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Dungeon Rush

12 devlogs
25h 32m 22s

My first 3d game, learning on the way while making, made in Godot 4.6

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Fishy

Ok so today was a big day and like a setter day of what I should do. I did my first ship, and I am not mad with it, 15x multiplier. Anyways today I added the timer system to my game. So what happens, for example I will talk about the first mini-game, so the code will not be visible and a 3 second timer will start and then it will become visible and there will be a timer at the top seeing how fast the user completes the puzzle, based on how fast they complete it they will get coins. 15 seconds or under they will get 5 coins, 30 seconds or under, 3, under 60 seconds 2 coins, otherwise just one, and at the end it will tell you like how many coins you got. I am planning to add one or 2 more scenes, since I have 4 days to make this game great. I think for the code ones, I will make it harder to find the code, and the obby would be a bit easier. So that is basically the same for all minigames (the timer system). I will make it look nicer, but I still have a confusion on what I should do for the other scenes, but currently tomorow I am going to go do a show and tell. I think some good features I might want to add are

  • Cross hair
  • Audio settings in home
  • More settings in general
  • Scenes where the crosshair is actually needed.
    These are so far the changes and fixes I want to add, then I will get this game tested by someone I know and get their advice. See you guys!
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Fishy

Well hello guys, first devlog since the ship and I have tested many things and made some major updates and changes. First things first, I switched from a HTML5 (browser) game to a downloadable game, for now it is just Windows, but soon I will make it accessible for all devices. I think that todays was like a motivator day, as I added sound effects, and one vote said that I should make random levels, and I might do that, where it is random, but I think that would be too much work. As shown in the image I have added coins, if you pick them up they play audio and they add too your collection. This is just one way to get coins, the other way is by timer system (how fast you complete an puzzle). I have not created that but I shall start that soon.

Audio Advancments

  • Added a more relevent soundtrack for the background music
  • Made door creek sound
  • Added wall moving sound
  • Added Coin Pick Up sound
  • Attached the Wall sliding sound
  • Put the character talking audio
    All these help make this a more fun and interactive game, I think if I can make it save progress and be like 10min longer it might be fun, but we will see. Anyways that’s it for today, see you guys next time (also any suggestions on what to add would help)!
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Fishy

Shipped this project!

Hours: 21.02
Cookies: 🍪 331
Multiplier: 15.76 cookies/hr

Hello Everyone, I build a 3D game in Godot Version 4.6, I made many fun games such as puzzles, movement games, and number games. I think this game is really fun as it is a strategic game that features number pads, codes, and obby’s. This is my first 3D game, and I have spent alot of time on it, I plan to do more fixes, but after you guys some suggestions I can use that for the second version of this game, I really recomend reading the instructions and description as they are vital to playing the game. Anyways I hope you guys enjoy it, as this is a PC game (keyboard and mouse needed), maybe I can make it accessible for mobile users but for now this is what we got!

Fishy

Hey guys, I thought the lock in sidequest, the deadline for ten hours was tomorrow… and welp it is today 😭 and I only have 7 hours. The instructions were not clear for the first week so I was a bit confused. Anyways next week I have to do 3.2 extra hors so in total I will have to have 13.2. hours. Anyways today I added background music, home screen, made the obby scene look more dramatic, and plan for the next ship. The next ship should have like 20 hours in it, and some key features it will have are

  • Sound effects, such as door opening, moving pillars, entering code and ect
  • It will have a coin system, where you can pick up coins, or find easter eggs and at the end it will all count up
  • It will have a timer system, where users will have to finish in a certain timelimit, and if they complete it fast enough they get extra coins.
  • Better UI, currently it looks so basic but later on I could make it better
  • Cross Hair, maybe I will add more scenes and make the scenes clickable
  • Easy and Hard version, for the timer system
  • Audio settings, so user can pick how loud, if they want it on and off ect
    This alone should all take 15 hours, and if I want to add more scenes, it will be longer. But currently this is my plan, so I hope you guys enjoy my first ship, and see you next time!
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Fishy

Hey guys! Guess what, I got 4 hours today, I don’t know if you guys think that is alot or a little, but since the lock-in side quest week one ends in 2 days, I got alot of time today. I will be able to only do like 2 hours tomorrow since I have a test and have to study, but I think I am on a good track and if I spend a whole week I could get closer to 30 hours done if I tried a lot. Currently I have fixed many bugs, but in the span of 2 days I have alot to do, which I will tell you guys. Currently what I did in the past 2 hours was

