Well, have a while that I've been working on that "Diablo II game style" that i talked about, so i just passed here to gave a better view using some videos and post to self explain where I am and what I'm doing with this project.
Fell free to enter in contact with me anytime to ask something or some sugestions @rybakovas.felipe@gmail.com

The basic idea on this game is to delivery a 2 player Co-op RogueLike Dungeon Crawler, with TwinStick-Shooters controls. The game will run 2D Isometric graphics with some particles programming to delivery some modern effects on retro graphics.
The combat mechanics will be highly based on the DarkSouls series as well your difficult. The game will have a fast-paced play, tended to be arcade action but with solid RPG Mechanics as Skills tree, Status, Inventory.


07/11/2017 - New Enemies![Evil Priest,Axe Zombie, Shotgun Skeleton]



Hi Folks! Since we're almost at the end of this project... it's time for some new content!
So below you'll see some new enemies that I'm working on now! Take a look.

Evil Priest

Since they lost their mind while their faith was corrupted by the false gods, they will use all their will power to serve blindly this new master.

Axe Zombie

A evolved form of the comum zombie, faster and stronger, there is nowhere to run... Since his axe can find his destination.

Shotgun Skeleton

A evolved form of the comum Bow Skeleton, they can walk a entire day shooting targets! You might be the next!

05/08/2017 - Hub World, Lightining System and further ideas on the project



Hello Everyone,
I've being working on our player safe spot! The Hub World!.
Everyone need a safe spot after a long day of monster killing right ? Here the player will have the chance to interact with NPC, level up and do PVP with your friend.
Also, I've implemented some lightining effects inside the game and this gave to the game really neat graphics!

First Version

Here it's a first version of the Hub implemented, with some basic actions like:
  • travel to the maze and comeback to the Hub
  • Day/Night Life Cycle



The Evolution

This current version of the Hub World contains:
  • Statues NPC [Works to level Up Status Points]
  • Sir Artlocks, Professor Punkswiids, Renegate Warrior NPC[Each one have some Random Missions as you go]
  • Better fire and rain particles.
'

What's Next ?

After work many months on this project, I must say that it's time to move to another project...
Gamemaker: Studio is for sure a great tool... But not the greater one.
For sure for simpler games or ideas or maybe prototype some, this is very powerful... but at the other side, it has many flaws for more complex approaches and I found myself limited by it.
Taking that in consideration and looking forward to continue working with games and the market, I must say that I can not continue spend time on learning this engine and I'll be moving to a new Unity project in the next months!

But, I'll not just abandon the game. I worked to much time on this to just forget it. So to finish this project, I've set the launch date to 08/12/2017!!!!

To that to work out, I'll try to delivery the best what I can taking that date in consideration and I've already set some scope changes to give it a more arcade look.

Gameplay Changes

  • You'll level up after clear each level. So it'll follow the 'Tower Evolution'
  • No Save/Load. You have one life to go further as you can... Highscore table will be there so you can track the evolution
  • No More Skill Tree. NPC's will give you Skills(Dash and elemental Magic(Fire,Ice,Dark)) as you level up in the tower
  • AS you level up in the tower, more random mutators could set on like fast enemies,large enemies,strong enemies, only Elite, etc.
  • You'll need to spend the enemies souls on the statues NPC to have more points on the desired atribute.


And that's all for today folks!

04/12/2017 - Inventory System, Gamepad Support, New Weapons...



Hello Everyone,
I've being working in a Inventory System in the last days. In those 3 videos bellow you can see some of the progress during the development cycle.

First Version

So in this video you can see a simple inventory implemented. You also can see that i'm using mouse/keyboard controllers to move items around.

Second Version

In this second version, you can see some improvements as :
  • New inventory UI
  • Quick equipment toogle
  • Hotbar actions
  • 2 new weapons actions(Maul and Sorcery Staff)

1080p60 Gameplay footage



Many of the sprites and art assets are from Clint Bellanger :
Flare Engine - http://flarerpg.org/
More possible credits : https://github.com/clintbellanger/flare-engine/wiki/Credits

03/08/2017 - What are done until now ?



So for now I've been working on this project since Oct/2016... Yes, quite some time, but working alone and doing all the work at my free time it's hard.
Bellow are some videos that I've made until now to show some progress on the mechanics that I'm working and testing.

2 Playes Co-Op Mode



IzoDungeon is supposed to be played with a friend!
This is a fast, chaotic and hard game. So take your controllers and Team up with a friend.... or against it. Based on the "Magicka" Gameplay, i want you to have the chance to kill your partner... by your desire or not.



Random Isometric Dungeons



IzoDungeon will be a roguelike game on his core, so diversity is one thing to take on consideration when you go venture...
This is the very first version of the algorithm and should be better and smarter as the game progress.



RPG Elements : Skill Tree



Every hero that you'll random build at each death of yours will have the chance to build your skills as you want!
Last time you got the ice skills? Why no to try the fire skills now!?



Battle Mechanics: Shield and Stamina



I've been inspired by Dark Souls gameplay since the first time I got in contact with the game, so I thought that would be very fun and also challenging for the player to have some aspects of the battle as Stamina Bar and Shield use.
Here you got an example of the shield and how the game handles when you got a hit from a enemy. Also you can see a cool effect of enemies set on fire when use the skill, taking damage over time until the fire ends up.



Unique Enemies and Enemies Skills


Enemies will not have the same attack or skill patterns. Each one will have a weakness and a skill power that will need different approaches to be defeated.
Here we have a Skeleton Warrior showing his attack pattern.
They have a large sight than the other enemies and that is because he have ranged attacks using his bow. But, when the player comes near to him, he enters in a defensive/offensive stance, blocking and going after the player for an attack.




Next Steps


The main objective of this project it's to learn as much as possible and GameMaker: Studio was a good and bad choice for this and i will explain why maybe in another topic...

But until now i was able to achive in a way or another the results that I expected from it.
I already started to decrease the amount of the scope that I originally had set for this project because I really want to finish it and working alone and have it as a second job on my day is very consuming, so until now there is no deadline set for the project.
But, on the other hand, I've in mind to delivery a full playable RogueLike game with the basics mechanics implemented (Inventory/Equipment system, Hub World System, Skill Tree, random gameplay, Save / Load, etc...).

So if this take your attention for now, please keep coming that the current playable section will always be updated here.