The Deep Paths: Labyrinth Of Andokost is a first-person, dungeon crawling RPG, with traditional grid-based movement, and active turn-based combat. Players explore a vast labyrinth filled with dangerous creatures, and hidden treasures, to unravel an ancient mystery and deliver their city from harm’s way. Featuring rich, 3D environments with an old-school, retro feel, this huge adventure pays a modernised homage to classic 80’s and 90’s dungeon crawlers, such as “Dungeon Master” and “Lands Of Lore”.
Niiiiiice. Another first person dungeon crawler from Steve J! Hey Steve, any chance you can crank out a similar game, but with a scifi setting?
You betcha! More like times 12! ... or something Ah, I think I'll always be a fantasy setting guy. I just love me some swords and sorcery. I did stumble across a game called StarCrawlers recently that you might want to follow though. Looks like it's on the track to be really good. http://starcrawlers.com
Just a quick screenshot and an update. Getting close to complete on all of the preliminary systems for building the dungeons and setting up all of the levels. At the moment I'm putting together all of the different texture sets for the various areas in the game. After that, I might actually be able to start building some dungeons. For the time being, you may notice that I'm using some Coldfire Keep artwork - that's just temporary. <Crappy old screenshot removed!>
One more WIP screenshot, and then back to work for a while. More updates down the track. <Crappy old screenshot removed!>
Looks like I need to hurry up and finish Coldfire Keep then! Any idea if you'll bring this to Steam/PC?
Definitely! In fact, this game will probably launch slightly earlier on Windows/MacOS than on mobile. If not, at the same time.
In exciting news, The Deep Paths now has its very own Kickstarter! As well as this little promo video thingy: Check them out!
And while I'm posting, here are the latest screenshots - as seen on the Kickstarter page. <Crappy old screenshots removed!>
Showing the level design process right from the initial grid paper stage was an inspired move. I don't why I keep looking in this section of the forum. I already have too many games in my backlog. The last thing I need to start getting interested in forthcoming ones.
Tell me about it - I'm at that point now where I'm essentially just collecting games as I only have time to play about 20% of the ones that I buy.
Nice little write up about The Deep Paths, based on the Kickstarter campaign information: http://www.indieretronews.com/2014/08/the-deep-paths-latest-dungeon-crawler.html
I thought I'd share a little more information about the character generation system in "The Deep Paths". The game uses the traditional RPG archetypes of Fighter, Rogue, Cleric, and Mage. This was a very conscious decision building "tradition" into the very roots of the game. Aside from that, I like these old-school character generators a great deal. I'm a big fan of rolling dice to try and come up with the best stat set for each of my characters. I like that I can experiment with different party member combinations. Hopefully I'm not the only one that feels that way... pretty confident that I'm not! Each party member has 5 key stats that govern the effectiveness of their abilities. Strength is the Fighter's primary stat, Dexterity the Rogue's. Clerics rely on Faith, and the Mage uses their Intellect. Across the board, Vitality makes for healthy characters and is also a deciding factor for numerous "saving throw" type dice rolls. Another very conscious decision at this initial level of creation is the exclusion of any form of skills. I wanted to make sure that people could enjoy the character generation process, but limit it to something reasonably quick and manageable so as not to alienate newcomers to this style of RPG. Rest assured though, each character has a set of skills (or "Talents") that allows you to further specialize their abilities inside of their overarching class, as they level up throughout the adventure. Talent selections also lend an extra element of variety to repeated play-throughs. <Crappy old screenshot removed!>
First screenshot showing the new WIP environments, and a post with some thoughts on the current evolution of this little project: http://www.stevejarman.com/2014/11/28/scope-negative-creep/