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DeltaEngine

The Dungeon Quest Game

by Benjamin Nitschke 16. March 2007 13:19
I originally wanted to finish this at Monday or Tuesday, but I had not enough time this week to improve much on the Dungeon Quest game. Many of the cool features of the game were already implemented in some unit tests at the GDC like splitscreen support and shadow mapping, but we had not time to test and finetune all that. There were also a lot of bugs and smaller issues in the beta version. Below is a long list of all changes and some new screenshots. When the XNA Update is available that allows deploying to the Xbox 360 with just binaries I will provide an updated version that runs on the Xbox 360 too and supports splitscreen multiplayer gaming.

Download the game installer here (40 MB): DungeonQuestSetup.zip
Alternative download (slow! from this site): DungeonQuestSetup.zip

Note: This game requires a Shader Model 3.0 GPU as it was build for the Xbox 360 and optimized that way. For lower end PCs it pushes way too many polygons each frame anyway so that it will be too slow. If you have a low end SM 3.0 GPU (like the Nvidia GeForce 6600), make sure you run in a lower resolution (see below for details).

Here is a little video from the current version of the game. Enjoy!

Screenshots:

Ok, let's get started. What is this guy doing there. He doesn't look very friendly, maybe it is better to hit him in the head!


First quest completed. This key is important to open the door to the second level.


Nonstop fighting action. Well, at least if you don't lose your way.


This is how it looks like after I got angry. I told those guys, don't start any fights!


Ohh no. I did not use all my skills (see right side) and this Ogre killed me too quickly. I guess I have to start over.


The credit screen when the game ends. Notice my book :)


No reason to stop, let's start over and try again. The fight is continuing. The game is not that hard, you just have to use all skills and avoid being hit by fireballs or big enemies when you have low hit points.

Improvements:

  • Improved performance a lot by optimizing some internal code and using all ps3.0 shaders now (sad thing is it only runs with ps3.0 hardware now).
    TIPP: If you have a low spec ps3.0 graphic card (like the GeForce 6600 or lower) use a smaller resolution, the game will run much faster. Use the DungeonQuestSettings.xml file and enter a smaller resolution there (e.g. 800x600). The game is heavily GPU bound (like all my games) and it pushes several million polygons each frame (scene alone has almost a million polygons, but it has to be rendered 3 times for all shadow mapping and post processing effects). Runs on XBox 360 or GeForce 7x hardware very good with 100fps and more.
  • Fixed parallax mapping for the cave and improved the specular effects, looks much nicer now. Also increased view distance and light affect range.
  • Improved the music and sound effects, also added a lot more events and little sounds.
  • Added many text messages to help the player understand the game better
  • Check if computer can do ps 3.0, else shows big message on screen.
  • Support for 64 bit systems (did not start before)
  • Reduced glow in post screen (see comments of beta version)
  • Fixed game logic and quests (did not work at all in the beta)
  • All game actions get a nice message now in the center (killed ogre, got key, quest complete, new weapon, etc.)
  • Implemented several new animations for hitting and dying
  • Fixed text size in 3:4 resolutions (did only look correct in 16:9)
  • Improved gravity (much stronger now) and fixed several collision bugs
  • Fixed collecting key, added it to the UI and also allowing dropping weapons now
  • Allow switching weapons (right/left shoulder buttons or Q/E or Mouse wheel)
  • Selected enemy ring to help you see which enemy is attacted
  • Rumble Xbox 360 controller when hit/getting hit
  • Added end screen and credits with book link, credits
  • Improved weapons, damages and made the game more balanced.
  • Show high score list when game over
  • Mouse support for dungeon quest (shooter like, just asdw for moving)
  • Block door when we don't got key! Also added sphere collision for monsters (they don't intersect anymore)
  • Fixed shadow mapping and added a lot of cool shadow effects and pseudo point light sources.
  • Added nice looking vista compatible icon, also tested the whole game on vista, runs fine :)
  • Added some grunt sounds and an ambient theme in the background!
  • And many more ..
The source code is not yet released. I will probably work a little bit more on on when the XNA Update comes out and then maybe release it. Sorry for now, I know many people want to take a look right now ^^

Comments


3/16/2007 3:05:58 PM #

very nice graphics, but the controls with the xbox360 controller are weird.. why does the camera not stay behind the player? Always adjusting with the second control stick is quite annoying ;) Anyway, very nice game!

