v0.405 Release Notes & Dev Journal


Release Notes

The last Dev Log for this game was back in December 2020.

Since then I participated in the Global Game Jam (see Snowblind: https://erikdewhurst.itch.io/snowblind) and made a large amount of progress and improvements to Dungeoneer. There's a lot of work yet to do, but I plan to continue releasing new versions for anyone interested in following the development of this project. Behind the scenes, I've done a lot of narrative design, puzzle design, audio tests, and technology tests. That work will slowly find its way into the final product.

This version (v0.404/v0.405) includes:

  • Windows and OSx support via itch app.
  • Support for controllers (XBOX One and PS4)
  • New movement mechanics including jumping & manteling.
  • New Audio mechanics. including dialog, sound effects, and success cues.
  • New reticle based interaction mechanics.
  • Interactable physics objects.
  • New Levels & Puzzles.
  • New lighting, assets, and fonts.
  • and on and on....

Because I want to be reminded how far this project has come, all previous versions are accessible from the lobby.

  • v0.1 is the "Blind Levels" area.
  • v0.2 is the "Bridges Levels" area.
  • v0.4 is the "Four Chambers" area.
  • A QA area is accessible from the "Lab" area.

(NOTE: v0.3 was not released since it only included mechanical changes, but no version-specific level design. The mechanical changes from v0.3 are present throughout all levels now.)


Developer's Journal:

This version has taken a long time to deploy, but it represents a shift from a simple prototype to larger project. That shift can be seen in the inclusion of small narrative elements, more varied puzzle design, and more mature level design. Because of that shift I've spent time working on story, puzzles, code, and general game design that will support a larger game experience. Before this version, the project was a test of a few first-person puzzles. I have started thinking of it from a much larger perspective. I've put a larger canvas in front of myself and need to plan and sketch out the composition before putting paint on the canvas.

Adam Savage says "Failure is always an option". I fear failing as a game developer as all people fear failing at all endeavors. To me Adam's quote means I must always accept that a project or an idea can fail. So I must work with the possibility of failure in mind. I must attempt to safeguard the project against failure, but also be on the lookout for signs that failure is inevitable. Because of this, I intend to take small measured steps forward. Each step I hope to take on stable footing.

The next version may be a number of months away. The current intent is for that version to be a non-skinned design of the first "level". It will include a series of tutorial puzzles as well as more and more complex puzzles. Ideally it will include much of the narrative structure and introductions to the key characters and concepts.

It won't be pretty, but it will be functional.

If you're interested in helping this game progress, alphas and betas will happen down the road. Feel free to sign up here: (Playtest Signup)
Unsolicited feedback is also welcome.

Files

dungeoneer-osx.zip 49 MB
Version 0.404 Apr 18, 2021
dungeoneer-windows.zip 49 MB
Version 0.404 Apr 18, 2021

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