Don't forget to visit my website www.rasmus-dev.com to get more information about Dungeon Dwellers and my previous programming projects. There is also a forum for those of you that would like to discuss the game with me at www.forum.dungeondwellers.net, it is still in a very early stage, but you are all very welcome to stop by and say hello :)
If you would like to see this game succeed, please spread the news among friends and social media.
The second Dungeon Dwellers Alpha Demo is now available for download!
- Windows Vista SP2 or higher.
- Direct3D 10 compatible graphic card.
Please note that this is the second release I have made public, and I haven't been able to try it out on as many computers that I wanted to. If there are any problem running the game, please notify me by mail: firstname.lastname@example.org
1 July 2013
- Made the game brighter (again)
- The creatures now got names
- More efficient production chain
- Constructions menu added with hydraulics and traps (big update)
18 June 2013
- The game crashed when feeding the Dark Mother with water or wheat, it is now fixed!
- The Imps works and run faster now, I changed the prioritization system for the works a little bit, it is still flawed but will do for now :)
- The lightning in the game have been increased.
16 June 2013
- Alpha version 0.3 is now available for download
- Made the game brighter
- The hand-cursor cast shadows
- Wheat farm now working
- Brewery added
- Bar added
- Dark Dwarfs added
27 May 2013
- The demo is now available for download
- Fixed a bump mapping issue
- Dark Mother added
- Menus added
- Imp creation added
- Background music added
15 May 2013
- New video
- Most textures replaced
- Bump mapping added
- Walls lifted by 30 percent
- Alpha blending modified so that the fire and smoke mixes naturally
- Doors added
- Water added
- Lava added
- Bridges added
- Prison room added
- Farm added
- Digging out water paths added
Dungeon Dwellers is a combined real time strategy game with creative design inspired by the old time classics Dungeon Keeper and The Settlers. The player takes the form of an evil Dungeon Lord and guides his minions into digging out and claiming paths and rooms in his name. The game will be based on creating and pleasing your minions in various ways, and to leading them into battle to defeat your enemy. The most challenging part will be for the player to create advanced production chains so that he will have enough food to feed his creatures, enough armour and weapons to equip them and enough beer to keep them satisfied with you as their master.
The theme of the game are a lot of dark humour, and that each creature will have its own personality, demands and fighting style, forcing the player to handle all the creatures in different ways to maximize their potential.
Depending on your creatures' needs the player will have to construct a good production chain with farms, iron smelters, butchers and so on.
For example: The Dark Dwarf will need a huge amount of beer. To achieve this, the player will have to build a farm so that wheat can be produced, and also a well so that the imps can fetch water. By letting the imps transport these goods into a brewery, the brewery will be able to brew beer to the dark dwarfs so that they can remain happy with their lord.
In the same way the dark elves will require a lot of gold, vampires require a lot of blood and goblins a lot of food and so on. If the creatures' demands are not met they will turn against their master and start attacking his dungeon and his creatures.
At each player's starting position they will have a main dungeon room that will contain a huge creature called the Dark Mother, a being with an endless hunger. The player will be able to order the imps to fed her with different items, and depending on what items she gets feed with, the player can get different rewards.
For example: If the imps feed her with a sword and a pig, she will spew out a Pig Goblin, and if the imps feed her with corpses, crystals, a chain armour, a sword and a mana potion, she will spew out a Vampire. But beware what type of creatures you want in your dungeon. The Vampire has a constant need for blood, and if he doesn't get it from killing enemies, he'll try get it from his allies. In the same way, Dark Elves will never be satisfied with the pay they get and will always take more than they deserve from your treasury. But if the treasury is low on gold coins, they will attempt to steal some from your allies and this may lead to fights breaking out amongst your creatures.
All these creatures can later on be feed to the Dark Mother once again when they have reached a certain level, so that they can be upgraded to a new creature type.
