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Neverlooted Dungeon - a physics-focused dungeon crawler RPG

irnnn

Arcane
Developer
Joined
Jul 2, 2016
Messages
17
You can ! If you through something from below, like a stone, the trap will open. So it's also an alternative path on some levels.
Im happy to report that I managed to walk down the ladder.
It appears that you must be looking all the way down, -90deg. Otherwise you will fall.
oh, I see, you are probably speaking about the 2nd ladder of first outer gate, you are right this is not very convenient (I always jump here so I never tried to use the ladder before, this is why it's good to have other people playing :oops:)

had to check this again, you were right. Not sure what did I do wrong last time
Speaking of spear: that rat behind the bars encounter - I kept hitting bars more than rat. Also If I stood too close rat would hit me without issues. Perhaps spear trajectory isnt properly aligned with crosshair?
I will check, I think the grid door collider may be a bit too big. For the rat I will check.

anyway, I want more
this is good to here :)
If you want more, like, right now, well, [community guy mode] join the discord and be part of the super secret alpha to test more levels [/community guy mode]
 

lukaszek

the determinator
Patron
Joined
Jan 15, 2015
Messages
13,168
If you want more, like, right now, well, [community guy mode] join the discord and be part of the super secret alpha to test more levels [/community guy mode]
frodo-keep-your-secrets.gif
 

udm

Arcane
Patron
Joined
Aug 14, 2008
Messages
2,903
Make the Codex Great Again!
Great demo irnnn . I can see you've played The Dark Mod too ;) (or at least that's where I'm guessing a lot of the sounds come from).

I enjoyed what I played. I thought the game would be too high brow to be taken seriously, but I was glad to be proven wrong. The level design seems to be pretty solid so far too. Got very strong Arx Fatalis/Ultima Underworld vibes from it. I can't play it anymore for today as I've got a lot more demos on the backlog to go through before the Steam Fest ends, but I'm looking forward to the next demo!
 

irnnn

Arcane
Developer
Joined
Jul 2, 2016
Messages
17
Great demo irnnn . I can see you've played The Dark Mod too ;) (or at least that's where I'm guessing a lot of the sounds come from).
!
Indeed, and I used some of their sounds as temporary placeholders for my prototypes. But I thought I replaced them all a long time ago. I will double check that and remove every sound I may have missed. Thanks a lot for pointing this out.
 

KeighnMcDeath

RPG Codex Boomer
Joined
Nov 23, 2016
Messages
15,461
Grimlock-like?

More like Grimtooth-like!

:P:P:P

Which is pretty cool. If you decide on more traps... do look up those books.
 

Rafidur

Learned
Joined
Sep 12, 2019
Messages
411
Hmmm... kind of disappointed that shaking a garbage bin upside down didn't produce rubbish.

Also the lighting is total ass - especially dynamic shadows around torches etc.
 

irnnn

Arcane
Developer
Joined
Jul 2, 2016
Messages
17
More like Grimtooth-like!

I d'nt have Grimtooth but I have a lot of similar books - Traps & Treachery 1 & 2, Book of Challenges, TrapSmith, several D&D or Pathfinder rule books - a lot of stuff to make sadistic treacherous traps ^^

Also the lighting is total ass - especially dynamic shadows around torches etc.
What do you mean? The shadow of the torch holder under the torch ?
 

Rafidur

Learned
Joined
Sep 12, 2019
Messages
411
What do you mean? The shadow of the torch holder under the torch ?

The torch holders had some sort of vacillating yellow blob around them. I don't mind the simplistic art-style but that in particular looked really off.
 

Zombra

An iron rock in the river of blood and evil
Patron
Joined
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Messages
11,843
Location
Black Goat Woods !@#*%&^
Make the Codex Great Again! RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. I'm very into cock and ball torture I helped put crap in Monomyth
As a supporter for the past year, I insist on access to a full mp3 of that spooky music to blast at children tomorrow night.
 

irnnn

Arcane
Developer
Joined
Jul 2, 2016
Messages
17
Fresh December 2021 Devlog
Speaking about level design and new immersive sims features (fire propagation, deep water)
https://store.steampowered.com/news/app/1171980/view/3124932006416644585

Hello everyone,

Are you ready for a massive devlog update? Here's the news from the front.


Awesome Key Art
df0165b180d638bb071a13d03f64db7e860a9b87.jpg

First of all, I'm proud to present the official artwork for Neverlooted Dungeon. The illustration was produced by David Alvarez, a specialist in role-playing and fantasy illustration, among other things. Personally I love it, David did a really great job! And you, what do you think?

David also worked on different particular formats, including variations on the positioning of the characters and other elements, for the steam page, for the cover, for wallpaper, etc.


Full Localization of the Demo
73054df1e6ebcb2c4eec8f82417212bf0a85a8e0.png

After having programmed everything that was necessary, I called on a translation company specializing in video games to translate the entire demo into German, Russian and Chinese, as well as a proofreading of the English version.

Thanks to Aurélie for proofreading the French version.