Johannes | Reply



3/16/2007 7:31:04 PM #

Hm.
I really like to play this Game but the beta didn't work on my slow notebook.
It took about 10 minutes to load a black screen an then i got frustrated and shut it down. Frown

I have only a Radeon9700 Mobility so...

But i'm looking forward to the SourceCode of this masterpiece.
4 Days... I still can't belive it!

Keep up the good Work and go finish your book ;)

Oh and sorry for my bad english!

Daniel Drywa | Reply



3/17/2007 10:34:36 PM #

Johannes: The controls are that way by purpose because the game would be too easy when the camera always rotates for you. It also makes strafing and running backwards much harder and even more confusing ^^

Daniel: Sorry, the Radeon9700 does not support Shader Model 3.0. It should show a screen showing you that, but I guess it is not doing that properly.

abi | Reply



3/18/2007 12:16:24 PM #

The game works well on a 7600GT, no slow down that I could percieve. I played it purely with Mouse and Keyboard and the only downside is that I could not assign skills.

Dominique | Reply



3/18/2007 3:25:09 PM #

Hi,

yeah i like it a lot! Just made some advertising for it on my Blog Smile!

Btw cant wait till your book comes out!

Greets
daroN

daroN | Reply



3/18/2007 6:00:11 PM #

Seems to be a nice game, but falls in the category of xna games I can't play with. Sub xna layers are enforcing maximal refresh rate supported by graphics card by default and not the current Windows desktop refresh rate, so for HDTV's like me I get the 'black screen' syndrome.

This post shows how to fix the problem with the spacewar starter kit (see bottom):
(It's not very hard, just read the current refresh rate in windowed mode and force it in full screen mode. There are also other fixes for windowed mode)

forums.xbox-scene.com/index.php?showtopic=570620

I hope you will fix that for all users using monitors and hdtv's not supporting 100Hz refresh rates! Thanks a lots!
(note that MS engineers are aware of the trouble but closed the case, they don't seem to want to update xna stuff, so it's up to developers to take care of it)

openxdkman | Reply



4/1/2007 4:00:28 PM #

Great job!!!. I'm game programmer in small Polish company which works for Polish Developer ... and I'm impressed. Lights ,materials and shaders are great. Now I’m fighting with Rocket Commander Smile. I was web-designer and programmer so I used php and JavaScript in most cases. To be programmer in our small company I have to learn Java because we connect in native mode to c++ engine. Now I have to learn C# and XNASmile When I see that you written this game in 4 days I have more strength to learn game programmingSmile . Greetings Smile Unfortunately your book about XNA is not reachable in Poland ;( I write simple tank game where I can drive tank shoot and turn left-right cannon . Game is using 3ds loader and ode physics in opengl. When I started my knowlage about game writing was equal to zeroSmile and It takes my 1 month - 2 weeks I fight with small error. Codeblocks show me that functions parameters are table but in documentation was that it should be data type VectorSmile. I have hope that this page will live for a long time. Thanks for good job , your tutorials etc. I have only 24 years so I think world of game development is waiting for meSmile Tong ... Now I'll be often quest here Smile ... Please forgive me my English

Piotr | Reply



4/8/2007 10:41:35 PM #

I get the 'black screen' as well, which is a shame as I was looking forward to seeing this game in action.  Hopefully you will get a fixed version out at some stage.

Got your book on pre-order (for ages now) and very much looking forward to its release.

errolian | Reply



4/27/2007 1:41:25 PM #

Are we likely to see the Dungeon Quest code soon now that the starter kit and book are out? Will it be put up as an extra to the book or off this site?

Dominique Louis | Reply



6/15/2007 10:32:51 PM #

Nudge Smile

Dominique | Reply



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