Except her use in spewing out different creatures, she can also be used to trade items. If she is fed with 5 coal she can either spew out gold or iron depending on the player’s choice.
If the Dark Mother is killed, the game is lost.
The imps are the dungeon's workers. Without them the whole production chain would be useless. The minimum amount of imps the player can have in his dungeon is four; if they are being killed and their total decreases to a lower value, the Dark Mother will automatically spew out more imps. The imps are the only creatures the player can control directly by giving them different tasks. They will dig out the land that the player marks out, and as land is being dug out it will drop stone, dirt, coal, iron, gold or crystals depending on what type of land being excavated. These materials will later be picked up by the imps and transported into the closest storage room which has sufficient space, and then the player will be able to use these materials to build rooms, feed the Dark Mother or trade with.
The imps can also be set to different priority systems so that the player can prioritise different tasks in the dungeon:
- Digging and claiming paths
- Transporting items
- Tend to creatures' demands
As these are the only creatures the player can trust completely, they will be the Dark Lord's eyes and ears. If the production chain fails at some point the imps will be the first to tell you. They will also keep an eye out for creatures in your dungeon that are displeased with you as their master, so that you can prepare to please them or kill them off quickly.
As the imps claim tiles in your name you can use these to build rooms of your choice on them.
For example: To build a small storage room you will need to build it two tiles wide and two tiles deep (2x2). To make it more efficient so that tables can be placed in there too the player will have to build it 3x3. To build a Dark Church, on the other hand, you will need to build it 5x5 to make it function at all. Wells and Bedrooms are the simplest buildings out there as they only need to be built 1x1.
There are different types of rooms; those that are only used to maintain the creature’s wellbeing (bedrooms, dining rooms, training rooms etc.) or those that are for the production chain (Wells, Iron smelters, Farms etc.). First the player will have to build a simple production chain so that he can get food (maybe by only building a fishery) to feed the creatures. Later the player will have to advance it into a more complex system to be able to create weapons, armours, potions and beer so that creatures can be both created by and later made to feel pleased with their master.
All rooms will cost a different amount of material depending on the room type and size. The Fishery will, for example, require only wood to be built, while more advanced structures like the armoury will require both wood, stone and iron ingots.
Also, the player must be observant where he places the different rooms, not only for making the production chain as efficient as possible, but also because some creatures can't stand each other. Placing the bedrooms for the Dark Dwarfs or the Juggernaut next to the Dark Elves' bedroom will most certainly cause a fight between them. Some creatures also need to be close to some specific areas in the dungeon.
Here is a quote from the bestiary which gives an example of such a creature:
"As the Bone Phoenix are born out of fire he is drawn to hot areas in your dungeon, and without the underground lava streams this creature would fade away and continue being a legend"
When the workshop room has been built, the player can use it to build various traps and doors in your dungeon. After building a workshop the player can order the Dark Dwarfs or their upgrades into making traps or doors to capture or kill their enemies, or simply for keeping them out of your dungeon. At first the player will be able to make simple constructions like Wooden Doors or Poison traps, but as the Dark Dwarf gets upgraded to a Juggernaut, Titan or Demigod he will be able to make more advanced constructions.
For example: If the player creates a pressure pad and a movable wall, he can trick his enemy into walking into his dungeon and stepping on the pressure pad, closing the wall behind him and becoming easy prey for other traps.
One of the strongest constructions that can be made is the teleporter; this can offer shortcuts for the player's creatures around your dungeon. But it can also be made invisible and set to teleport only enemies to other rooms where they can be killed off one by one.
The player will also have the option to cast spells as soon as the Library and the Dark Church has been built.
In the library Vampires, Dark Angels, Reapers and Demigods can research spells for you, and the higher the creature's upgrade is, the stronger spells can be researched.
The Dark Churches are used for creatures to come and pray to you, and as their prayers reach you, your mana will increase. This mana can then be used as a currency when casting spells that has been researched.
