you deeper information just watch the trailers:

    HERETIC GODS - StoryMode (some content is outdated - 3 months old)

    HERETIC GODS - ArcadeMode (up to date)


    I hope you enjoyed watching but please feel free to leave feedback, critics or any questions here.

    some game-specs:
    • up from Android 4.1 (tested on samsung S3mini, sony Xperia Z3 compact)
    • apk-filesize ~55MB
    • random generated dungeons
    • infinite (random) generated items + 70 unique items (growing)
    • random generated enemies and loot
    • quest-driven story
    • combinable skill-system (60 skills/3 skilltrees atm)
    • diablo-like stats-system (strength, dexterity, ...)
    • 5 different dungeon-settings at the moment
    • HUB with several npc´s for trading, repair, gambling, ....
    • townportal, fixed but random placed teleporters
    • automatic gamesave to continue system
    • 2nd gamemode "apocalypse" for diverting playsessions in the bus/train...
     
    Astarorr, Billy4184 and Marrt like this.
  2. turbomapper

    turbomapper

    Joined:
    Oct 6, 2012
    Posts:
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    Here you can see when i add a new monster-class to the gameengine

     
    GarBenjamin likes this.
  3. turbomapper

    turbomapper

    Joined:
    Oct 6, 2012
    Posts:
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    Random Dungeon Generator

    I built the generator with some old-school technics like PVS(PotentialVisibleSet) and sectorized dungeon-parts for the benefit to use infinite level-sizes (sector-streaming/culling).

    To generate randomness i use blueprints which i can edit at creationtime.
    Then i have to assign a blueprint (or more) to a level which is used later at runtime.
    So adding a new level to the game just needs a few minutes.
    Workflow:


    adding blueprints to a level:
     
  4. turbomapper

    turbomapper

    Joined:
    Oct 6, 2012
    Posts:
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    some selected unique items (they can only drop once on a character and have fixed properties)


     
    Last edited: Sep 10, 2017
  5. turbomapper

    turbomapper

    Joined:
    Oct 6, 2012
    Posts:
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    some weapon-models

     
  6. turbomapper

    turbomapper

    Joined:
    Oct 6, 2012
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    Here you can see the changes between the different production-stages of the inventory and floor-loot interface over 18 month.


     
  7. NicBischoff

    NicBischoff

    Joined:
    Mar 19, 2014
    Posts:
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    This looks fantastic.
     
  8. FreeFly90

    FreeFly90

    Joined:
    May 28, 2016
    Posts:
    177
    This game reminds me of Dungeon Siege, a game I've loved!
     
    Foestar likes this.
  9. turbomapper

    turbomapper

    Joined:
    Oct 6, 2012
    Posts:
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    thank you and hey.. Dungeon Siege was great !
    I fell in love with this genre since Diablo1 and thats the reason why i do this game now.
    And perhaps also the 12 hours bus-ride with wifi but not any mobile game in the playstore like diablo ;)

    I dont know if you will like that but here i have a full playthrough in Apocalypse-Mode with a hunter-build.
    I died at lvl24 (final stage) from a hell-skull attack.
    originally its 30mins but i did a timelaps (x8) so its just 4mins... also sounds funny hehe

     
  10. j03y

    j03y

    Joined:
    Dec 12, 2016
    Posts:
    9
    Good work. Keep me posted so I can play test when you have it on the app store?
     
  11. turbomapper

    turbomapper

    Joined:
    Oct 6, 2012
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    thanks
    soon i will upload a beta-version for selected playtesters... i will drop you a line.
     
  12. turbomapper

    turbomapper

    Joined:
    Oct 6, 2012
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    Currently i am working on a new improved "Arcade-Mode"
    • removing the timer so no more playing against the clock.
    • also i will remove the HUB but place trading-NPC´s at the end of each stage
    • each stage will be around 3-5 minutes playtime
    • there will be always a saved gamestate from the last stage so players can always try to do better when they die
    • i will add new assets for entries and exits to improve the feeling diving deeper into the dungeons
     
  13. outasync

    outasync

    Joined:
    Mar 1, 2014
    Posts:
    48
    I have to admit that generally I don't like this style of game but aside from that I got to say it's very professional and detailed!

    How long have you been working on it?

    I have no doubt that this will be a popular game on the play store,when it's ready I know my brother would love it.

    How does pricing work, do you pay for the game or does it use IAP?

    Also I'm not sure if it's just the video but the sound effects all seem to be the same volume, are they 2D? If so might be good to use 3D spacial

    Keep up the good work!
     
