Undertown
Discover an endless dungeon full of monsters, treasure and secrets. Battle through enemies while collecting power-ups and gold. Strange Dungeon is a rogue-lite experience with a randomised, endless level.
Changelog
0.5 (next version)
- …
- Added support for directional doorways from/to dungeon tiles. This allows to create more versatile tiles, where the player can be expected to enter through certain doors.
- Added dungeon tile that transitions from one stage to another.
- The player can now earn exp by killing enemies
- The player now has a persistent HUD element in their peripheral HUD area showing health, level and experience.
- Updated unity version to 2022.1
0.4 (current live version)
- New enemy type: Angry Goblin. A goblin with a sword - probably a deadly combination :P.
- New enemy type: Ancient Skeleton. A skeleton knight with two sword attacks.
- New enemy type: Morbid Skeleton. A skeleton with two unarmed attacks that behaves a bit like a zombie.
- Tile connections are now seamless. There’s no need for archways/door frames anymore when connecting tiles.
- Improved tile doorways. Detecting if a player enters or leaves a tile has been improved. It’s now less likely to fail if the player decides to go back half way through a door.
- Improved dungeon generator. Old tiles are now deactived instead of deleted. The player can now backtrack and is no longer impeded by a shut off corridor.
- NPC Enemies now have nametags showing their level, name and health.
- Added dev note system. This allows me to let players know what’s still missing/planned.
- Player highscore is now automatically updated every minute instead of just on death. This will also put players on the highscore that didn’t die.
- Fixed bug where the statistics weren’t reset for every new dungeon run.
- Combat markers now make a sound when they appear to notify the player that they have to block.
- Combat moves are now cancelled if the player moves out of range or the enemy dies.
- Improved peripheral combat display to always be in sight of player.
- Added controller explanation to startup UI.
- Implemented sitting/standing calibration menu on game load. The player is now forced to choose a setting.
- New starting tile: Undertown. The mage Flavorius (the not so great) accidentally merged his hometown of Derpshire with a dungeon deep underground. The inhabitants of the town are resigned to their fate and have renamed their village “Undertown”.
- Created system to configure appearance of agents. This will allow to add different kinds of enemies more easily.
- AI Agent improvements: agents now turn more realistically, movement is now animation based.
- Combat system overhaul. The player now has to block incomming attacks actively.
- Added support for moving platforms (this was painful). A first implementation of a moving platform is used in the Goblin Cave.
- New dungeon tile: Dark Goblin Cave. A large cave with weird falling stones & ancient moving platforms. Maybe a treasure chest or two as well..
- New trap: Falling stepping stone. This trap triggers when the player stands on a stone for to long, causing them to fall to their death.
- Jail cell tile got some destructible torture instrument variants.
0.3
- Implemented leaderboard. Your best score is now recorded when you end a dungeon run.
- Improved analytics. Implemented custom unity event that tracks users progress during a dungeon run.
- Health is now displayed in a small HUD on the “stump” of the players left hand.. we’ll have to see if that works or if players find it too unsetteling :P
- Added collision information to most of the environment. Walls, floors and various objects now have impact sounds.
- Wood table and chairs are now destructible.
- Added system for edible items. Health potions are now in the game.
- Added logic for dynamic lights that emulates a flickering flame. First use is a interactable candle stand.
- The prison tile now has two additional doors & changing prison cell interiors.
- Added persistence information to player items. Valueable loot will now no longer disappear so quickly.
- Added mini skybox to starting tile. Removed the main skybox and set camera background to black. This improves performance and reduces visbility of geometry placement errors.
- Added lockable doors. The doors in the prison room can now be opened with a key.
- Added 5 types of chests that can contain loot bundle rewards. Chests types are equally, randomly spawned for now.
- Added logic for chests that can be opened with a key to find the sweet loot inside.
- Enemies now have footstep sounds. This makes them less likely to sneak up on you.
- Added soul shard that increases the players base sword damage by 5 permanently.
- Added soul shard that increases player HP by 10 permanently;
- Modularized enemy agent AI.
- Added logic to register interactive ui panels with game manager. This fixes the bug where the settings menu wouldn’t work after dieing the first time.
- Fixed bug where passing from the first tile back to start would lock off the dungeon
- New trap type: Blade wheel that accelerates towards the player when triggered
0.2
- Fixed various nasty bugs :D
- Added statistics panel to graveyard. Now you can see how many enemies you’ve killed, how many coins you collected and so on
- Loot is now managed via a central LootManager. There’s currently a 25% chance for a soul shard to spawn from a small loot bundle.
- Soul Shards now vibrate when in range for activation.
- Added consumable system. Consumables can now be added to the game. The first consumable is the soul shard/effect.
- Added first iteration of effects system. When a player discovers a effect they can choose to activate it by pulling it towards them.
- Added VariabilityManager to store difficulty variables in a central location. Effects affect the variables in the VariabilityManager.
- Added ItemInfo UI panel. Items can now have a UI tooltip that shows up when hovering over and item or gripping it in your hands.
- Enabled holsters. Sword and torch can now be holstered.
- Added usable torch with point light. Although the sword/flashlight idea looked interesting it was a pain to fight in close quarters when not properly seeing the enemies.
- Humanoid agents now have a wandering capability when they’re not tracking a player. This makes them appear more life-like from the distance.
- Further improved navmeshes for all tiles. Passing spike traps has now a higher cost so AI will try to avoid them.
- New lighting system. The players main weapon now provides a spotlight capability. The main directional light was removed. This makes the dungeon more scary and dark.
- Added ambient sound logic to offset the sound starting point, making e.g. multiple torches sound less uniform
- Improved HVR teleport/dash ability to properly indicate the teleport destination
- Updated Unity to latest version, includes various performance fixes for XR
0.1.1
- Integrated unity analytics platform to track player metrics
- Restricted navmesh creation for walkable/colliding game objects. This improves AI navigation and performance.
0.1
- Initial alpha release on AppLab (for invited testers only)
- Announcement board with play instructions
- Player can die after taking too much damage
- Player can respawn on the graveyard of a new starting tile
- Player can kill skeletons
- Player can destroy bookshelfs and vases to obtain coins
- Logic to randomize game objects. E.g. vases spawn as one of 8 vase varients.
- Logic to randomize props. The reilings in the big hall can change their appearance.
- Dungeon generates random tiles when player progresses through dungeon
- Dungeon randomizes tiles with predefined decorations
- Dungeon tracks created tiles and deletes them when no longer needed
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Support
Strange Dungeon VR is currently released as is. There is no dedicated support channel yet, although there may be in the future. But feel free to contact me on twitter @eletiy or via issues on the GitHub project: https://github.com/aerobless/StrangeDungeonVR