If the player announces to the creatures that they are soon to go to war, they will prepare by being well rested and by stocking up their health and mana potions. As the time for the attack approaches they will go to the Dark Churches and pray for a successful battle, and thereby filling up the Dark Lord's mana reserves so that he can cast all the spells he needs when the battle comes.
The player can also command certain creatures to devote their life to the church. These creatures will pray daily to the Dark Lord, but as a downside they will become pacifists.
All creatures have different strengths and weaknesses, and by using them correctly you will get the better of your enemies during battle. Before entering a battle the player will be able to give out orders to the creatures on how they should approach their enemy. Some of the different attack techniques are:
- Attack and Deadlock (attacks and holds the enemy to its position)
- Flank Attack (Attack creatures that are in a deadlock mode)
- Ranged Attack (Attacks from afar)
For example: As the Dark Dwarf is an excellent tank it is always a good idea to set him to "Attack and Deadlock", and then the Vampires to "Flank Attack" as they have a good melee damage, and finally the Dark Elves to "Ranged Attack" because of their ranged attacks.
The creatures will also have different defense tactics when being attacked in their own dungeon so that they can scare off the enemy as fast as possible.
My name is Rasmus Ljunggren, I am 30 years old and have been a game programmer for the last 20 years, starting with Amiga Basic and later on advanced to the C++ and Direct3D. I live in Sweden, Malmoe and have been doing so for my whole life.
For the most part of my life I have just had game programming as a hobby. But as I noticed that I did spend more time programming games than I was doing working (even if I had a 40 hours a week job) I realized that my true passion was to develop games. So I went back to school and started studying game development for about three years, and now I am standing here at the crossroads that can change my whole future.
I started this campaign on Indiegogo because I am certain that this game will be both fun and challenging for the players once it is released, and I really want to speed up this process by devoting myself to it full-time. I have always loved the old classics "Dungeon Keeper" and "The Settlers" series, and I think that combining the mechanics of these two games could make a great new game with high replay value. I have always had a very strong passion for game programming, and have devoted my life to learning how I might create both small and large games during my spare time.
So this is my chance to finally reach out to the public and chase my dream as a professional game programmer.
The fundings will primarily just go to paying my own salary so that I can afford food and rent, the goal is to be able to work full time developing this game and be able to finish it within a year.
To be able to finish the game within a year is not wishful thinking because most of the basic game mechanics are already implemented into the game. Almost all graphics and animations seen in this game at its current state was done in just one month, this can be seen on my web page or YouTube channel as I upload videos of my progress almost every week.
If I don't reach my funding goals, the contributers will still get their money's worth because I was set on finishing this game long before I started this campaign. It is just that the game will take a longer time to complete because I will only be able to work on the game in my spare time, alongside my regular day job.
If I were to exceed my funding goal, I may be able to hire a professional 3D artist and finish this game a lot sooner; right now I am doing all of the 3D modeling myself, and it is taking a lot out of the programming time.
I understand that everyone can't contribute money, but if you would love to see Dungeon Dwellers succeed you can help me by spreading the word among friends and social media. The more known Dungeon Dwellers is, the higher is the chance of it to succeed.
As the pen is mightier than the sword, please spread the news about the Dungeon Dwellers evil Lord.
Fabian Viking for helping me with this campaign by being main gameplay tester, and for the 2D drawings he made to help me illustrate my game idea. His homepage: www.vikingfabian.com
Ameena for helping me with presentation and with some of the game ideas. Especially for coming up with the game idea to have a creature generation system at the centre of the dungeon heart.
Erik Johan Smedendahl for helping me with the game music.
Thomas McNeill (SabotageTheFool) and Aaron Ferrell (iAreNubcake) for helping me setting up the Dungeon Dwellers forum.
Gustav Bok for spittingout game ideas and helping me bug-test the game, also because he is like an endless Dungeon Dwellers promotion machine :P
You can check out my website or YouTube channel below to get more information about Dungeon Dwellers and my previous programming projects.