  • Finish Obby Scene
  • Create the First Ending
  • Make the Barrels more movable
  • Fix more bugs (mainly the torch room)
    I have at least 4 things I want to do before my first ship which is coming soon such as
  • Adding a home screen (I have to draw it, and since it is not pixelated it will be a little hard for me to do but I can get time for that)
  • I need to make guided instructions, so that you guys know how to play the game since it is very complicated.
  • Lastly I have to allow the screen to expand when the user presses full screen.
    That is about all the changes and fixes I have done/need for this basic ship. And most likley I will spend another 10 hours on this, and move to a very complicated 2D project and spend 25 hours on that, but we will see. Anyways see you guys, if you have ideas on scenes or fixes I should do for my game I would appriciate it, bye!
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Fishy

I am getting back to doing my project because mainly of the lock in sidequest (it has motivated me alot) so now I have to ship this projet tomorow, and I still need 7 more hours 😭. I will try to do 4 tomorow and 3 today, but now let me talk about my project. So first I fixed the barrel scene, so what happened was when you pushed the barrel it moved so fast, and the pressure plate was not accurate, now I changed the speed in my prototype player direction * 1 I am multiplying by 1 instead of 5 (gravity, this moved it too much). Then I fixed bugs in my game, obviously not all of it since I still am not done with this. I fixed the bug that once the instructions are done, you can go back and see them again (because some people need to read longer), and I am currently making it so users can go to the zombie npc and it will give them instructions for the current scene they are in. Currently I am making the obby and it has some good key features such as

  • Users have to complete the LONG obby to go to the next scene
  • Will include all the previous items (props) in the obby
  • Will be the first ending of the game.
    I don’t know what I will do next, but for the purpose of the lock in sidequest the obby will be the last part of the game, I will make it longer later, (next week) and add the good scenes. Anyways bye guys, if you have any suggestions regarding my game I would appriciate it before I ship bye!
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Fishy

Hey guys I have done so much, as yall already know I finished the torch scene, and now I have started the next scene, I will see how many scenes I do in 4 weeks (probably 3), and after I finish those scenes I will work on bugs and fix the game more, but for now I have finished the logic for the pressure plate scene. So far what happens is you enter the room and there will be barrels and you will have to put the barrels on the pressure plate or yourself, after you do all three something will happen (I am still thinking) and you go onto the next scene, I have no clue what I would do for the next scene but currently I am using .get_surface_override_material(0).albedo_color to change the color of the pressure plate, because if the pressure plate moves then the item moves again retriggering the pressure plate so on, so I have descided to make it just the color that changes. Any suggestions on scenes would help, but I have already descided the last scene, so far user would enter it and find gold, but the mage will come and stop but the zombie (still thinking) will protect the user, saying about their hardwork and dedication, stopping the mage.

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Fishy

Puzzle Changes and Makes

Today was a big day for the game, I got a lot done and also figured out the direction I want to take things!
So I finished the second puzzle (torch one), and it was a lot of work but I am happy with how it turned out. The idea is simple, there are 4 torches in a dark room and you have to light them in the correct order, the order is shown on a wall so the player has to find it first. If you get it wrong, all the torches reset and you get teleported back, which I think is a cool punishment.
I also fixed a bunch of bugs today, mainly with the interact system and the Global.can_torch variable not resetting properly, but after some debugging it is all working now!
For the NPC, the zombie is fully set up with an idle animation and a floating name label, and I got the E interact prompt working so it shows up when you get close. The animation was honestly the hardest part since the mesh and animation are in separate GLB files, but I figured it out, I tried to get some other assets but I could not figure out how so I just let it be. I am still a bit unsure about the third puzzle, I do not want to do another code based puzzle so I am thinking something more physical, maybe pushing boxes onto pressure plates. If you guys have any suggestions I would love to hear them, mainly puzzle ideas!
As for the endgame, the skull mage is going to play a role at the end, and the zombie NPC is going to help the player somehow. Still working out the details but I think it is going to be a cool ending.
See you in the next one!

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Fishy

First Puzzle

I have had a change of plans for the first puzzle, instead of finding torches and placing them in the area, you will have to find the keycode (randomly generated around the map) and type it in the keycode, and since this is my first time with 3D, I am still understanding about the cursor, but currently when the code panel opens I put Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE) this makes the cursor visable so the user can click the code in, but I think if I want to become more advanced in the end I will also make it so the user can type it with their keyboard. For the other puzzles I feel like I will stick with the matching game, but I may do the buttons. I have thought about the end yet, and there is this** skull person asset**, and I think at the end when the player is going to claim their gold, (this will finish up the game) the skull dude or I will call the skull mage, he will try to block the player from collecting the gold, but then the zombie is going to do something, or the player is going to show that he has the key and the mage will step aside, and I think I will stick to the user will get amount of gold based on time on each puzzle. Then in the end it will be calculated, and user will be taken to screen that shows how fast they beat game, and how much gold they got, this will be like the screen shot screen. I still am a bit confused about the 3rd puzzle, but I may look back at my past puzzles, or other puzzles from different games, or I can ask around. If you guys have any suggestions I would use it, mainly puzzle ideas then it would be easier to know what I am doing, see you later guys!