  14. StevenPicard

    StevenPicard

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    Mar 7, 2016
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    855
    Very nice looking.
     
  15. turbomapper

    turbomapper

    Joined:
    Oct 6, 2012
    Posts:
    28
    thank you all !

    @ outasync:
    in total i worked 18 months for the game now but i had help from a friend who did a huge part of the user-interface grafics.
    My plans for the pricing are a free-version with level-cap and a full retial-version but no ingame-purchase.

    About the sounds i use mono-clips (adpcm) with 2D-linear attenuation in devoutness
    to the allmighty FPS-God ;)

    The fact that sometimes it comes up to around 50 active enemies with pathfinding requires me to use any dirty tricks in performance-optimization where i found out its not really about tris-count but a big deal with audio, rigs, lighting and non-opaque shaders.
    i use two test-devices:
    Samsung S3Mini: 25fps (10fps worst case),
    Sony Xperia Z3 Compact: 60fps (40fps worst case)
    i also try to limit dungeon-creation times to <3 seconds which was not very easy with the untiy asset-system.
     
    theANMATOR2b likes this.
  16. outasync

    outasync

    Joined:
    Mar 1, 2014
    Posts:
    48
    Just some things I learnt to better the performance on Android:

    • Disable 32bit buffer in player settings
    • Remove open gl 3.0 and leave just open gl 2.0 (untick auto api)
    • In quality settings make sure vsync every frame
    • Never (if possible) use get component in an update
    These are just some things I do to instantly improve the fps by 25% or so. I do have more tricks but being on holiday I have no access to my Unity.

    Good luck and I can't wait to see future updates!
     
  17. turbomapper

    turbomapper

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    Oct 6, 2012
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    @ outasync: Thank you for that, looks like you are experienced with the mobile game-settings in unity.
    If its ok for you i will ask you soon to check my player-settings for optimization.

    I will share some specs about the implemented PVS and how the sectorization works in my game:

    On dungeon-creationtime after the layout is done all dungeon-sectors are placed in the scene.
    The next step is to calculate the PVS (Potential Visible Set) for each sector by detecting each sectors
    neighbours and add them to the sector-neighbours-list.
    A parent-gameobject will be created for each sector wich holds all structurs and entities.
    After the dungeon-creation the player gets positioned to its startpoint and from now on every time the
    player crosses a sectorportal the game just have to look into the PVS-table to enable/disable sectors.

    Edit:
    Just forgot to say that these techniques i learned first in my early leveldesign-days with
    quake engines and later with renderware on playstation2-development
     
    Last edited: Sep 24, 2017
  18. turbomapper

    turbomapper

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    Oct 6, 2012
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    I am close to release a early-access version of the game.. around 2 weeks.
    but i would need some help with VertexLit-based shadercode, so if anyone here can help please drop me a line.
     
  19. insaneejanee

    insaneejanee

    Joined:
    Mar 31, 2018
    Posts:
    1
    My husband just downloaded the beta and he LOVES it. The only thing he could suggest so far is maybe having an option to show more blood/gore. He is super impressed with the game though, fabtastic job!!!
     
  20. padamakis74

    padamakis74

    Joined:
    Jun 4, 2018
    Posts:
    1
    I have downloaded the game since one week and I play endlessly. It's the best Diablo clone ever. Congratulations my friend. The graphics are a bit poor but the game is fast and small for downloading. I have paid for the full version and I found the price really cheap. I am level 40 Hunter and I just begun the hell mode. In the future you need to add more dungeon levels in the game. 16 is too little. And I think the characters are not so balanced. I believe that Hunter is much more than the mage but I'm not very sure. I really loved the game. I'm an old school rpg player and ofc I begun with Diablo I. Keep up the good work!!!
     
  21. AbyssHound

    AbyssHound

    Joined:
    Oct 16, 2018
    Posts:
    1
    Hello, I'm playing Heretic Gods. Unfortunately stash second page is gone with all my items I had in stash..what do I do?
    Screenshot_2018-10-16_101700.jpg
     
  22. Krystlealeyah

    Krystlealeyah

    Joined:
    Nov 19, 2018
    Posts:
    1
    Hello..this is a great game ever..but i have question..hope o get a reply...what do you mean of Psi??and how can i increase the Psi stat of my character..thanks in advance..
     
  23. gianjaimesaballegue

    gianjaimesaballegue

    Joined:
    Mar 19, 2019
    Posts:
    1
    Same question, have you had any cluw yet?