A Japanese version was courtesy of one of the discord members, Toyoch. A big thanks to him!

I still have to analyze the statistics of the demo to see if these new languages have brought in more people, and decide which languages I will keep for the release. Localization is expansive so I can not simply do it for all languages.


Improving the Levels

d600b5d2bfcfa6459a5c79d8e59a4d3d135c8951.png

Since the last devlog, I have made good progress on improving the different levels of the game, especially with a lot of level design work.

The idea is to make each level contain a wealth of traps, puzzles and physical obstacles, to make the most of the different unique mechanics of the game. I also worked on the topology of levels, multiple paths, secret or unlockable passages, verticality, to offer interesting levels to explore - and re-explore.

Level 1
c987521a7cf7c71a2a2393cef6204f2a9537aa91.png

With this in mind, the first level has therefore been completely reworked, with now a real entrance worthy of a Legendary Dungeon™. I am particularly happy with the result and my objective is to rework all the levels to obtain an equivalent richness and quality.

You can already test it yourself by playing the latest version of the demo!

Level 3
e494a39860860a664a6e45363f4735bc53556517.png

Level 3 required a lot of work, because I had decided to rework and merge two previous levels to make a unique and very rich one.

The first playtests are very positive, and I can't wait to have it tested more. The finale of this level is really cool, and it contains a surprise that you won't soon forget...

Level 4
105396ce14d2e8563a6da857f48f9e63436e723b.png

Level 4 is almost done. The idea behind this level is to offer something short but very rich in surprises (narrative, gameplay) to revive the dynamics after a somewhat long level 3.


Fire Propagation and Deep Water
In parallel with my work to improve the levels and existing features, I am working little by little on new features, to get ever closer to my initial vision - very ambitious. The idea is not to pile up features, but to create rich systems which interact with each other, to offer even more variety on traps, problems and solutions.

For example, it's all physics-based, and any physical interaction can trigger a trap, like throwing a crate with a gravity wand, or kicking a rat. The idea is to add more systems to interact with, like Fire and Water.

Fire Propagation Experimentation
1ca0e15d42513ff41c991c288804aeb6795ad002.png

I wanted to add a fire propagation system to burn objects and spread the flames to nearby objects. Indeed, in some advanced levels, several traps were based on fire, and I didn't like that you could block flames with simple wooden crates. I hesitated to remove these fire traps, but I wanted to first try quickly the fire propagation, to see what it brought and its advantages and disadvantages in terms of technique and game design.

So I set up this feature, which is currently enable in the demo, and I want to continue to explore the possibilities it offers, in terms of traps, obstacles, and interactions.

Now the crates will ignite, and will also be able to spread the fire to other objects, to monsters, to the player ... You can also ignite objects from other objects of the scenery, such as chimneys or campfires. It's great fun setting an entire room on fire and watching the flames spread, or to use it to kill monsters. Be careful thought, you could also be burning valuable items, like JumpJump™ Boots!

I will therefore continue to explore possible interactions with fire, fire-based traps and obstacles, and other possibilities and interactions with other game systems. Based on the playtest feedback and my own design experience, I will decide if I keep it or not.

Deep Water & Swimming & Water Physics
380c16466bca846aa6960a500eabf1d7b33b2c76.png

Another feature that has been close to my heart for a long time is the addition of deep water, water physics, and swimming. Indeed, a big fan of the very first Tomb Raider, I particularly like everything that water can add to exploration, in particular diving to find secret passages, swimming in underwater mazes, or simply the atmosphere provided by flooded rooms.

Along with the physical system, floating objects also add new possibilities for obstacles and physics-based solutions, such as making floating bridges, using water to move heavy floating objects, etc.

Finally, I have a large list of water-based traps, and it would be a shame if the game came out without a little trap or two based on flooding a room whose door suddenly closed behind you ;)

Upcoming Features
3ce0da2644f372ef7ad255752cd6b11d8262e10a.png

There are still plenty of other features that I would love to explore, but to avoid spending all my time on them, my focus remains on levels and traps, and improving existing content. However, I always keep a little time to explore certain things.

In small teasing, breaking more stuff, flaming oil, explosive gas, electricity, a better monster detection system to enable stealth, especially in the dark, more magic wands, even more magic equipment, ... ;)


October Events Update
The last few months have been very busy in terms of marketing events, which is an important task and one that should not be overlooked. I participated in the Steam Next Fest at the beginning of October and at Game Made in France at the end of October.

Steam Next Fest
At the beginning of October, the Steam Next Fest took place, the Steam event that highlights the next Steam releases, in particular games with demos. So for the occasion I had prepared a new demo, and I performed several live streams. I had also set up a small contest to win keys, bravos to the 5 winners! I am happy with the visibility that has been provided, but there is still a lot of work to do.

Games Made in France
At the end of October, I participated in the Games Made in France event, a four-day streaming event on Twitch and Steam, featuring the selection of French games on Steam. I had the pleasure of participating in a live interview with MisterMV and DamDam as they discovered the game live in front of thousands of spectators. I am very happy with the visibility and the feedback from the spectators.

