Wrangler's Forum Posts

  • Working on a new side project for mobile:

  • Phew, Q-Con XXI is over, and what a weekend it was!

    I had a booth at the Indie Arcade, which was in the tradehall area of the convention, meaning that it was a prime location for public attention. I gave out at least 130 business cards to fans and fellow gamedevs over the three days of the convention, and presided over at least 100 separate playthroughs of the Dungeon Buster demo dungeon.Getting the game into a very public setting such as Q-Con provided a very unique opportunity for some free QA testing, and that's exactly what I got! The first person to sit down and play had broken the sword in less than 15 seconds... Shit, how could I have missed this game breaking bug? Turns out there was a flaw in my scripting where using the sword at the exact moment you leave a level will break things, and I had missed that in the hundreds of hours I've been creating this game. That's actually a huge positive, and has opened my eyes to the need for constant outsider testing, and was the first of several nasty bugs that were revealed and subsequently squashed (in between public playtests of course).

    Another very important thing I learnt from the convention is that Dungeon Buster is a very niche game in today's world, but that fans do exist and that they are fiercely loyal. I also discovered a demographic that I hadn't considered at all; kids! Quite a few children came over and tried out Dungeon Buster, some of whom fared far better than their adult counterparts at picking up the control scheme and figuring out the dungeon puzzles.

    Overall the convention was amazing, I learnt so much from the general public about their approach to the game, and also got a ton of feedback from them with regards to what they want to see in the game and how they think the game could be better. I had a notebook with me and was busy scribbling down every suggestion and critique that was mentioned.Most importantly however, Dungeon Buster is:

    I am eternally thankful to the directors of Q-Con for inviting me to show my game at the Indie Arcade, and I would strongly recommend to anyone else who is offered something similar: DO IT!!! You won't regret it, and you'll gain priceless insights into your game.

    -Mitch

  • After Q-Con XXI Animé and Gaming Convention, we have an important announcement to make regarding Dungeon Buster:

    I'll put up a full news post just as soon as I've gathered myself after this crazy weekend.

  • Dungeon Buster Promo Video 2:

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  • Tekniko As soon as it's released it will be open source.

    Thanks!

    We are currently re-doing our trailer, as per feedback suggesting that more needed to be shown of the gameplay. We will get this sorted out and have the page visible again as soon as possible. Thanks to all who have voted "Yes" so far, we deeply appreciate it!

  • Dungeon Buster is on Steam Greenlight!

    Please Vote Yes if you'd like to see Dungeon Buster on Steam Greenlight!

  • Everyone,

    It's been a long time coming, and convinced as I was that we could deliver an expansive feature rich Dungeon Buster demo ready for you all by the end of this month, but it just isn't going to happen. I apologise deeply to have let our fans down, but I must ask you all to hold on a little bit longer so we can release something we can truly be proud of and that you will thoroughly enjoy.

    That being said, we aren't terribly far from completing the demo. There's a lot of animating still to be done across almost all of the characters, and there are still quite a few levels that need to be completed and tested. On top of that this project is done solely in Maurice (audio guy) and I's spare time; I work full time, and he is a student, so we're on a schedule tighter than skinny jeans on a blue whale in terms of spare time. But we'll get it done, and it'll be worth the wait!

    Thanks for your time,

    Mitch (Wrangler)

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  • Thank you so much

  • Deep down:

  • So yeah, this'll be happening soon:

    Expect a relevant news update in the next couple of weeks.

  • Derqs Aw yiss, tasty pixels!

    Working on some dungeon ambience:

  • Working on the starting town, Yardland:

  • *May 31st

  • "i want only the "Big" money."

    All of the money and none of the effort, right?

    Here's a quote for you to consider:

    “There are no shortcuts to any place worth going.”

    It's a shame that you aren't willing to give Construct 2 a chance, because you're really missing out on a quality product. What is it that you don't like about the editor?

  • Hello everyone!

    The past couple of weeks have been a whirlwind of craziness in both personal and professional life, but that hasn't stopped or stalled development in any way whatsoever. The demo has been steadily taking shape and has already become twice the game it was since the last update.

    The biggest obstacle that has been overcome recently is how the game engine sorts characters based on their vertical position relative to one another (z indexing), and getting this bug stomped was a huge motivation boost. It makes the game look 1000% better as enemies aren't floating over each other oddly, and that wouldn't do whenever you're running around stabbing enemies in the face!

    Combat. Delicious, pixelly combat. It has been a real treat adding different enemy types for you to slash, blow up, and generally kill to death. Enemy attacks vary quite a lot; the slimes will try and get as close as possible to you as they slow you down if you touch them (and they split into smaller slimes when you kill them), skeletons have a ranged attack and will also deal damage if you touch them, Dread Knights are tough, and will lumber towards you to try and deal a heavy damage attack, bats will swarm at you and deal touch damage, and so on. Several mini-boss enemy types have been implemented and will feature in the demo, one of which is a flail wielding knight (whose flail also spews bombs by the way).

    Apologies for the lack of animation on the Dread Knight, he'll get them soon! As you can see from the animated gifs, when the enemies aren't tracking the player they wander around. This wandering is random, and they try their best not to fall into bottomless pits (but it does happen, hilariously) and will avoid NPCs.

    The game world is rich and full of lore for players to discover should they decide to go off the beaten path and explore Mistmere fully. Make sure to read all the signs, tombstones, and incriptions scattered across the island, as there are many hidden areas to unearth and explore.

    But do exercise caution when you loot these long forgotten places, as there can be consequences...

    So development grinds ever onwards!