Dungeon Crowley cover
Dungeon Crowley screenshot
Genre: Role-playing (RPG), Indie

Dungeon Crowley

Learn more about Aleister Crowley. A Major influence in our story and universe.

Our plot spins around someone who engages with the occult for his personal purposes; that being said, Aleister Crowley's work plays a major role into it.



Aleister is one of the most prominent occultists of the modern time. Founder of Thelema and involved in many occult orders of the early 20th century. His influence grows out of philosophical circles to reach the mainstream through Rock'n Roll, movies and many others forms of today's art.

We invite you to learn more about this curious character here in this great article:

http://airshipdaily.com/blog/10102014-aleister-crowley

New Dungeons Generation System - Showcase 1

We are implementing a new dungeons generation system that allows us to use level design techniques that normally aren't used in procedural scenarios, such as baked reflections, lightmaps and mesh-paint.

What do you think of how it looks?









This technique will also allow us to add enigmas to the scenarios. When playing a rogue-like,do you prefer having enigmas as bonus or as mandatory items to progress?

DEVLOG UPDATE: WORK IN PROGRESS OF THE GAME INTRO CUT-SCENE

Hello, Dear mortals!

sometimes, a dead-end is the only way out of something.

This is a WIP of our #intro cut-scene. We've used a combination of dynamic / baked lightning, to get a time-lapse feeling:



We've used a combination of dynamic / baked lightning, to get a time-lapse feeling. A lot of polishing is needed, but you can get where we're going.




Have a great weekend!
Animvs Game Studio

DEVLOG UPDATE: NEW SLIME ENEMY ATTACK ANIMATION

Hello, dear mortals!

We finished the first animation for our new Slime enemy!

The Slime lives in the Dungeon Forest area, and behaves in a very classic RPG way, splitting into other mini clones when you hit it.

Be careful with this ferocious beast!

We had issues to upload the animation GIF here so we invite you to check it out on any of our social media profiles:


Here you can se some making of screenshots for this enemmy:

It's made of a material that uses fresnel & refraction technique to give the gooey aspect.

Check out the different stages it went through (the weapon has been removed).

We hope to have a new update playable to you all soon!







Cheers,
Animvs Game Studio

TWO NEW ENEMIES ARE COMING TO DUNGEON CROWLEY

Hello, dear mortals!

how have you been? we have been doing lots of improvements to the game in the last weeks. In this post we want to share two new brand new enemies and details on their building and design process.

The Gargoyle uses LOD (Level of Detail), a technique to improve performance lowering GPU and CPU consumption. The game decreases the number of triangles in a model, according to the distance they are seen in the game. The further the foes are, the less detailed:



The second new enemy is an absolute classic in the RPG genre, The Slime! (ignore the weapon, it has been removed)

It's made of a material that uses fresnel & refraction technique to give the gooey aspect.

Check out the different stages its going through:







What do you think about both enemies? we'd love to know your thoughts and questions on them and/or the making of process.

Cheers,
Animvs Game Studio

DEVLOG UPDATE: POST EFFECTS VISUAL IMPROVEMENTS

WEEKLY UPDATE



Greetings, Mortals,

we are improving the post effects on Dungeons visuals, re-worked bloom and added contrast, specially on shadows, to emphasize golden assets and improve lightning. What do you think about the results?

BEFORE:



AFTER:




BEFORE:



AFTER:



BEFORE:



AFTER:



Also created a Twitter, Facebook and Instagram accounts for Dungeon Crowley, we wait for you there.

Patch 0.33.28

Greetings Mortals, time for another patch: 0.33.28

IMPROVEMENTS



Player interface re-design: improving visuals and better explaining player data
Esc interface re-design: improving visuals and better explaining player data
Desert's first level foes revision: New attacks timing / AI behavior updated for every foe in this map.

FIXES



Duplicated damage on some Foe's projectiles
Crash on specific conditions during a map load
Interface typos and missing tips
Some animations bugs on Forest Foes

We've been working on some big features, expect news on this very soon! Stay tuned.

Enjoy!

Patch 0.33.9

Following our game-play improvements:

IMPROVEMENTS



Desert's first level foes revision: New attacks timing / AI behavior updated for every foe in this map.

FIXES



Duplicated damage on some Foe's projectiles
Crash regarding specific conditions during a map load

Enjoy!

Patch 0.33.6

Greetings, mortals.

Patch 0.33.6 is now live:

FEATURES



Dark temple (second level) was now completely re-worked and updated with new AI behaviors.

IMPROVEMENTS



New way to compute area damage
Some (especial) foes won't receive fizzle from player`ss flawless block anymore
Reduced damage deviation from foe's damage, now they have a more constant damage, with less range variation
Hobgoblin attack animations and particles updated
Fixed memory leak caused by traps
Workaround to properly support root-motion animations on multiplayer
Weeper death animation added
LOD generated to many foes (performance improvement)

FIXES


Hobgoblin can`t be fizzled by flawless block and will never enter recover state when receive damage
Fixed some Weeper sounds
Increased the strength from Weeper Cast2 spell, 1.5 to 1.8
Hobgoblin base attributes updated
Foe radial damage notifier dealing damage to wrong player's components
AI characters feet off ground when walking on nav-mesh
Death animated character not being disposed
Fixed a small gap between 01_OldVillage_Transition map and its dungeons

Enjoy!

Patch 0.33.3

Patch 0.33.3 is now live:

FEATURES



Graveyard levels re-design: using new AI behaviors, loot / drop rate also revised
Dark temple re-design: first two level foes, loot / drop revised
Shortcuts improved: item description UI is now displayed when an shortcut is hovered. Other shortcuts such as drop (space-bar), swap / auto-equip (R, right mouse button) also work

IMPROVEMENTS


Wake-up cut-scene can be skipped by pressing the attack button
Ambiance music added to Forest's entrance
Maximum summoned foes reduced for Weeper

FIXES


Double damage applied to player during a partial block
Vases spawning inside of each other
First and second level bosses won't be disrupted by damage anymore
Dark temple ornate's chest wrong lit pivot
Some animations updated on Ratkin foes
Wrong key tool-tip with an unidentified item and no slot available
Shortcuts not showing equipment description UI on some circumstances
Improved collisions on tower

Enjoy!