If you missed the stream, you can watch it in replay here:
https://www.twitch.tv/videos/1183660087?t=08h11m06s


Halloween Demo
549a7f65a8dbc493d0891587550bf37b50bef39d.png

Finally, to celebrate Halloween, and relax a bit after all these events, I did a little Halloween demo update. I added pumpkins, graves, more skulls, and turned 1st level into a deadly candy hunt.

If you missed this demo, you can find it on itch.io:
https://wildmagegames.itch.io/neverlooted-dungeon-spooky



Players Feedback Analysis
When I set up the Steam Next Fest demo, I added a feedback form for players to give me their opinion on the game. I received over 350 responses, and I thank all the people who took the time to answer them. I spent a lot of time reading all the comments that were left, sometimes very, very long, sorting them, ranking the items by importance.

Overall, the responses are very positive, and I have noted the remarks on what pleases and dislikes. I have a long list of things to correct and others I could add :).

The negative comment that comes up the most is that the fights are a bit boring and not very inspired. I wanted to keep them simple because the focus of the game is on traps. Despite this, I have plans to improve some points of the combat system, for instance I am investigating the possibility of parrying hits with a shield, to offer another approach of fighting.
7aafca2755cba5faddb28c40c7f59565bd536321.png



Be Part of the Private Alpha Test
I quietly started to set up a private alpha, where I give access to an alpha version of the game to a handful of handpicked people. The more weeks go by, the more people I will add to test more and more levels. I prefer to give keys little by little so that I can improve the game between each wave of new users. I have set up a dedicated form to be able to register and participate.

If you are interested, REGISTER HERE.


Roadmap
So I will continue to improve the different levels, while improving the existing features, in order to have the most fun game possible for its release. After a slower pace of development due to my focus on marketing, development restarted faster and I can't wait to tackle the next levels and have you try them out.

Oh Wow, that was a very long dev log. Thanks for reading, and see you soon,

Arnaud.
 
Last edited by a moderator:

udm

Arcane
Patron
Joined
Aug 14, 2008
Messages
2,903
Make the Codex Great Again!
This might be a bit premature to ask, but after Neverlooted Dungeons, do you think you'll ever do an RPG with similar emergent mechanics?
 

irnnn

Arcane
Developer
Joined
Jul 2, 2016
Messages
17
This might be a bit premature to ask, but after Neverlooted Dungeons, do you think you'll ever do an RPG with similar emergent mechanics?
(If I ever get enough sales to continue working on games,) I have several plans and I will see which one I chose after the release.
I would like to work and release "The Goblin's Week", the initial project on which I was working before ND. It's an investigation-stealth game within a huge metroid-like dungeon that will use all those emergent mechanics.
The dungeon has a live simulation for npcs and infiltration, kind of what is on the last Hitman reboot.
An other idea is a full stealth-murder game.
I personally all those games to be RPGs, because they include character progression through the acquisition of new objects - it's totally equivalent to have an experience system that unlock those abilities.
 

Zombra

An iron rock in the river of blood and evil
Patron
Joined
Jan 12, 2004
Messages
11,843
Location
Black Goat Woods !@#*%&^
Make the Codex Great Again! RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. I'm very into cock and ball torture I helped put crap in Monomyth
I would like to work and release "The Goblin's Week", the initial project on which I was working before ND. It's an investigation-stealth game within a huge metroid-like dungeon that will use all those emergent mechanics.
The dungeon has a live simulation for npcs and infiltration, kind of what is on the last Hitman reboot.
An other idea is a full stealth-murder game.
I personally all those games to be RPGs, because they include character progression through the acquisition of new objects - it's totally equivalent to have an experience system that unlock those abilities.
Duke Nukem isn't an RPG just because you keep getting new guns ...

BUT those games sound wonderful and I hope to play one someday. The Goblin's Week is a great title for a game and I'm looking forward to seeing your take on "investigation-stealth".

If you really want my money, consider adding real investigation mechanics such as clue matching and information management, and remember that a robust in game journal is crucial for any game where the plot matters and the player needs to remember things. OK, enough of my detective game agenda
rating_agenda.png
 
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notpl

Arbiter
Joined
Dec 6, 2021
Messages
1,636
The fact that they keep releasing the exact same trailer with maybe five seconds of footage changed from the last time they released it is making me schizophrenic.
 

irnnn

Arcane
Developer
Joined
Jul 2, 2016
Messages
17

Thanks for posting the updated trailers!

The fact that they keep releasing the exact same trailer with maybe five seconds of footage changed from the last time they released it is making me schizophrenic.
I use to update the trailer regularly to stay as close as possible as the game evolve, so people seeing the trailer get the best idea of what will be released ^^
Since the last trailer (that indeed contained only minor changes), I also did a whole art style update, that kind of justify the urging need to make a new version of it.
I will probably do it at least one time again just before release, when the whole thing will be final.

But most importantly, I reworked the art style. Here a lot of people criticized the previous one. I wonder if the game is now more appealing to codexers.
So, what do you think of the new style?
(demo is also updated)
 

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