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Fishy

Ideas and Fixes

Hey guys, I didn’t do much today but I came up with some ideas and started crucial features for my game. I finished the NPC and now I think I will be done with him for a while and if I want to update my game and make it really good I will come back to him and make some crazy updates. But today some features I added were

  • When getting near NPC, “E” comes on the screen, and when users presses e, then the npc dialogue plays (many games use this feature, so I thought to use this for a better user experience.
  • Pause Menu, now when “ESC” is pressed (escape button on keyboard) there is resume and quit, I am thinking when quit is pressed user will be taken back to home page which I still need to make.
  • For the first puzzle I think there will be some hints, but overall the user has to find the 3 pink torches as shown in image, and place them in place holder, once finished next door will open.
  • For the second puzzle I was thinking maybe there will be like a matching game and user will have to match or move items, (moving items is kind of like the first puzzle).
  • I do not know about the third puzzle yet, but since this is just a draft of what I am thinking of, and I am just going to start the first puzzle tommorow.
    I will draw the home scene, and since this is my first 3D game, I don’t think I will include mobile just yet, but I do want to give best user experience so I might add mobile controls add end. If you guys have any suggestions I could add to my game, any puzzle scenes, or any problems you had when making whatever you made and want to share, I would take the advice and it would be helpful, anyways that is it for today’s devlog thankyou! 👋
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Fishy

I have gotten more comfortable with 3D, and have even included cool things, not this time, but next devlog, after I get this one bug worked out you guys can see. So I have been trying to make this character show idle animations, but it is not, I even moved the mesh, but I do not know how to get it running, it is very annoying and I have been bothered by it. But on the contrary one good thing is that I made my first 3d animation. So before when you joined game, you are in blank room and you just walk through door, it does not open for you or anything. But now I made it so you can not walk through door if it is closed, as there is collision shape there, so if you want to walk, I think later on I will make as press E, for toggling door opened. I think in this game it will be like one of those games where you do tasks and get coins, but for the tasks I think there will be puzzles, and this could be a fun game. Now after doing the text, I understand more the crossover between the 2D into the 3D. I can set up the 2d in the 2d screen, and then it will just show on top of the 3d, as the 3d is the actual game and the 2d can not change. I am comfortable with making the text, for the character, like dialogue, but I think I can get much more accomplished once this idle animation is done (so it is visually appealing, I guess you guys like that alot). But anyways, I was thinking about puzzles between rooms, even you have to remember stuff. But now after doing this I understand how games like roblox, or fortnite are made. How they have those shop screens, on top of the game the 3d. This has increased my knowledge on making games helping me become more understanding with the process of making the games. Anyways I hope next time I devlog there has been some great progress, bye!

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Comments

vishalya18
vishalya18 20 days ago

woahh super cool! :3

Fishy

I finally made the design, from the last devlog, you guys can see that I made a simple design, added the character, and what a pillar would look like. Now I made a new scene for not just the walls and buildings but also the props starting with static body, and then putting the item in it like the building, or the items, then I add a collision body so that user can not walk through and feels like and actual item. In the image attached bellow there are torches and in the torches I added omni light, it is like a light that you can set the radius to so it illuminates however far, I believe this is how people make the lights in 3d games, they use spotlights instead, which sound like what you think, spot lights. Since I am new to 3D games, I want to see how everything works what I can do, since I do not know what anything does so I can not really do much, and am using a tutorial to find how to use the items.

  • Have not started the code yet, still with the design and basics on how 3d works
  • Still on design and basics, might take a while, but this is a good learning experience
  • Much more complicated than 2d, harder to move, add the different bodies, collision, static and area.
    I still have confusions on can I add 2D stuff to the 3d part, like a functional menu screen when users press escape, as this is very new to me and I am scared to mess something up in the learning process and not know what to do. I have got to say, maybe in future games I will learn to make my own art, and items, but for the purpose of this first 3d game, I am using items from Brackeys, the assets in this game are from him. Most likley I will make my own stuff for the 2d items, such as the menu screen (when pressing ESC to exit the game, or the starting screen, when user loads into game).
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Fishy

So I am very used to making 2D games, and I thought, for my next project “I should make a 3D game” and here I am learning a how to make this 3D game. So like the 2D games it is much harder to make the assets, so currently I am using pre-made ones, later on when I am more comfortable, I can switch to making my own (as I ordered a drawing tablet from FT shop). I am hoping that this project is good, and helps me make a game that I will be very proud of. Currently I have made the layout with the white walls as you can see, and then I am manually setting collision shapes and static bodies for each of the items, and making them as new scenes, so my character (i am still learning how it will work) can not walk through them. As I need to understand how the character code works (I did not make it) I am learning from videos, and have just started. Anyways I hope to take this project places and am now done devloging for the day!

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